The Dragonlance Nexus

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Orko the Amazing

by Kendermage

Male Afflicted Kender Wizard 12
Strength9 Fortitude+9 Armor Class19
Dexterity17 Reflex+12 Flat-footed AC18
Constitution10 Will+14 Touch AC19
Intelligence15 AlignmentLN Base Attack+6/+1
Wisdom12 SpeedFly 20 ft. Melee Attack+6/+1
Charisma17 Initiative+7 Ranged Attack+10/+5
Hit Points31 SizeSmall


Afflicted Kender Traits, Summon Familiar


Climb +2, Concentration +9, Decipher Script +7, Diplomacy +8, Hide +9, Jump +2, Knowledge (arcana) +11, Knowledge (local) +7, Knowledge (nature) +5, Move Silently +5, Open Lock +5, Sleight of Hand +10, Spellcraft +11, Spot +3


Craft Wondrous Item, Empower Spell, Extend Spell, Spell Focus (illusion) Improved Initiative, Scribe Scroll, Spell Focus (transmutation), Spellcasting Prodigy


Common, Elven, Goblin, Kenderspeak


Spells Prepared: (4/5/5/5/4/3/2; save DC 13 + spell level; 15 + spell level for transmutation spells)
  6th Level: mislead, titan's transformation
  5th level: break enchantment, passwall, overland flight
  4th level: confusion, locate creature, mass reduce person, rainbow pattern
  3rd level: arcane sight, blink, dispel magic, fly, slow
  2nd Level: blur, gust of wind, levitate, locate object, resist energy
  1st Level: color spray, expeditious retreat, feather fall, reduce person, sleep
  0 Level: detect magic, mage hand, prestidigitation, read magic


Silver dagger, melee +5/+0 (1d3/19-20) or ranged +9/+4 (1d3/19-20, range inc 10 ft.)


Red Robe of High Sorcery (SR 15, +1 caster level on all illusion spells), wand of magic missile (3rd, 25 charges), hat of holding type II, spellbooks, spell component pouch.

Spellbook: memorized spells plus 0 level: all spells; 1st level: animate rope, hold portal, identify, obscuring mist; 2nd level: fog cloud, hideous laughter, mirror image, rope trick; 3rd level: fireball, gaseous form, shrink item, tongues; 4th level: charm monster, polymorph, shout; 5th level: dismissal, dream, permanency, teleport; 6th level: analyze dweomer.


It is hard to tell if Orko is a male or female because of his penchant for wearing a long flowing red robe. He is just over three feet tall. A red pointed hat, and a purple scarf he keeps wound around his head leaving only his amber colored eyes visible, completes the ensemble. Orko almost never reveals his true appearance. He has blue skin and withered twig-like legs. He flys everywhere, touching the ground only when he must. The events of his Test left his legs barely able to support him.


Not much is known of Orko. He talks of a land far to the north of Ansalon and that he was brought to Ansalon during a "Great Storm" that transported him here. Soon after arriving he helped save the life of a young Ergothian noble and given employment as court magician/jester in the house of Randor as thanks for his heroic acts. It is not known how he came to have possession of one of the rare Robes of High Sorcery; he never speaks of it. Nor does he speak of the events surrounding his Test.

Several times though, he has related the tale of why he flies. As a youth Orko was an exceptionally fast young kender. During his test he relied too much on his physical prowess and in a battle with a dry lich (Sandstorm, pgs 155-157) was subjected to the lich's wasting sickness. The sickness started at the point of contact, his heel, and spread up his legs. Orko defeated the lich, and the Elders supervising his Test were able to stop the wasting disease, but were unable to restore the damage done to Orko's legs. To offset the loss of his mobility the Elder's weaved a permanent spell over Orko, giving him a limited ability to fly.


Orko is thought by many to be a terrible wizard. His spells tend to function as if cast in a wild magic zone. He claims to be a powerful wizard in his native land, which he claims lies far to the north of Ansalon. The truth of the matter is that he is trading on the name of his famous uncle (Uncle Montork) and even in his native land is an inept spellcaster. Orko is fascinated by gnomes and their devices, and is a frequent visitor to Mt. Nevermind, but he tends to get on their nerves with his endless barrage of questions, messing with their devices, and using his magic in a well meaning attempt to help. He is fiercely loyal to his friends and a valuable ally despite his unpredictable magic. Orko is a remarkable kender in that he is able to keep secrets he is entrusted with. He is not very brave, but is able to overcome his far to help those in need.

Note: It is unknown what causes Orko's spells to go awry. Even the Elders of his native land are stumped. Every time he casts a spell he must succeed at a caster level check (DC 15 + spell level) or the spell energy gets away from him and is treated just as if cast in an area of wild magic. Despite this disability Orko was somehow able to pass the Test.

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This item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast.