Penl, Chief Magistrate
PENL, CHIEF MAGISTRATE, as converted from 1st Edition Palladium Fantasy RPG from material appearing in Island at the Edge of the World (IEW) page 17, by Reagren Wright
True Name: Pendlcrazny
Occupation: Court Magistrate for the Town of a Dozen Fracts
Alignment: Aberrant
Race: Scarecrow
O.C.C.: Water Warlock/Noble
Experience Level: 6th Water Warlock, 6th Noble
Hit Points: 90 S.D.C.:300
P.P.E.: 127
Appearance: He appears as a very elegantly dressed figured. He stands tall and is very trim. Typically he wears a finely tailored suit of clothes in royal blue and light blue piping. Over this he wears a very dark blue robe, most often with the hood hiding his features when in public, and in court. Pendl tailors his clothes himself and his robe is actually a Robe of Protection.
Attributes: I.Q. 15, M.E. 15, M.A. 8, P.S. 12, P.P. 11, P.E. 20, Spd. 6, P.B.5
Age: Immortal, Sex: Male, Height: 5 foot and 11 inches (1.80 m), Weight: 70 lbs (31.5 kg)
Vulnerability: Fire inflicts double damage. Being completely set on fire does 1D6x10 points of damage per melee. Fear fires.
Water Elemental Magic: Cloud of Steam, Purple Mist, Dowsing, Fog of Fear, Resist Fire, Create Fog, Circle of Rain, Sheet of Ice, Freeze Water, Create Water, Hail, Frostblade, Ten Foot Ball of Ice, Ice, Snow Storm, Heal Burns, Hurricane, and Little Ice Monster.
Natural Abilities: Impervious to cold and heat, impervious to organic attacks (poison, drugs, disease, breath without air), impervious to normal weapons, impervious to charm and sleep, bio-regeneration 1D4x10 hit points/S.D.C. every 5 minutes, complete restoration within 12 hours, and can fight without a head (reduce combat bonus by one-half and lose initiative), all magic weapons (including rune) inflict half damage, sense elemental within 120 feet (36.6 m) 55% (elemental forces at work double range, 75%), sense the location and direction of water within 100 miles (160 km) 74%, predict precipitation (6D6 minutes), sense shallow/deepest part of body and safest travel across water, and summon elemental 30% (+10% on ley line, +20% on nexus).
Combat Training: Expert (was previously basic as a warlock)
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +4 to strike, +5 to parry, +5 to dodge, +4 damage, +2 to roll with punch/fall, +2 to pull punch, and +2 to spell strength (14).
Saving Throws: +10% to save vs. coma/death, +1 to save vs. psionics, +1 to save vs. possession, +2 to save vs. horror factor/+6 against elementals, and +7 to magic.
Combat Skills: Punch 1D6, Power Punch 2D6 (counts as two attacks), Elbow/Forearm 2D4, Knee 2D4, Karate Kick 2D4, Snap Kick 1D6, Tripping & Leghook (cannot be paired, must dodge or knockdown), Backward Sweep (cannot be paired, must dodge or knockdown, -2 to dodge), All Holds, and Critical strikes on an unmodified roll of 18-20.
O.C.C. Skills:
- Warlock: Speak elemental 92%, Speak Native Language Eastern 98%, Language: Elf/Dragon & Gobbley 80%, Literacy: Eastern 70%, Lore: Demon & Monster 72%, Lore: Faerie Folk & Creatures of Magic 67%, Land Navigation 70%, W.P. Knives (+2 to strike, +3 to parry, +5 to throw), W.P. Paired Weapons, Disguise 60%, Swim 98% (cannot sink), Sailing 75%/60%, Anthropology (human & ancients) 60%, History (human, elf, dwarf, goblins, kobold, and bearmen) 85%, Sewing 80%, Mathematics: Basic 95%, Climbing 60%, and Use & Recognize Poison 28%/20% (formerly Hand to Hand: Basic)
- Noble: Dance 75%, Heraldry 60%/65%, Horsemanship: General, Law 75%, Barter 64%, Language: Dwarf 90%, Literacy: Elf/Dragon 75%, Military Etiquette 80%, Play Harp 80%, Sing 70%, W.P. Targeting (+3 to throw, Critical on an unmodified roll of 19-20), and W.P. Sword (+3 to strike/+2 to parry), and Hand to Hand: Expert (upgraded).
Secondary Skills: Forgery 50%, Prowl 55%, Gemology 55%, Pick Locks 55%, Pick Pocket 50%, Language: Giantese and Faerie 50%, Language: Southern & Western 70%, Literacy: Southern 60%, and Language: Wolfen 55%.
Money: He has access to the town’s treasury, but its total value including magic items is under 100,000 gold pieces.
Weapons: Pair of silver knives Damage: 1D6, Dwarven magic blue knives Damage: 1D6+2, Bonus: +2 to throw (total +7), +2 to damage.
Armor: Robe of Protection. A.R. 12, S.D.C. 50. Impervious to Fire. Note: The Robe will prevent fire from touching his vulnerable body.