Alomer (3.5e NPC)

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Alomer

CR 2

Male half-elf sorcerer 2
CG Medium humanoid (elf)
Init/Senses +2/low-light vision; Listen +2, Spot +2
Languages Common, Elven, empathic link
AC 12, touch 12, flat-footed 10
(+2 Dex)
hp 11 (2 HD)
Immune magic sleep
Fort/Ref/Will +6/+2/+2 (+4 against enchantment)
Speed 30 ft. (6 squares)
Ranged mwk light crossbow +4 (1d8/19–20)
Base Atk/Grp +1/+1
Spells Known (CL 2nd, share spells):
0 (6/day)—detect magic, light, message, ray of frost (+3 ranged touch), resistance
Abilities Str 10, Dex 14, Con 14, Int 12, Wis 9, Cha 14
SQ elven blood, summon familiar
Feats AlertnessB (if familiar is within 5 ft.), Great Fortitude
Skills Bluff +4, Concentration +4, Diplomacy +5, Gather Information +4, Knowledge (arcana) +4, Listen +2, Search +3, Spellcraft +5, Spot +2
Possessions masterwork light crossbow, 4 cases of bolts, dagger, lavish red robe, spell components bag (tied securely to belt), bedroll (attached to backpack), backpack, 5 days worth of food rations, waterskin, flint and steel, 5 days worth of food for mount, 50 ft. rope, light horse, riding saddle, bit and bridle, 940 gp
Patron Deity Ehlonna
Elven Blood (Ex) For all effects related to race, Alomer is considered an elf.
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Background[edit]

Born from a human man and an elven woman, Alomer lived the life of a half-elf in a village outside of the Wildwood Forest. Alomer was named after his mother, Alexis, and his father, Meridin. His father worked as a local militia and his mother worked as a seamstress. One day when Alomer was 5 years old, his mother was working on a pair of pants for her young son while trying to overcome flu-like symptoms that she acquired for the past week when suddenly, Alexis fell to the ground. She had died from a severe disease that was unknown to the village doctor. Alomer was heart-stricken from this event and had to grow up without a mother. Meridin, now widowed from his love, started to work long hours in order to provide for himself and his son. While his father was working, young Alomer was left unsupervised. In turn, he began causing trouble in his village. Vandalism and theft were among his most favorite activities. No matter how large the crime was, Alomer was never caught. It wasn't until one night when Alomer broke into a local bakery that his luck ran out. While looking for any form of currency in the shop, his father had saw him break in and ran towards the bakery. Alomer was caught by his own father. Meridin grabbed him by the collar and dragged him home. At home, Alomer admitted all his crimes that he committed in the village. Shocked by his son's confession, Meridin didn't know what to do. He couldn't turn him in to the local jail. He would be the laughingstock of the town. Also, if he turned his son in, Meridin thought that the other militiamen would turn against him thinking that he had known about his son's crimes and was trying to protect him. Instead, Meridin decided to send Alomer off to school a couple towns over. There, he thought, Alomer would learn manners and discipline. Also, Meridin decided to move out of the village and into the thorp of Dhelve where he could possibly find work as a militiaman. The next day, Alomer was sent to school. However, he did not change. He continued to vandalize and steal whenever the opportunity arose. But did not last long until he was caught by a sorcerer employed by the school. The sorcerer did not approve of Alomer's crimes and punished him by making him his servant inside the classroom for the next couple of months. Alomer did not enjoy being objectified in this way so one day, when school was finished for the day, Alomer stole some of his master's books. He originally planned on burning them but decided against it after wondering if any of the books could teach him about stealing with magic. After reading the books, his life changed completely. He no longer wished to be a petty criminal, but instead wanted to be a sorcerer. The books he stole showed him the way to call upon magic from himself. He practiced his skills and studied for many years and finally became a sorcerer. Days after completing school, news broke out that Dhelve was attacked by goblins. Alomer was horrified and prayed that his father was alright. However, he heard that his father had died fighting the goblins. Alomer was furious. Both of his parents had died. He grew angry at the goblins and sought revenge. Alomer bought himself some supplies and a horse and rode out from the school towards Dhelve to extract revenge. In order for him to get there, he had to ride through his hometown, and then, through the forest of Wildwood.

Personality[edit]

A half-elf who used to be a petty criminal, Alomer has become a sorcerer with a vengeful attitude. He tends to agree with only himself unless someone else's opinion sounds like he can profit from it. He tries to control his temper but he can't always stop himself from what he feels what must be done.

Description[edit]

Alomer stands 5'7" tall. His blonde locks of hair don't hide his ears which distinguish him as having elven-blood. He usually wears his red robe which he bought the day he completed school and has his longbow always up against his shoulder.

Familiar[edit]

Tater the Rat

CR —

Male rat
N Tiny magical beast (augmented animal)
Init/Senses +2/low-light vision, scent; Listen +1, Spot +1
Languages empathic link
AC 15, touch 14, flat-footed 13
(+2 Dex, +2 size, +1 natural)
hp 5 (2 HD)
Resist improved evasion
Fort/Ref/Will +2/+4/+4
Speed 15 ft. (3 squares), climb 15 ft., swim 15 ft.
Melee bite +5 (1d3−4)
Space/Reach 2½ ft./0 ft.
Base Atk/Grp +1/−11
Abilities Str 2, Dex 15, Con 10, Int 6, Wis 12, Cha 2
Feats Stealthy, Weapon FinesseB
Skills Balance +10, Bluff −2, Climb +10, Concentration +2, Diplomacy −3, Hide +14, Knowledge (arcana) +1, Move Silently +10, Search −1, Spellcraft +2, Swim +10



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Back to Main Page3.5e HomebrewNPCsECL 2

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