Devis

Narl the White Pilgrim's page

170 posts. Alias of Gruumash ..


Full Name

Andre de la Guerre

Race

Human

Classes/Levels

Necro - Necrophagy 3rd, Fort +3, Ref +1, Will +4, Init: +4; Perc +4

Gender

Male

Size

6'1

Age

Unknown

Special Abilities

Memory of Flesh,

Alignment

Lawful Neutral

Languages

Common, Aklo, Ancient Xoltec, Theranan, Sliss’Pok,

Strength 10
Dexterity 10
Constitution 14
Intelligence 19
Wisdom 12
Charisma 14

About Narl the White Pilgrim

Narl the White Pilgrim
Male human (Chelaxian) necromancer (necrophagy) 3
LN Medium humanoid (human)
Init +4; Senses Perception +4
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Defense
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AC 10, touch 10, flat-footed 10
hp 22 (2d6+2)
Fort +3, Ref +1, Will +4
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee quarterstaff +1 (1d6)
Special Attacks turn undead (DC 12, 7/day)
Necromancer Spells Prepared (CL 1st; concentration +5)
2nd: Boneshaker (DC 17), Command Undead (DC 17), Scorching Ray
1st—chill touch (DC 16), mage armor, memento mori (DC 16), Ray of Enfeeblement (DC 16)
0 (at will)—disrupt undead, detect magic, light, prestidigitation

Spells in Book:

0 level: Arcane mark, blood tide, detect magic, disrupt undead, light, mage hand, message, prestidigitation, read magic, sotto voce,
1st level: Chill Touch, Mage Armor, Memento Mori, Obscuring Mist, Ray of enfeeblement, Vanish
2nd: Boneshaker, Command Undead, Scorching Ray
Opposition Schools: Abjuration Enchantment,

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Statistics
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Str 10, Dex 10, Con 14, Int 19, Wis 12, Cha 14
Base Atk +1; CMB +0; CMD 10

Feats and Traits:
Improved Initiative, Scribe Scroll, Spell Focus - Necromancy, Turn Undead, Undead Master
Traits - Bastard, Trench Navigator - Bonus to Knowledge Geography

Skills:
Appraise +4, Bluff +2, Diplomacy +5, Disguise +2, Heal +1, Intimidate +2, Knowledge (arcana) +10, Knowledge (Dungeon) +8, Knowledge (History) +8, Knowledge (Geography) +11, Knowledge (nobility) +8, Knowledge (religion) +10, Perception +4, Sense Motive +8, Spellcraft +10, Survival +1,

Languages:
Common, Ancient Xoltec, Aklo, Theranan, Sliss'Pok

SQ arcane bond (Caldratti, raven), memory of flesh
Other Gear quarterstaff, backpack, bedroll, belt pouch, candle(2), chalk, flint and steel, Hammer, Hooden lantern, ink, inkpen, mess kit, pot, Oil (5), piton (4), rope 50', soap, spell component pouch, tindertwig (8), torch (10), trail rations (5), waterskin, wizard starting spellbook, 49 gp, elixir of swimming, wand of mage armor (11 charges)
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Special Abilities:

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Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.

Enchantment You must spend 2 slots to cast spells from the Enchantment school.

Abjuration You must spend 2 slots to cast spells from the Abjuration school.

Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.

Memory of Flesh (7/day) (Su) As a standard action, you may consume the flesh of a living or recently slain creature. You gain a +1 profane bonus on all Knowledge checks, as well as 1 temporary hp per HD and a +2 bonus to your channel resistance. The bonus on Knowledge checks inc

Necrophagy Associated School: Necromancy

Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.

Turn Undead (7/day, DC 12) Stnd act, 1 channel energy, undead in 30 ft. flee as if panicked for 1 min. (Will neg).

History:
Born a bastard to a prominent and powerful family in Chelix life was relatively easy for him even being a bastard. He was educated at the finest of schools where he excelled. Many expected him to graduate top of his class and to be one of the premier fiend binders of his class. Yet one night while scouring over old tomes he found one on the history of the Old Ones and Xoltec people. He became fascinated with them and in an effort to learn more he taught himself necrophagy in order to find more out about them. He had learned there was an old explorer in his city who had traveled there as well as climbed the famed Blue Mountains and was said to have seen and explored an ancient old one site previously never uncovered before. Using necrophagy magic he was able to speak with the explorer and learn more about his time spent there. This only further piqued the young lad’s interest in the cultures found there. So under pretense of saying he needed money for continued research into a powerful fiends name he got money and used it to book passage to this world to find out more and potentially travel to the sites and learn the lost necromantic arts. Before his family caught wind of what he was doing he was off to the Eastern Isles and Mazatil. While on board the ship he took on the role of navigator when the ships navigator fell overboard and he learned a crash course in being an effective navigator from the captain who afterwards said he was welcome on board anytime. Arriving in Opal he has taken the name Narl the White Pilgrim and claiming he is here on a pilgrimage knowing necromancy is not viewed well in these lands but also to throw anyone his family might send after him. After all while a bastard he has so far been the favored son to take his father’s place. Andre is very excited to learn more he has studied some of the local languages allowing him opportunities to take on some work as well as do his research. But his current funds are low and he know he needs to earn some quick cash.