Name: Asperel Brighteyes	Race: Kender
Gender:	Male			Alignment: CG
Deity: Whoever he's heard of
Home Plane: Prime
Physical Description: 

Asp is, in many ways, your typical kender. Bright, cheerful, and with a somewhat casual attitude to other peoples' belongings. In other ways, he's a bit of an abberation. While the average kender would love to command the awesome powers of magic, by and large they don't have the attention span. Asp does, even if one day of dedicated study in the week is about his upper limit.

Born on the world of Krynn, soon after the War of the Lance, Asperel grew up in a world in flux, adapting to the return of the gods, and recovering from a great war. Not that such things really adversely impacted the young kender. If anything, a world in the midst of change represented a smorgasboard of fascinating experiences. Not that people necessarily believe all of Asp's stories about his adventures.

However, this typically kender existence took a strange turn when the wizard Devlin found him ensconced in his living room leafing through one of his old spellbooks. Asp claimed he'd left his door open. Resigning himself to losing several minor trinkets, the old wizard gently shooed him out. Unfortunately, the young kender seemed to have taken it into his head that he wanted to study magic, leaving Devlin with an entusiastic disciple. In vain, he tried to explain that mastering magic required great focus and dedicated study. Not traits generally associated with kender. Asp was however very persistent. In the end, Devlin decided that the only way to convince him that magic wasn't for him was to make him sit through a few lessons. 

Much to his surprise, Asp stuck at it, though he often took a few days off here and there. Not one to go back on his word, Devlin continued to teach him, running through the basics with him, and building upon the spells in that original spellbook. In the end, the status quo was overturned when Devlin was recalled to the Tower of Wayreth by his order. Fond as he was of Asp, Devlin decided that the wizards of the tower probably weren't ready for a kender wizard. He therfore encouraged Asp to go out into the world and continue his studies on his own, something for which the kender required little encouragement.

Asp's travels took him across much of Ansalon, with the appearance of a kender wizard occasionally giving rise to questions of just who he'd stolen his accoutrements from. On one notable occasion, somebody actually tried to claim his spellbook, but soon changed his tune when Asp shrunk him in order to prove that yes, he was actually a wizard. Thus proving that it is best not to meddle in the affairs of wizards. Even kender wizards. His fellow kender were, naturally, delighted to see one of their own practicing magic, and always an eager audience for magic tricks. The shrinking spell, following its initial demonstration, proved particularly popular.

Asp was fated for wider horizons, however. Finding himself in a spot of bother in a tavern (a minor matter of somebody accusing him of stealing his purse. Patently absurd, but there's just no reasoning with some people), he nipped out the back, only to find, much to his delight, that the back opened into a completely different city on a completely different plane. Naturally, turning around was out of the question.

Since then, Asp has learned a few things about the planes. The basics of portals, some of the many possible destinations, what a berk is... The Infinite Staircase, in particular, is a constant source of wonder, with doors to practically anywhere scattered across the various landings. 

It was his wanderings of the staircase that brought him into contact with the Planewalkers' Guild. Finding an organisation of like-minded people (from a certain perspective), Asp immediately set about joining. After all, exploring is so much more fun when you have company, and other people so often have fascinating ideas of things to do which Asp could never have come up with on his own.

Strength     (STR): 9	[-1]	Level: Wizard 7
Dexterity    (DEX): 17 	[+3]	Experience Points: 23000/34000
Constitution (CON): 13 	[+1]	BAB: +3
Intelligence (INT): 18 	[+4]	Fort Save: 2 (+1 Con +1 Race) = +4
Wisdom       (WIS): 14 	[+2]	Ref Save : 2 (+3 Dex +1 Race +2 Feat) = +8
Charisma     (CHA): 14	[+2]	Will Save: 5 (+2 Wis +1 Race) = +8
				Speed/Base Speed: 20 ft

Hit Points: (6+6d6)+(7*+1 Con) = 29/29

Melee:
	Unarmed 

Ranged:
	Sling (1d4, x2, 50 ft. range): +3 (+3 Dex +1 Size) = +7
		Bullets (limitless)

Other Equipment:
	Everlasting Rations
		Creates enough rations to feed a Medium creature for 1 day 1/day
	Gloves of Lightning (Hands)
		Ranged touch for 1d8+5 electricity damage 3/day, +3 to hit vs. targets with a lot of metal
	Healing Belt (Belt)
		+2 to Heal checks, can channel energy to heal; 3 charges 1/day, 1: +2d8, 2: +3d8, 3: +4d8
	Ioun Torch
		Burnt-out ioun stone w/ continual flame
	Ring of Four Winds (Finger)
		+2 deflection bonus to AC or feather fall 4/day

Armor Class: 10 (+3 Dex +1 Size +1 Dodge) = 15, 11 flat-footed, 15 touch
Armor Check Penalty: +0
Arcane Spell Failure: 0%
Initiative: +3 Dex = +3
CMB: +3 BAB -1 Str -1 Size = +1
CMD: 10 +3 BAB -1 Str +3 Dex +1 Dodge -1 Size = 15

FEATS:
-Lvl1		Dodge					(+1 dodge bonus to AC)
-Wiz1 (class)	Scribe Scroll				(Create a scroll)
-Lvl3		Spell Focus (Conjuration)		(+1 DC for Conjuration spells)
-Lvl5		Lightning Reflexes			(+2 to Reflex saves)
-Wiz5 (bonus)	Craft Wondrous Item			(Create magic wondrous items)
-Familiar	Alertness				(+2 to Perception and Sense Motive checks)
	Only when cat is in arm's reach

SKILLS:
[c] denotes class skill 
*: Armor check penalty applies
Skills: 6/level, +6 FC
Total Points: 42

-[c] 	Appraise		[Int]: 3 (+4 Stat +3 Class)				= +10
-[ ]	Control (Limbo)		[Wis]: 2 (+2 Stat +3 Class)				= +7
-[c]	Craft (Traps)		[Int]: 3 (+4 Stat +3 Class)				= +10
-[ ] 	Disable Device		[Dex]: 5 (+3 Stat +2 Race +2 Circum)			= +12
-[c] 	Knowledge (Arcana)	[Int]: 5 (+4 Stat +3 Class)				= +12
-[c] 	Knowledge (Planes)	[Int]: 6 (+4 Stat +3 Class)				= +13
-[c] 	Linguistics		[Int]: 2 (+4 Stat +3 Class)				= +9
-[ ] 	Perception		[Wis]: 5 (+2 Stat +2 Feat)				= +9
-[ ]	Sense Motive		[Wis]: 0 (+2 Stat +2 Feat)				= +4
-[ ] 	Sleight of Hand		[Dex]: 2 (+3 Stat +2 Race)				= +8
-[c] 	Spellcraft		[Int]: 6 (+4 Stat +3 Class -4 Race)			= +9
-[ ] 	Stealth			[Dex]: 3 (+3 Stat +4 Size +3 Familiar)			= +13

SIZE: Small		    LANGUAGES: Common, Draconic, Gnome, Kenderspeak, three slots held in reserve
Other Specials:
	
	Planar Familiarity: Possesses a +4 bonus to Knowledge(Planes) checks made for things involving (?).  This
	allows the use of the skill untrained if with regard to such a topic.
	
	Planewalker's Guild: +2 circumstance bonus to saves made against environmental effects and planar hazards

Class Specials:

Wizard

	Arcane Bond (Su): Make a bond with a single object or creature.
		Cat - +3 bonus to Stealth checks
		
	Cantrips (Sp): Select a number of cantrips each day based on your spells per level.  You may cast these at
	will as desired.
	
	Scribe Scroll: Receive the Scribe Scroll feat for free at 1st level.
	
	School: Conjuration
		Prohibited Schools: Necromancy, Enchantment
		
		Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration
		by a number of rounds equal to 1/2 your wizard level (minimum 1).  At 20th level, you can change
		the duration of all summon monster spells to permanent.  You can have no more than one summon
		monster spell made permanent in this way at one time.
		
		Acid Dart (Su): As a standard action, you can unleash an acid dart targetting any foe within 30
		feet as a ranged touch attack.  The acid dart deals 1d6 points of acid damage +1 for every two
		caster levels you possess.  You may use this ability a number of times per day equal to 3 + your
		Intelligence modifier.  This ability ignores spell resistance.
		
		Uses Remaining: 7

Racial Specials:

	+1 racial bonus on all saving throws. Due to their eternal optimism and inherent belief in the goodness
	of all people, kender manage to survive and thrive in a world that is often hostile to them.
	
	+2 racial bonus on Perception checks.
	
	+2 racial bonus on Disable Device and Sleight of Hand checks. Kender can use these two abilities as though
	they were trained, even if they have 0 ranks in the skills.
	
	Lack of Focus: Kender have a -4 racial penalty on Spellcraft checks. Kender don’t necessarily lack magical
	talent, but their general lack of focus discourages them from pursuing careers in magic.
	
	Taunt: Kender have an uncanny insight into the motivations and characteristics of other races. They can use
	this insight to unleash a verbal barrage of sarcasm, insults, and crude comments that cause the targeted
	victims to lose their temper. Kender receive a +4 racial bonus on all Bluff checks to taunt someone.
	
	Fearlessness: Kender are immune to fear, magical and otherwise.


Spells per Day
-----------------------
Lv0: At will, 4 prepared
Lv1: 4+1/day + 1 Spec
Lv2: 3+1/day + 1 Spec
Lv3: 2+1/day + 1 Spec
Lv4: 1+1/day + 1 Spec

0: Detect Magic, Mage Hand, Mending, Prestidigitation
1: Detect Secret Doors, Reduce Person, Color Spray, Disguise Self
	Spec: Mage Armor
2: Invisibility, Spider Climb, Web, Scorching Ray
	Spec: Summon Monster II
3: Fireball, Fly, Beast Shape I
	Spec: Summon Monster III

Spells Known: DC 14+level, 15+level Conjuration
-----------------------
*: Conj; (): Ench, Necro
Lv0
	*Acid Splash: Orb deals 1d3 acid damage.
	Arcane Mark: Inscribes a personal rune (visible or invisible).
	Dancing Lights: Creates torches or other lights.
	(Daze: Humanoid creature of 4 HD or less loses next action.)
	Detect Magic: Detects spells and magic items within 60 ft.
	Detect Poison: Detects poison in one creature or small object.
	(Disrupt Undead: Deals 1d6 damage to one undead.)
	Flare: Dazzles one creature (-1 on attack rolls).
	Ghost Sound: Figment sounds.
	Light: Object shines like a torch.
	Mage Hand: 5-pound telekinesis.
	Mending: Makes minor repairs on an object.
	Message: Whispered conversation at distance.
	Open/Close: Opens or closes small or light things.
	Prestidigitation: Performs minor tricks.
	Ray of Frost: Ray deals 1d3 cold damage.
	Read Magic: Read scrolls and spellbooks.
	Resistance: Subject gains +1 on saving throws.
	(Touch of Fatigue: Touch attack fatigues target.)


Lv1
	Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
	Comprehend Languages: You understand all spoken and written languages.
	Detect Secret Doors: Reveals hidden doors within 60 ft.
	Disguise Self: Changes your appearance.
	Endure Elements: Exist comfortably in hot or cold environments.
	Enlarge Person: Humanoid creature doubles in size.
	Feather Fall: Objects or creatures fall slowly.
	*Grease: Makes 10-ft. square or one object slippery.
	Identify: Gives +10 bonus to identify magic items.
	*Mage Armor: Gives subject +4 armor bonus.
	*Mount: Summons riding horse for 2 hours/level.
	Reduce Person: Humanoid creature halves in size.
	Shield: Invisible disc gives +4 to AC, blocks magic missiles.
	Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
	Silent Image: Creates minor illusion of your design.
	*Summon Monster I: Calls extraplanar creature to fight for you.
	True Strike: +20 on your next attack roll.
	*Unseen Servant: Invisible force obeys your commands.


Lv2
	Cat's Grace: Subject gains +1d4+1 to Dex for 1 hr./level.
	Darkvision: See 60 ft. in total darkness.
	Invisibility: Subject is invisible for 1 min./level or until it attacks.
	Locate Object: Senses direction toward object (specific or type).
	Make Whole: Repairs an object.	 
	Mirror Image: Creates decoy duplicates of you.
	Protection from Arrows: Subject gains DR 10/magic against ranged attacks.
	Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
	See Invisibility: Reveals invisible creatures or objects.
	Spider Climb: Grants ability to walk on walls and ceilings.
	*Summon Monster II: Calls extraplanar creature to fight for you.
	*Web: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.

Lv3
	Beast Shape I: You take the form and some of the powers of a Small or Medium animal. 	 
	Fireball: 1d6 damage per level, 20-ft. radius.
	Fly: Subject flies at speed of 60 ft.
	*Phantom Steed: Magic horse appears for 1 hour/level.
	*Sleet Storm: Hampers vision and movement.
	Slow: One subject/level takes only one action/round, -1 to AC, Reflex saves, and attack rolls
	*Summon Monster III: Summons extraplanar creature to fight for you.
	Tiny Hut: Creates shelter for 10 creatures.
	
Spellbooks
----------

Devlin's Apprentices'			Ebon Tome of Alredus			Asperel's Spellbook 
Primer					the Overly Dramatic			of Nifty Stuff

All 0 levels				Some 0 levels				Most 0 levels
Endure Elements				Shield					Endure Elements
Shield					Reduce Person				Detect Secret Doors
Feather Fall				Feather Fall				Reduce Person
Shocking Grasp				Shocking Grasp				Comprehend Languages
Colour Spray				Silent Image				Grease
Mount					Summon Monster II			Spider Climb
					Summon Monster I			Fireball
					Darkvision				Web
					Phantom Steed				Invisibility
					Some undeciphered			Cat's Grace
										Mage Armor
										Identify
										Locate Object
										See Invisibility
										Summon Monster III
										Fly
										Enlarge Person


Equipment and Inventory
-----------------------
Equipped:	Sling							[------  lbs.]
Worn:		Wizard's robes and hat					[  1.5   lbs.]
Worn:		Pouches (many)						[  2.5   lbs.] <    350 gp>
Hands:		Gloves of lightning (crafted)				[------  lbs.] <   1000 gp>
Finger:		Ring of the four winds					[------  lbs.] <   2000 gp>
Waist:		Healing Belt						[  1	 lbs.] <    750 gp>
In Use:		Ioun torch						[------  lbs.] <     75 gp>
Subtotal:								   5     lbs.

Worn:		Handy haversack						[  5     lbs.] <   2000 gp>
Backpack:	Spellbooks (3)						[  9     lbs.]
Backpack:	Quill & ink						[------  lbs.]
Backpack:	Stones (for sling)					[  2.5   lbs.]
Backpack:	Masterwork thieves' tools				[  2     lbs.] <    100 gp>
Backpack:	Bedroll							[  2.5   lbs.]
Backpack:	Waterskin						[  1     lbs.]
Backpack:	Scroll & Map cases					[  1     lbs.]
Backpack:	Lesser rod of wonder (48 charges)			[  5     lbs.] <   3840 gp>
Backpack:	Cold Weather Outfit					[  1.75  lbs.]
Backpack:	Wand of magic weapon (CL 1, 50 charges)			[------  lbs.] <    750 gp>
Backpack:	Potion of cure light wounds x6				[------  lbs.] <    300 gp>
Backpack:	Everlasting rations					[  2     lbs.] <    350 gp>
Case:		Scroll of Expeditious Retreat				[------  lbs.] <     25 gp>
Case:		Scroll of Protection from Law				[------  lbs.] <     25 gp>
Case:		Scroll of Glitterdust					[------  lbs.] <    150 gp>
Case:		Scroll of Make Whole					[------  lbs.] <    150 gp>
Case:		Scroll of Magic Mouth					[------  lbs.] <    150 gp>
Case:		Scroll of Knock						[------  lbs.] <    150 gp>
Case:		Scroll of Tongues					[------  lbs.] <    375 gp>
Satchel:	Chocolate marshmellow 1/3-strength CLW			[------  lbs.]
Satchel:	Chocolate caramel 1/3-strength Bless			[------  lbs.]
Satchel:	Chocolate raspberry-cream 1/3-strength Detect Magic	[------  lbs.]
Satchel:	Chocolate praline 1/3-strength Mage Armor		[------  lbs.]
Subtotal:								   5     lbs.

								       (  31.75  lbs.) 
								       (/125     lbs.)
Total:											  12715 gp

GP 3327 

Total Weight: 10 lbs
Loads: 22.5 lbs Light, 45 lbs Medium, 67.5 lbs Heavy
------------------------------------------------------------
Contents of pouches:


Holy symbol of Fizban
Penny whistle
Sewing needle & thread
Petrified eye (Not of Vecna)
Cascanets
Bat Orb - Supposedly gives a strong-willed bearer control over bats. May in fact be a marble.
Dead wand - Formerly wand of command undead. Good times.
Scroll of Armageddon (Used). May in fact be ordinary blank scroll.
Orc tooth
Plans for Gnomish dishwasher - Possibly doomsday device. One of the two.
Glove
Frilly handkerchief
Quoit
Wooden rabbit (not to scale)
Ivory comb (broken)
Deck of cards
Badge of the Doomguard (?)
Dwarven tea cosy
Four leaf clover (pressed in spellbook)
Sheet music - Lay of Huma.
Pyrite - A gift from a dwarf.
Stoppered bottle
Random number generators (six-sided)
Gnomish dragon detector (wooden)
Portal keys - To be elaborated upon
Geometric swan statuette (100 gp)
Two chaos flasks (200 gp)
Silver ring (50 gp)


Maps (many self-drawn)

Krynn (Numerous annotations)
The Planes (Many blank spaces as yet)
Sigil (very confusing)
The Infinite Staircase (even more confusing)
Treasure map (from prime unknown)
The Nine Hells (Some scorch marks, crazed scribblings)
Bytopia (Double-sided)
Star chart (Jult, southern hemisphere)
Mingulay (Seas only. Waterproof)
3 different Isles of Dread (Separate primes, suspiciously similar shapes)
Empire of Qu (Includes Underdark holdings)
---------------------------------------------------------
Familiar
---------------------------------------------------------
Nora Ratsbane (Cat)

N Tiny animal
Init +2; Senses: low-light vision, scent; Perception +9
Languages: empathic link, speak with master
---------------------------------------------------------
AC 18, touch 14, flat-footed 16 (+2 size, +2 Dex, +4
	natural)
hp 14/14 (HD 1d8-1)
Fort +1, Ref +4, Will +5
---------------------------------------------------------
Speed 30 ft.
Melee 2 claws +6 each (1d2-4) and
	bite +6 (1d3-4)
Space 2-½ ft.; Reach 0 ft.
Base Atk +3; CMB -3; CMD 9 (13 vs. trip)
---------------------------------------------------------
Abilities: Str 3, Dex 15, Con 8, Int 9, Wis 12, Cha 7
Feats: Weapon Finesse
Skills: Appraise +0, Climb +6*, Control (Limbo) +3,
	Disable Device +7, Knowledge (Arcana) +3,
	Knowledge (Planes) +4, Linguistics +1,
	Perception +9, Sleight of Hand +4, Spellcraft +4,
	Stealth +16*
---------------------------------------------------------
Alertness (Ex): The presence of the familiar sharpens its
	master's senses.  While a familiar is within
	arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that
	normally allows a Reflex saving throw for half
	damage, a familiar takes no damage if it makes a
	successful saving throw and half damage even if
	the saving throw fails.

Empathic Link (Su): The master has an empathic link with
	her familiar out to a distance of up to 1 mile.
	Only general emotional content can be
	communicated.  Note that the low Intelligence of
	a low-level master's familiar limits what the
	creature is able to communicate or understand,
	and even intelligent familiars see the world
	differently from humans, so misunderstandings are
	always possible.

Share Spells: Any spell the master casts on herself may
	also affect her familiar, if the familiar is
	within 5 feet.  If the spell has a duration other
	than instantaneous, the effect ends if the
	familiar moves beyond 5 feet and will not affect
	the familiar again even if it moves within 5 feet
	once more.  The master may cast a spell with a
	target of "You" on her familiar (as a touch
	range spell) instead of on herself.  A master and
	her familiar can share spells even if the spells
	normally do not affect creatures of the
	familiar's type.

Deliver Touch Spells (Su): If the master is 3rd level or
	higher, a familiar can deliver touch spells for
	him. If the master and the familiar are in
	contact at the time the master casts a touch
	spell, he can designate his familiar as the
	"toucher." The familiar can then deliver the
	touch spell just as the master would. As usual,
	if the master casts another spell before the
	touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or
	higher, a familiar and the master can communicate
	verbally as if they were using a common language.
	Other creatures do not understand the
	communication without magical help.

Speak with Animals of Its Kind (Ex): If the master is 7th
	level or higher, a familiar can communicate with
	animals of approximately the same kind as itself
	(including dire varieties): bats with bats, cats
	with felines, hawks and owls and ravens with
	birds, lizards and snakes with reptiles, monkeys
	with other simians, rats with rodents, toads with
	amphibians, and weasels with ermines and minks.
	Such communication is limited by the Intelligence
	of the conversing creatures.
	
Skills: Cats have a +4 racial bonus on Climb and Stealth
	checks. They use their Dexterity modifier instead
	of their Strength modifier for Climb checks. *In
	areas of tall grass or heavy undergrowth, the
	Stealth bonus rises to +8.
---------------------------------------------------------