Male elf sorcerer 8: CR 8; Hit Dice 8d4+8; 30 hp; Init +2; Spd 30 ft. (6 squares); AC 12, touch 12, flat-footed 10; BAB/Grapple +4/+3; Atk; Full atk; SA spells; SQ +2 racial bonus to saves vs. enchantment spells and effects, +2 racial bonus to Listen, Search, and Spot checks, find secret doors, immunity to magical sleep effects, low-light vision, summon familiar, weapon proficiencies; AL NE; SV Fort +3, Reflex +4, Will +6; Abilities Str 8, Dex 14, Con 12, Int 14, Wis 10, Cha 16.
Skills and Feats: Bluff +8, Concentration +7, Diplomacy +5, Intimidate +5, Knowledge (arcana) +10, Knowledge (the planes) +10,Knowledge (religion) +4, Listen +2, Search +4, Speak Language (Common, Draconic, Elven, Ignan), Spellcraft +11, Spot +2; Elemental ScholarTOL, Empower Spell , Spell Focus (necromancy).
TOL: Part of the Tolrea Setting. See Feats.
Sorcerer Spells per Day: 6/7/7/6/3.
Sorcerer Spells Known: 0th—dancing lights, detect magic, ghost sound, light, mage hand, mending, prestidigitation, read magic; 1st—charm person, chill touch, hold portal, mage armor, reduce person; 2nd—command undead, mirror image, scorching ray; 3rd—fireball, summon monster III; 4th—animate dead.
Possessions: 25 gp, brooch of shielding, jewelry worth 75 gp, masterwork club, masterwork dagger, masterwork spear, noble’s outfit, ring of sustenance, scroll of dimensional anchor (x2), scroll of lesser planar ally (x2), scroll of magic circle against evil (x2), signet ring, spell component pouch.
Starting Attitude: Indifferent.
Modifiers: PCs are members of the upper classes in Aureshan society (+4), PCs converse knowledgeably about planar lore (+4), PCs converse knowledgeably about necromantic lore and the undead (+2), PCs are known worshippers of Agon or Derena (-2), PCs have a reputation as anti-slavery activists (-2), PCs have a reputation as hunters of evil outsiders or undead (-4), PCs are known worshippers of Merthia.
If Hostile: Attacks the PCs if he believes he can overcome them without witnesses, killing or capturing them for use in his necromantic and planar experiments. Otherwise, has the PCs forcibly removed from his presence and plots to cause their death at a later date.
If Unfriendly: Refuses to have any dealings with the PCs. Hires spies to keep watch over their activities and circulates unfavorable rumors against them.
If Indifferent: Avoids contact with the PCs. If unable to avoid dealing with PCs, keeps his interactions short, on the cold side of civil, and avoids giving away information about himself or the topics of the PCs’ questions.
If Friendly: Answers limited questions. Berelmin will part with more extensive information on topics within his special areas of expertise in exchange for money, goods, information or favors.
If Helpful: Casually converses about topics in his sphere of interest. If he thinks the PCs may be sympathetic to the activities of the Benevolent Society of the Argent Fountain, he attempts to recruit them as members of his organization.
Personality: Cold, casually cruel, and self-interested. Berelmin’s ambition leaves him always on the lookout for sources of wealth, political power or forbidden knowledge that can further his aims.