human mage (Eldamir)

(Generated 175 times)
Namelist None
Rank Skilled
Race Human
Cult rank None
Notes Five years Caldamir's junior, Eldamir was a mere youth when his brother convinced him of the wisdom of following the Dark Lords. A Mage by profession, Eldamir grew quickly in skill and soon matched his brother in power. The two left their home, their sole purpose having become the service of the Dark Lords. Eldamir resembles his brother, though his eyes are blue, and he is an inch or two shorter. He tends to wear robes, and lurks about the gorge, looking for more slaves. It has been many years since the brothers' fall to darkness, and both are completely consumed by their dedication to evil. Conversion is virtually unthinkable, and mercy from either is highly unlikely. While they do maintain some free will, both are absolutely dedicated to their masters. While Caldamir is forced to stay close to the caves to supervise and control the slave and Trolls, Eldamir spends many of the daylight hours roaming around the area in search of victims. If he has time to prepare an illusion spell before he is noticed, several things could happen to unsuspecting adventurers: they could be lured over the edge of the gorge, thinking it to be solid ground; they could be lured into one of the traps, mistaking it for something else or being too distracted to be on the lookout for such things; they could be lured into one of the caves, thinking that they could see treasure. If acting against just one adventurer, his range of illusion spells is greater: he can make someone think that his armour and his weapons are burning hot, causing him to discard them; he can make someone suspect his companions of treachery; he can cause someone to ignore signs of danger, etc. If he is caught off-guard himself, he will pretend to be a crazed old man who was separated from his party - a group headed toward Carandor. If he actually has to fight, he will use his throwing dagger, with which he is very skillful, and then will grab the nearest club or weapon. has staff that adds 4 to MP. robes give permanent protection as the folk magic spell,reduce the damage taken by 1d3 points.
STR 13
SIZ 16
DEX 15
INT 18
POW 17
CHA 16
D20Hit locationArmor
01-03 Right leg 0
04-06 Left leg 0
07-09 Abdomen 0
10-12 Chest 0
13-15 Right arm 0
16-18 Left arm 0
19-20 Head 0
Movement 6
Natural armor No

Standard skills

Athletics STR+DEX+45 Brawn STR+SIZ+2d10+20 Deceit INT+CHA+45
Endurance CON+CON+3d10+5 Evade DEX+DEX+35 Influence CHA+CHA+4d10+30
Insight INT+POW+2d10+35 Perception INT+POW+2d10+35 Ride DEX+POW+2d10+25
Stealth DEX+INT+2d10+20 Unarmed STR+DEX+2d10+30 Willpower POW+POW+2d10+30

Magic skills

Folk Magic POW+CHA+50 Invocation INT+CHA+2d10+40 Shaping INT+CHA+2d10+40

Combat styles

dagger and StaffSTR+DEX+3d10+15

Weapon options

1-handed weapons

Amount: 1
Dagger (1)

2-handed weapons

Amount: 1
Quarterstaff (1)

Ranged weapons

Amount: 1
Dagger (1)


Amount: 0

Folk spells

Amount: 7
SpellProb.   SpellProb.   SpellProb.   SpellProb.   
Curse 1 Dry 1 Extinguish 1 Firearrow 1
Fireblade 1 Heat 1 Ignite 1

Sorcery spells

Amount: 5
SpellProb.   SpellProb.   SpellProb.
Dominate 1 Enslave 1 Phantom 1
Repulse 1 Wrack 1 Airburst (fire) 1
Wall of fire 1