Thursday, July 05, 2007
Pereðil Beóren Möðruvellir
Pereðil has followed his father's leads and become a skull-collector. He wanders the world (and in time, the planes) in search of the skulls of slain enemies, which he places in his bag of holding. He may not know it yet, but one day, he will raise an undead army from this collection.
Pereðil travels under a set of dark robes and employs poison (in darts, false healing potions, poultices, dusts, and other trickery) in his attempts to murder his adversaries. Unfortunately, he is not too nimble or strong for an elf, so he has some problems following through, and needs a party's help to survive the deep dungeons in search of new skulls.
Pereðil Beóren Möðruvellir
Medium-size Male Half-Elf
Necromancer 6 Cleric 1
Hit Dice: (6d4)+(1d8)+21
Hit Points: 43
Initiative: -1
Speed: Walk 20 ft.
AC: 11 (flatfooted 11, touch 9)
Attacks: Dart +2;*Dagger -4;*Dagger (Thrown) +2;*Sling -8; ;
Damage: Dart 1d4;*Dagger 1d4-1;*Dagger (Thrown) 1d4;*Sling 1d4-1; ;
Vision: Low-light
Face / Reach: 5 ft. / 5 ft.
Special Qualities: +2 bonus to Spellcraft when learning Necromancy, +2 racial bonus on saving throws against enchantment spells or effects., Elven Blood, Immunity to sleep spells and similar magical effects., Rebuke Undead (Su) 2/day (turn level 1) (turn damage 2d6+0), Spontaneous casting, Summon Familiar
Saves: Fortitude: +7, Reflex: +1, Will: +9
Abilities: STR 9 (-1), DEX 9 (-1), CON 16 (+3), INT 18 (+4), WIS 15 (+2), CHA 9 (-1)
Skills: Appraise 4; Balance -4; Bluff -1; Climb -4; Concentration 13; Craft (Alchemy) 5; Craft (Untrained) 4; Decipher Script 11; Diplomacy 1; Disguise -1; Escape Artist -4; Forgery 4; Gather Information 1; Heal 2; Hide -4; Intimidate -1; Jump -10; Knowledge (Arcana) 9; Knowledge (Architecture and Engineering) 6; Knowledge (Dungeoneering) 5; Knowledge (Geography) 6; Knowledge (History) 7; Knowledge (Local) 6; Knowledge (Nature) 5; Knowledge (Nobility and Royalty) 5; Knowledge (Religion) 8; Knowledge (The Planes) 7; Listen 3; Move Silently -4; Ride -1; Search 5; Sense Motive 2; Spellcraft 16; Spot 3; Survival 2; Swim -7;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Brew Potion, Heighten Spell, Point Blank Shot, Scribe Scroll, Shield Proficiency, Simple Weapon Proficiency, Spell Penetration
Challenge Rating: 7
Alignment: Neutral Evil
Possessions: Backpack; Dart; Bracers of Armor +2; Bullets, Sling (50); Dagger; Holy Symbol (Skull); Potion of Delay Poison; Robe of Bones; Signet Ring; Sling; Spellbook (Wizard's/Blank);
Deity: None Domains: Evil, Death
Spells:
Spells per Day: 4+1/4+1/4+1/3+1/0/0/0/0/0
Wizard - Known:
Level 0: Acid Splash, Arcane Mark, Black Dart, Bullet, Cauterize, Cipher, Cubes of Ice, Dancing Lights, Daze, Decode, Detect Magic, Detect Poison, Detect Self, Dim, Dim Illumination, Disrupt Undead, Ember, Eviscerate, Firefly, Flare, Granitehand, Haze, Impure Thoughts, Light, Light My Fire, Lock/Unlock, Mage Hand, Mending, Message, Night-Vision, Open/Close, Pointer, Prestidigitation, Bellamy's Proper Burial, Puff of Wind, Ray of Frost, Read Magic, Shovel, Signal, Signal Fire, Sort, Sort Coins, Spark, Spectral Dart, Startle, Summon Bag, Summon Garment, Summon Key, Summon Mug, Summon Pipe, Summon Random Item, Touch of Fatigue, Trip, Trip Line
Level 1: Burning Hands, Cause Fear, Chill Touch, Color Spray, Disguise Self, Expeditious Retreat, Ray of Enfeeblement, Reduce Person
Level 2: Blindness/Deafness, Command Undead, False Life, Ghoul Touch, Scare, Spectral Hand
Level 3: Dispel Magic, Gentle Repose, Hold Person, Vampiric Touch
Spells per Day: 3/2+1/0/0/0/0/0/0/0
Cleric - Known:
Level 0: Cipher, Create Water, Cure Minor Wounds, Decode, Detect Magic, Detect Poison, Dim, Dim Illumination, Guidance, Impure Thoughts, Inflict Minor Wounds, Light, Light My Fire, Mending, Pain Touch, Puff of Wind, Purify Food and Drink, Read Magic, Resistance, Sort, Startle, Virtue
Level 1: Bane, Bless, Cause Fear, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos, Detect Corruption, Detect Evil, Detect Good, Detect Infraction, Detect Law, Detect Undead, Divine Favor, Doom, Emotional Stability, Endure Elements, Entropic Shield, Glass Shape, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Chaos, Protection from Good, Protection from Good, Protection from Law, Remove Fear, Sanctuary, Shield of Faith, Stabilize, Summon Monster I, Wall of Darkness
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