Baeril Underhill
Baeril Nebehed Callad Segerf Wanderwild Underhill is a well-off gnome from the secluded community of Greenfields.
The Underhill farm is a particularly prosperous one, and as one of the younger members of the large Clan Underhill, young Baeril had a great deal of time on his hands and the young gnome has gone on extended "vacations" into the outside world, visiting places of interest and sketching them and writing about them in his green leather-bound journal. (He wears gold-rimmed reading glasses when reading or writing in his journal, but can get along fine without them by squinting.) His last vacation included getting a degree from the Ignes School of Illusion at the Redhurst Academy of Magic, lasting several years, and he wears a signet ring bearing the school's crest as a souvenir.
Baeril is a chubby 71-year-old gnome, with a significant potbelly: He is 3' 5" tall and weighs 48 pounds. He has an unruly mop of curly blonde hair, bright green eyes and round apple cheeks. His traveling wardrobe includes a pair of leather shorts with built-in suspenders known as "lederhosen" in Gnomish and which are embroidered with mountain flowers on the waist. Beneath that he wears an elegant white shirt with pearl buttons, although he often throws on a heavy green woolen sweater atop his outfit along with a matching green woolen cloak. He wears green woolen knee socks and what he calls "sensible walking shoes," but which most would consider to be heavyweight leather hiking boots. Topping the entire outfit off is a heavy velour hat dyed a dark red with a rabbit fur brush above his left ear. When possible, he has added small souvenir pins from the places he has visited to his hat, which jingle very softly when he walks. His club is a sturdy walking stick, with a leather thong looped through the top as a wrist strap and shod at its tip with a steel point.
Baeril knows a little bit about everything, but is insatiably curious about the outside world, asking questions and scribbling in his journal. He remains sunny and cheerful in almost all circumstances, although he hates missing a meal, and hunger is one of the few things that will make a dent in his mood.
He sometimes smokes an elaborately carved Meerschaum pipe. He has a habit of singing softly to himself in a strange fashion he calls "yodeling."
His familiar is a small thrush named Half-Penny who is typically found riding along on Baeril's shoulder, his hat or the top of his walking stick. Half-Penny speaks Gnomish, but typically only speaks to her master.
Baeril Nebehed Callad Segerf Wanderwild Underhill is currently just known as Baeril Underhill for the most part. Nebehed was the name his father gave him when he was born, Callad was the name given to him by his mother and Baeril was the name he gave himself when he came of age. When he began his vacations, he picked up the name Segerf, and when he attended Redhurst, he went by the name Segerf Wanderwild. He's currently thinking about picking up a new name and trusts that Garl Glittergold will drop inspiration into his lap on his newest adventure.
Baeril Underhill
Neutral Good male gnome illusionist 1
Strength: 10
Dexterity: 12 (+1)
Constitution: 12 (+1)
Intelligence: 16 (+3)
Wisdom: 10
Charisma: 14 (+2)
Hit Points: 8
Armor Class: 11 (10 flat-footed, 10 touch)
Base Attack: +0
Club: +0 melee (1d4, x2)
Dagger: +0 melee (1d3, 19-20)
Illusionist spells prepared: 0 (3+1): daze, detect magic, ghost sound, mage hand; 1 (2+1): color spray, magic missile, shield
Saving Throws: Fortitude +1, Reflex +1, Will +2
Feats: Alertness (when familiar is within arm's reach), Scribe Scroll, Toughness
Skills: Concentration 5 (4 + 1), Craft (Alchemy) 5 (0 + 3 + 2), Knowledge (Arcana) 7 (4 + 3), Knowledge (History) 7 (4 + 3), Listen 2 (0 + 0 + 2), Perform (Sing) 4 (2 + 2), Spellcraft 7 (4 + 3)
Languages: Gnomish, Common, Draconic, Dwarven, Goblin
Class abilities said:
Spells: To learn, prepare, or cast a spell, Baeril must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
Illusionist: Baeril can prepare one additional spell of his specialty school per spell level each day. He also gains a +2 bonus on Spellcraft checks to learn the spells of his chosen school.
Prohibited schools: Conjuration and necromancy
Race traits said:
Small size: As a Small creature, Baeril gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Baeril's base land speed is 20 feet.
Low-Light Vision: Baeril can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Gnome traits: +2 racial bonus on saving throws against illusions. Add +1 to the Difficulty Class for all saving throws against illusion spells cast by Baeril. (This adjustment stacks with those from similar effects.) +1 racial bonus on attack rolls against kobolds and goblinoids. +4 dodge bonus to Armor Class against monsters of the giant type. (Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.)
Spell-Like Abilities: 1/day -- dancing lights, ghost sound, prestidigitation, speak with animals (burrowing mammal only, duration 1 minute). Caster level 1st; save DC 10 + Baeril's Charisma modifier + spell level.
Equipment: backpack, bedroll, candle (3), chalk, flint and steel, holy symbol (Garl Glittergold) (wooden), inkpen, ink (1 oz.), journal, lantern (hooded), Meerschaum pipe, oil, rations (trail) (7 days), signet ring (Redhurst), spell component pouch, traveler's outfit, waterskin
Weapons and armor: antler-handled dagger, walking stick (club)
Wealth:
Spellbook: 0 - arcane mark, dancing lights, daze, detect magic, detect poison, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance; 1 - color spray, disguise self, magic missile, shield, silent image, sleep