Mal'Shur Umrae-dinn
An albino Drow cleric of Myrkul dedicated to bringing his deity back.
Description
| Mal’Shur Umrae-dinn Szarkai (Albino Drow) Cleric 1 / Wizard 1 |
Level 2 Alignment: NE XP: 9,363 |
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| Abilities: Str 14, Dex 17, Con 15, Int 16, Wis 18, Cha 17 | ||
| Initiative: +3 | Speed: 30 ft. (6 squares) | |
| Hit Dice: 1d8 + 1d4 + 4; (16hp) | ||
| AC/tch/ff: 22/13/19 (+3 Dex, +9 Armor) | ||
| Saves: Fort +4, Ref +3, Will +8 | ||
BAB/Grapple: +0/+0 |
Space/Reach: 5 ft./5 ft. | |
Attack: Masterwork morningstar +4 (1d8+2 20/x2) or rapier + 2 (1d6 18-20/x2) or dagger + 2 (1d4+2 19-20/x2) rng. 10ft. or heavy crossbow + 3 (1d10 20/x2) rng. 30ft. or sling + 3 (1d4 20/x2) rng. 30ft. |
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| Full Attack: One melee or one ranged or one spell | ||
| Special Attacks: Death Touch: You may use a death touch once per day. Your death touch is a spell-like ability that is a death effect. You must succeed at a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per your cleric level. If the total at least equals the creature’s current hit points, it dies. | ||
| Racial Abilities: Darkvision 120ft, Immune to sleep spells and effects, Spell Resistance 11+HD | ||
| Special Qualities: Rebuke Undead | ||
| Spell-Like Abilities: 1/day Dancing Lights, 1/day Darkness, 1/day Faerie Fire | ||
| Skills: Concentration +7, Craft (Caligraphy) +6, Diplomacy +7, Heal +7, Knowledge (arcana) +6, Knowledge (religion) +8, Listen +6, Search +5, Spellcraft +6, Spot +6 | ||
| Feats: Evil Brand, Extra Turning, Lichloved, Servant of the Fallen | ||
| Languages: Abyssal, Common, Draconic, Drow Sign, Elven, Goblin, Infernal, Shaaran, Undercommon | ||
| Gear: Morningstar (Elven Masterwork), Armored Vestments (5AC, +3 dex, -4 check penalty), Night Vestments (2 ac, +8 dex, 5% spell failure), Backpack, Belt Pouch, Flask, Flint & Steel, Holy Symbol (Jade), Waterskin, Sling (10 bullets), Dagger (Silvered), Drow House Insignia (Tormtor), Healing Belt, Potion Belt, Scroll Organizer, Demonic Amulet, H. Crossbow, Shield (Large, Wooden), Spell Component Pouch, Signet Ring (Myrkul), Alch Sleep Gas (Fort Save 20, 1 minute / save again for 1d4 minutes 1 minute later) | ||
| Cleric Spells per Day: 3/2 | Domains: Death, Undeath | |
| Wizard Spells per Day: 5/3 | ||
| Specialist School: Necromancy Prohibited School: Illusion Wizard Spells Known: 1st – Detect Undead, Grease, Mage Armor, Magic Missile, Ray of Enfeeblement, Spider Climb, Summon Undead I, Taint the Blood |
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