White Elf, Devout, Mage

Strength Constitution Dexterity Intelligence Perception Charisma
12 9 9 15 8 12


+1 Cha, +1 Dex, +3 Int, -1 Con, -1 Per

Will Save: 7
Experience: 0/0
Taint: 0
Size: Medium
Speed: 6m

Skills and Talents:
Linguistics (Imperial Dwarven, Low Elven, High Elven), Resistance (Enchantments), Fey Origin, Fey Step, Low Light Vision, Religion, Charm, Deceive, Heal, Literacy, Spellcraft (Divination)
+1: Arcana
+3: Spellcraft (Necromancy)


  • Eladrin Weapon Proficiency: all Eladrin treat the Arming Sword as if they had the requisite Weapon Training Talent.
  • Fey Origin: for spells and effects the Eladrin is considered to be a Fey creature.
  • Trance: Eladrin are immune to Sleep effects, in addition they only need to spend 4 hours of rest to gain the benefits that other races would normally gain from 8 hours rest. In addition whilst in a Trance the Eladrin counts as if they had the Light Sleeper talent.
  • Fey Step: as a single action the Eldarin may attempt a Charisma check to teleport up to 5 metres in any direction. A critically failed charisma check indicates this power may not be used until the subsequent day, a critical success indicates you go 10 metres instead of 5.
  • Mage’s Might: You store all your spells in your spell book. You may memorise up to you Intelligence score of spells of which you may cast any at any time, provided you have your spellbook to memorise them from. Memorising any number of spells takes you one hour, and may only be done once per day, requiring an additional 8 hours rest if you wish to rememorise on a day on which you have already memorised spells. You must have your spellbook to memorise spells, if you do not have your spellbook you do not forget the spells you have memorised previously, but you cannot memorise new ones. You can only cast spells that your Intelligence Bonus is equal to or greater than the Spell Level. Additionally your Caster Level is decreased by the effective weight (modified by proficiency) of any armour you wear. If a mage’s Intelligence increases then they gain additional spell slots. Identifying a mage’s spells for dispelling requires an Arcana check.
  • School Specialisation:Necromancy When you cast spells from your specialised school of magic you receive +1 to your effective Caster Level.

Equipment (Carrying 2/12)
Holy Icons of Cifyre
300s worth of Onyx
Wand of Invis- 11 charges, Caster Level 5 [Power Word Unknown]

Masterwork Somatic Arming Sword (+2, D8, Slashing)
Masterwork Large Shield (+4 Block, 50 HP, 3 Resist)

Artificer Quality Spellforged Leather

Voluminous Black Robes
Winter Cloak

H- 0
B- 3
A- 3
L- 3

Money bag:
2 Dragons
0 Drakes
5 Swords
0 Slaves

Enhanced undead

Spell Book:

  • Necromancy

Level 0:
Resistance: Subject gains +1 on saving throws.
Acid Splash: Orb deals 1d3 acid damage.
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 12 metres.
Daze: Humanoid creature of 4 HD or less loses next action.
Read Magic: Read scrolls and spellbooks.
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (-1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Ghost Sound: Figment sounds.
Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target.
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.
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.

Level One:
Chill Touch - One touch/level deals 1d6 damage and possibly 1 Str damage.
Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Identify : Determines properties of magic item.
True Strike: +20 on your next attack roll.

Level Two:
Blindness/Deafness: Makes subject blinded or deafened.
Command Undead: Undead creature obeys your commands.

Level Three:
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.

Level Four:
Fear: Subjects within cone flee for 1 round/level.


Str 15 Dex 13 Con 14 Int - Per 10 Cha 1

Will: 4
HP: 64

Shield Drill, Weapon Focus +1 (Light Hammer, Warhammer), Weapon Training (Simple Blunt, Military Blunt, Crossbow), Armour Training (1, Shield), Lightning Reflexes.

  • Damage Reduction 5/ Bludgeoning

Splintmail Overcoat 4 [B] 3 [A, L] 9, Medium Shield (+3 Block; Health: 40; Resistance: 2)2, MW Barbute 4 [H] 3 [F], Leather Leggings 1 [L], Leather Shirt 1 [A, B]

H: 3/4
B: 5
A: 4
L: 4

Warhammer (D10; Bludgeoning; Versatile) 1
Repeating Crossbow (D10, Pen 1, 2 Full Reload, Clip 5) 2

** Encumbrance:** 14/15

2 weeks Iron rations
7 Candles

Aecus and Rhadamanthys
Keepers of the Undeath

Str 18 Dex 12 Con 13 Int - Per 10 Cha 1

Will: 4
HP: 68

Weapon Training (Crossbows, Military Polearms, Military Blades), Armour Training (1, Shield), Lightning Reflexes

  • Damage Reduction 5/ Bludgeoning

Leather Leggings 1 [L], Leather Shirt 1 [A, B], Scale Armour 3 [B] 2 [A]2, Scale Kilt 2 [L]2, Mw Barbute 4 [H] 3 [F], Tower Shield w/ Spear Knock (+3 Block; Health: 60; Resistance: 4) 6
H: 3/4
B: 4
A: 4
L: 4

Longsword (+1, D10; Slashing; Versatile) 2
Halberd (D10, Slashing/Piercing, Reach 2) 2

** Encumbrance:** 14/18


Ma Beasties

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