Porphyry    (Satyr Male Psychopomp)
Character Information   
Name: Porphyry XP/Next lvl: 44000 / 44000
Class: Psychopomp HP:curr/max 25 / 25
Alignment: Neutral Good AC:reg/rear/no shield 6 / 6 / 6
Race: Satyr Level: 5
Age: 18 Height: 5'5'
Weight: 150 Gender: Male
Encumbrance: Movement:
Languages: Common, Dwarvish, Elvish, Goblin, Halfling, Kobold, Lizardman, Orcish, Satyr, Centaur
Ability Scores   
STR: 9 ()
INT: 18 (+10 XP; 7 Languages)
WIS: 9 ()
DEX: 18 (Attack: +3; AC: -3; Initiative +2)
CON: 15 (HP +1)
CHR: 9 (Hench 4)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
13 11 9 13 10

Notes:

Description and Background   
Description:
A sullen-looking young satyr, still several years shy of maturity, with sharp features and thick, dark auburn hair, Porphyry wears a simple off-white tunic under a threadbare hand-me-down brocaded doublet.

Background:
Porphyry comes from a far-away archipelago set in a wine-dark sea, where satyrs are common. Unlike his hedonistic kin, Porphyry was always serious and studious and was quickly recognized as a magical prodigy. He was trained as his tribe's psychopomp, responsible for honoring and tending both the bodies and spirits of the local dead. It is a position of great honor, and young Porphyry has become more than a bit arrogant as a result.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Horns 1 1d6/ n n 19 natural weapon
Sickle 1 1d4/1d6 n n 19
Sickle 1 1d4/1d6 n n 20 Second hand (-1 to hit)
Sling 1 5/10/20 1d4+1/1d6+1 n n 16 32
Equipment
Qty Item Location
1 tunic, doublet, belt, hat worn
1 preserved brain
2 sickles on belt
1 sling on belt
32 bullets on belt
1 syringe


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 59 0 0 0
Magic Items
Qty Item Location
1 Spell Book pack
1 Cloak of Protection worn
1 Scroll: Detect Disease pack
1 Eye of Trap Detection
1 Eye of Magic Detection
1 Eye of X-Ray Vision
1 Pipes of the Sewers pack
1 Ring of Spider-Climbing


Gems and Jewelry
Qty Item Location
1 Cloak Pin worn
Memorized Spells


Level 1
Command Dead
Command Undead
Unseen Servant
Unseen Servant

Level 3
Animate Dead
Hold Person


Spell Book


Level 1
Command Dead
Command Undead
Locate Remains
Taunt
Unseen Servant

Level 2
Choke
Irritation
Ray of Pain

Level 3
Animate Dead
Hold Person


Notes
Command Dead
Level: 1 Duration: 1 turn Range: 60'
This spell allows the caster to control up to 2d8 HD of recently deceased creatures, reanimating them as undead for a short time. The reanimated dead are mindless and are fully under the caster's control. They fight as 1HD monsters, having 1d8 hit points, and can be turned as zombies. When the duration expires the deceased fall immediately back into the grip of death.
Command Undead (Reversible)
Level: 1
Duration: See below Range: 60'
This spell allows the caster to attempt to control undead creatures, binding them to his will. A roll on the Turning Undead Table is made, as a cleric of the caster's level. A success indicates that the affected creature(s) will obey the caster's commands for 1d4 rounds. An automatic turning result (T) means they will obey the caster's commands for 1d4 hours, and a result of D means that they can be commanded for 1d4 days. In any case, the spell's effect is broken if the controlled creatures are successfully turned or commanded by another.
Turn undead, the reverse of command undead, allows the caster to attempt to turn undead creatures in the same way as a cleric. (The reversed version may not be available in some campaigns, at the Labyrinth Lord's discretion.)
Locate Remains
Level: 1
Duration: 1 turn, +1 turn per 2 levels Range: 60'
This spell allows the caster to detect the location of the remains of any dead creatures in range. This includes corporeal undead such as skeletons, zombies and ghouls, although the caster is not aware of their undead status.
Alternatively, if the caster possesses a personal item or small body part (such as a bone or lock of hair) of a specific individual, then that individual's remains can be sought with this spell. In this case the remains of other creatures are not detected.
Choke
Level: 2
Duration: 1 round per level Range: 90'
This spell causes a pair of spectral hands to clasp the throat of a single target and to begin choking them. Each round of the spell the victim suffers 1d4 damage and makes attack rolls at -2. The victim is allowed a saving throw when the spell is cast, with success reducing the choking damage by half (rounded up).
Due to the ghostly nature of the choking hands, it is not possible for the victim to wrench them away. However the choke is negated if the caster is killed or knocked unconscious.
Animate Dead
Level: 3
Duration: Permanent Range: 60'
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the casterEÌ‚s spoken commands. The undead can follow the caster, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed or until a dispel magic spell is cast upon them.
The caster may animate a number of hit die worth of zombies or skeletons equal to the caster's level. For example, a 7th level cleric can animate seven skeletons, but only three zombies. These creatures are unintelligent, and do not retain any abilities that they had in life. All skeletons have an AC of 7 and hit dice equal to the creature in life. Zombies have an AC of 8, and the number of hit dice of the living creature +1. It is important to note that if a character is animated in this fashion, he will not have hit dice related to his class level, but instead will have the standard skeleton or zombie hit dice.
Ray of Pain
Level: 2
Duration: Instant Range: 15' per level
This spell creates a ray of shadowy energy which leaps from the caster's hand towards the chosen target, who must make a saving throw versus spells. If the save is successful the victim takes 1d4 hit points of damage. If the save fails the victim suffers 1d6 points of damage plus one point per level of the caster, and is affected by a wracking pain lasting until the end of the next round. The pain causes a -1 penalty to attack rolls, saving throws, Armor Class and ability checks.
Undead are not affected by this spell.
Unseen Servant
Level: 1
Duration: 6 turns, +1 turn per level Range: 0
An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at the caster's command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. It can open only normal doors, drawers, lids, and the like. It can lift 20 pounds or drag 40 pounds. The servant cannot attack in any way, and it cannot be killed because it is a magical force, not a living thing.
Hold Person
Level: 3
Duration: 2 rounds per Level; Range: 12'
Immobilizes creatures.
3-4 creatures: normal Save.
2 creatures: Save -1.
1 Creature: Save -3.
Creatures affected: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-rocs, hobgoblins, humans, kobolds, lizard folk, nixies, orcs, pixies, sprites, troglodytes.
Taunt
Level: 1
Duration: Instant Range: 3'
Annoys targets such that they will rush to engage the spell caster in melee combat.
Affects 2HD of creatures per level of caster. Affects creatures of one type, and affects creatures in order of proximity.
Save negates effect. Impassable barrier negates effect. Troops under strong leader get +1 to +4 to Save.
Irritation
Level: 2
Duration: 1'/Level Range: Special
Itching: Causes itching that ruins concentration for 3 rounds. AC Penalty: 4; Attack Penalty: 2.
Rash: Makes the target look unappealing. If untreated for a week, -1 to Dex. Cured by [i]Cure Disease[/i] or [i]Dispel Magic.[/i]
Pipes of the Sewers (Item)
1d10:
1-8=Summon 1d6*10 giant rats.
9-10=Summon 3d6*10 normal rats.
First summoning: 95 chance of obeying for as long as pipes are played.
Second summoning: 30 of attacking summoner.
If the rats are controlled by another, 30 to assume control per round of piping. 70 chance of maintaining control if other tries to reassert control.