Feramyr Amarillis

== Description ==
"A male Teu-tel-quessir stands before you. His elaborate mithral chainmail is adorned in an assortment of jewels, one of which has the hue of strong steel and slightly glows with magic. Across his back hangs two crossed swords. They too, like the armor, look as if they have been crafted by the best of elven artisans.  His posture is strong and upright, while his height is taller than the standard elf and his blond hair hangs loosely well passed his shoulders. The most prominent feature of this elf though would be the symbols he bares across his chest. One of which is a green dolphin representing his house and the other marking him as a cleric of Corellon Larethian."
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== Backstory ==
Feramyr set out from his home in Evermeet for adventure as most elves from the house Amarillis do, but something happened that caused him to disappear. Now his wherabouts are unknown to the rest of his house, and this affects his brother, Maralus, greatly. Some time after his dissapearance he awakes in the middle of a field next to a dark featured house. His brother can feel his brother's precense again and becomes more determined to find him.
== Personality ==
Feramyr posses many traits the define him as a leader. In dire circumstances he takes full responsibility, and takes lead to get his comrads out of the mess. When something happens to a person within his group, he blames himself. This is why he values the life of people under his command more than his own. Unlike his brother who believes he can slash his way out of everthing, Feramyr likes to take a little to oversee the situation and act accordingly. This is why him and his brother made such a good team, Feramyr had the brains, and Maralus has the bronze.
== Stats ==
Feramyr Amarillis (CG Moon Elf, Cleric 1)
Init +4 (+4 Dex)
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AC: +8 (+4 Armor, +4 Dex); Parry: +6 (+1 Elven Masterwork Elven Thinblade, Wand Chamber)
HD: 1
Vitality: 8 (1d8+1), Wound: 13 (12 + 1HD)
Fort +3 Ref +4 Will +6
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Speed 30ft 
Base Atk +0
Attack 1: +1 Elven Masterwork Elven Thinblade +6 (1d8+5, 18-20/x2)
Attack 2: Elven Masterwork Elven Thinblade +6 (1d8+4, 18-20/x2)
Full Attack
+1 Elven Masterwork Elven Thinblade +2 and Elven Mastwork Elven Thinblade +2
Space 5 ft. (1 squares) Reach 5 ft. (1 squares)
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Abilities Str 15(+2) Dex 19(+4) Con 12 (+1) Int 14(+2) Wis 17(+3) Cha 15 (+2)
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Feats: Two Weapon Fighting, Weapon Finesse, Power Attack, Divine Might, Point Blank Shot (Bonus), Weapon Focus (Longsword)(Bonus)
Flaws/Antifeats: Night Blindness, Mislead, Honorable Challenge, Elven Pride of Arms
Traits: Natural Born Leader, Rich Parents
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Skill Points: 16
Skills: Concentration +4, Diplomacy +4, Heal +5, Listen +5, Spot +5, Spellcraft +5, Search +4, Arcana +4, History +3, The Planes +3, Religion +4
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Gear:
Armor - +1 Elven Craft Mithral Chainmail (+4 AC, 4 DR, 20% SF, 0 ACP, Max Dex +6) - Worn
Armor Augment Crystal - Least Crystal of Adamant Armor - Worn
Arms - Wand Bracer - Worn
Inventory: Feramyr's Elven Thinblades (+1 Elven Craft Elven Thinblade and Elven Craft Elven Thinblade), Backpack, rations, lantern, bedroll, waterskin, parchment, quill
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Prepared Spells
Level 0 - Cure Minor Wounds, Light, Read Magic
Level 1 - True Strike (Domain) , Cure Light Wounds (Spontaneous), Magic Weapon
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Class/Racial Features:
Access to War and Elf domains
Turn or Rebuke Undead -  Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see above).
A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead