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About Lelorenil Al'SorathStatblock:
LELORENIL AL'SORATH CR 1
Male Elf Cleric (Separatist, Undead Lord) 2 NN Medium Humanoid (Elf) Init +1; Senses Low-Light Vision; Perception +5 -------------------- DEFENSE -------------------- AC 17, touch 11, flat-footed 16. . (+6 armor, +1 Dex) hp 16 (2d8) Fort +4, Ref +1, Will +6 Immune sleep; Resist Elven Immunities -------------------- OFFENSE -------------------- Spd 20 ft. Melee Masterwork Longsword +3 (1d8+1/19-20/x2) Cleric (Separatist, Undead Lord) Spells Known (CL 2, 2 melee touch, 2 ranged touch): -------------------- STATISTICS -------------------- Str 12, Dex 12, Con 11, Int 16, Wis 16, Cha 16 Base Atk +1; CMB +2; CMD 13 Feats Command Undead (DC 14), Elven Weapon Proficiencies, Versatile Channeler Traits Caretaker, Forlorn, Darpuul Well-To-Do Skills Acrobatics -4, Bluff +5, Climb -4, Craft (Alchemy) +7, Diplomacy +8, Escape Artist -4, Fly -4, Heal +9, Knowledge (Arcana) +7, Knowledge (Religion) +8, Perception +5, Ride -4, Spellcraft +8, Stealth -4, Swim -4 Languages Abyssal, Celestial, Common, Draconic, Elven SQ Aura (Ex), Cleric (Separatist, Undead Lord) Domain: Undead, Corpse Companion (Su), Death's Kiss (1 rounds) (6/day) (Su), Elven Magic, Spontaneous Casting, Versatile Channel Positive Energy 1d6 (6/day) (DC 14) (Su) Combat Gear Chainmail, Masterwork Longsword; Other Gear Holy symbol, silver: Nethys (Creation, New Knowledge), Lantern, hooded waterproof, Oil (1-pint flask) (5), Perfume, common (20), Potion of Cure Light Wounds (2), Pouch, belt (empty), Tent, Medium, Unholy symbol, silver: Nethys (Destruction, Secrets), Waterskin (2) -------------------- SPECIAL ABILITIES -------------------- Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. Cleric (Separatist, Undead Lord) Domain: Undead Associated Domain: Death Command Undead (DC 14) Channel energy can take control of undead. Corpse Companion (Su) Gain a single skeleton/zombie as companion that doesn't count against limit. Death's Kiss (1 rounds) (6/day) (Su) Melee touch attack makes target count as undead for positive/negative energy healing/harming Elven Immunities +2 save bonus vs Enchantments. Elven Immunities - Sleep You are immune to Sleep effects. Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells. Versatile Channel Positive Energy 1d6 (6/day) (DC 14) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead. Versatile Channeler Channel both positive and negative energy Bone Faerie:
MORGAN FAYE CR 1 Female Human NE Medium Undead Init +5; Senses Darkvision (60 feet); Perception +0 -------------------- DEFENSE -------------------- AC 19, touch 11, flat-footed 18. . (+6 armor, +1 Dex, +2 natural) hp 9 () Fort +0, Ref +1, Will +3 DR 5/bludgeoning; Immune cold, Undead Traits -------------------- OFFENSE -------------------- Spd 20 ft. Melee Claw x2 (Skeleton) -3 x2 (1d4/20/x2) and . . Masterwork Longsword +3 (1d8+1/19-20/x2) -------------------- STATISTICS -------------------- Str 12, Dex 12, Con -, Int -, Wis 10, Cha 10 Base Atk +1; CMB +2; CMD 13 Feats Improved Initiative Skills Acrobatics -3, Climb -3, Disguise +10, Escape Artist -3, Fly -3, Ride -3, Stealth -3, Swim -3 Languages Common Combat Gear Masterwork Chainmail, Masterwork Longsword; Other Gear Bedroll (2), Blanket (2), Hat of Disguise -------------------- SPECIAL ABILITIES -------------------- Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks. Darkvision (60 feet) You can see in the dark (black and white vision only). Immunity to Cold You are immune to cold damage. Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects Alas Poor Morgan:
Lelorenil was raised by a human named Morgan, though she was not his mother. She was an elderly priestess who served no one deity, but the community of Darpuul, a place where Morgan felt at home attending to the sick and needy. Her 'adoptive' son had been one of those who needed a home, left alone on the streets by the people he traveled with, arriving from the west fleeing Mormont's annihilation after his parents had been cut down. She raised him as any proper mother should, and he took to her love of charity and loved her like he would his birth parents. Years went by, and Lelorenil grew into a proper young man, respected by many for the work he did with his mother. Nobody lives forever, and Morgan's time came when Lelorenil reached the age of 17, still a child in body and mind. He felt as if he was nothing without Morgan, Lelorenil knew nothing of living on his own or how to be a part of the community without her guidance. He shut himself in, pouring through dusty books and tomes that might give him the answer. Several years of secrecy and neglect of himself passed, and suddenly the people around him noticed a sudden mood change. For a dozen years, Lelorenil had devoted every moment possible to secret worship and devotion to Nethys, the god of knowledge supreme. The young elf thought that perhaps the answers lied in Necromancy, and he felt that the darker side of Life was an answer to all of Darpuul's problems: the return of his Mother, an army to destroy Mormonts, and an endless work force to fill the needs of the city. The answers were finally given to him, and Morgan's body moved once more, though the flesh from her body had long since rotted away. The city would disapprove, and though Lelorenil was overjoyed at having his guide in life returned to him, he knew that he must hide her. And so he built an attic to keep prying eyes from taking Morgan from him. Three decades passed, and Lelorenil had put himself in the same place that his mother had before him: caring for all in any way that he could. When situations stressed him to the point where he had no answers, he spoke to Mother (though she did not actually respond) and took her advice. Donations were given to him on a regular basis, and though he spent much on things for others, many people insisted that he take 'this' and 'that' to spend for himself. Escape from the Grave:
When Mormont's men arrived in Darpuul from the west, they had reached the graveyard and church first. Lelorenil's size and a hint of luck were the only things that kept him from being caught in his attic as the building was torched. At his first opportunity, Lelorenil fled with Morgan into the main building of the church and into the underground catacombs, which led to a small mausoleum at the edge of the graveyard. His luck shone once again, and he managed to sneak off into the forests without being seen. From there, he ran as far as his elven legs could take him and didn't stop until he collapsed in a heap not far from the coastline, the flaming city of Darpuul just barely in sight. Personality:
Lelorenil holds near overbearing animosity towards Mormont and his armies, cringing inside at the thought of the sense of loss of so many lives from the city. He is very defensive and protective of Morgan and though he tries his hardest to stay calm, anyone who tries to force inquiries and conversation to her make the child grow irritated. Though Lelorenil hates to see pain dealt to those who do not deserve it, he sees these things as flaws in mankind and seeks to aid people through any means, including 'evil' things that the boy doesn't portray as 'evil': They are means to an end. Physical Description:
At a first glance, Lelorenil looks like a Human child of about 13, though his pointed ears poke through his long black hair. Those who know more about the Elves could place him at the final stretch of his first century. The boy's thin limbs are hardly athletic, but his work kept him more fit than those he attended to at least, and the dark rings of his face attest to his dedication. Spells Prepared:
Level Zero Create Water Light Purify Food and Drink Spark Level One Cause Fear (d) Bane Bless Shield of Faith Current Status
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