Male Elf (Eladrin) Celestial Channeler
Rúmil Celebrindal, born to Ireth, in the Kingdom of Aelvinwode, on the outskirts of the city Septcygne, never knew his father. It is said amongst the Eladrin, that a child without a father is doomed to a long, hard existence. On rare occasion, however, the bastard child is not the product of ill will – and is said to be born of an ancient elven line thought lost with Kie-Lanth – a line blessed by the god, Corellon Larethian, himself. It is thought that many centuries ago, an avatar of Corellon laid with an elven maid from Kie-Lanth, giving birth to a male child – not entirely elven, but not entirely celestial. The offspring of this line became highly regarded in the highest elven circles as protectors of the ancients and elders. It was thought to be only rumor – legend of a land long lost – and a race full of stories and lore, but nothing more. Rúmil is proof that such legend exists. At his birth, a local shaman came to his mother’s defense, declaring to all present that this child was no ordinary elven bastard – to be avoided and despised, but a product of the legend…a protector. A channeler of powers beyond those of common elves – and yet still one of the tribe.
Over the decades of his childhood training, teaching, mentoring, and constant observation – he has become proficient with the blade, the bow, and the powers that are within him. Like many an elf before him – he must venture out – gain in wisdom and strength – so to one day take his place as a rightful defender of the elven society that nearly marked him as outsider because of perception…
…and so Rúmil’s life begins. Only Corellon Larethian can truly know his fate – but like most gods, he has not revealed it…and so Rúmil searches, learns, observes, and assesses the world around him – ever mindful of the evils that exist and how they may one day attempt to breach the safety and security of the eleven homeland – which cannot, shall not, be permitted!
Acid Splash Orb deals 1d3 acid damage.
Dancing LIghts Creates torches or other lights.
Detect Magic Detects all spells and magic items within 60 ft.
Flare Dazzles one creature (–1 on attack rolls).
Ray of Frost Ray deals 1d3 cold damage.
Read Magic Read scrolls and spellbooks.
Color Spray Knocks unconscious, blinds, and/or stuns weak creatures.
Grease Makes 10-ft. square or one object slippery.
Mage Armor Gives subject 4 armor bonus.
Magic Missile 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Bless (Celestial) Allies gain +1 on attack rolls and saves against fear.
Scorching Ray Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).
Summon Monster II Summons extraplanar creature to fight for you.
Resist Energy (Celestial) Ignores 10 (or more) points of damage/attack from specified energy type.