Gwydion Teldon
Medium-sized Human
Paladin/
Bloodhound (10th level)
Level 5/5
Hit Dice: 10d10+40 (107 hp)
Initiative:
+8 (+4 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 19
(+4 Dex, +5 enchanted Chain Tunic)
Attacks: Achren, +1 keen
Longsword (+17/+12) melee or
Lynx, +2 dancing Bastardsword (+18/+13) melee
Damage:
Achren, +1 keen Longsword 1d8+7 [threat range 17-20] or
Lynx, +2 dancing Bastardsword 1d10+11
Face/Reach: 5
ft x 5 ft./5 ft.
Special Attacks: Smite Evil, Turn Undead, No
Subdual Penalty, Dead or Alive, Improved Subdual, Spells
Special Qualities:
Detect Evil, Divine Grace, Lay on Hands, Divine Health, Aura of
Courage, Remove Disease, Special Mount, Determination, Mark, Fast
Tracking, Ready and Waiting, Pacekeeping, Restlessness, Move like the Wind,
Shatter, Traceless Track
Saves: Fort +13, Ref +13,
Will +9
Abilities: Str 23, Dex 18, Con 18, Int 17, Wis 17, Cha
18
Skills: [numbers in brackets
applies to his "mark"] Climb +11
(+9 in armor), Concentration +8, Diplomacy +7, Craft (weaponsmith) +11, Gather
Information +14 [+19],
Hide +17, Intimidate +13, Knowledge (Religion) +4, Move Silently +17, Ride
(Pegasus) +8, Sense Motive +10, Spot +9 [+14],
Wilderness Lore +7 [+12]
Feats:
Animal Friend, Run, Track, Quick Draw, Improved Initiative
Climate/Terrain:
Dagam/Drychtnoth/Nyandar/Odhirann
Organization:
Solitary
Challenge
Rating: 10
Treasure: Standard
Alignment: Lawful Good
Advancement: By
Character Class.
Gwydion Teldon, the third son of the Indorian Duke of Osgeld, Savaj the Ranger Lord, was trained in Ahmn as a Paladin of Tyr. He excelled at tracking and quickly dismissed the heavy armors of the Ahmnish paladin order. An Indorian, Gwydion was close to nature and remained so.
Gwydion is known as the Wolf Paladin. He is accompanied by at least one wolf companion, and often leads small armies of wolves. He has a keen sense of justice, and travels Inzeladun hunting down villains. Although he tends to concentrate his efforts in northern Inzeladun, he has been seen elsewhere hunting his marks. Gwydion wears furs and has a feral look about him.
His mount is a pegasus named Naphtali. He wears a
Ring of Freedom of Action and a Ring of Animal Friendship.
Combat
Gwydion is an expert in guerilla
tactics and fear... He often uses his wolves to separate his mark from any
companions. He wears a +1 chain tunic, and wields Achren, a +1
longsword, and Lynx, a dancing bastard sword. He can also cast one
first level paladin spell per day. He usually prepares Protection from
Evil or Divine Favor. He usually starts out combat fighting
with Lynx, making one or two rounds of attacks with it, before loosing it
to attack on its own (+12/+8 attack bonus, 1d10+2 damage), quick-drawing Achren
and continuing the battle with the longsword.
Determination (Ex): Gwydion gains a +5
(+1 per bloodhound level) insight bonus on Gather Information, Spot, and
Wilderness Lord checks made to determine the whereabouts of a mark.
Mark (Ex): Gwydion can target, or mark, an individual humanoid foe. To do so, Gwydion must focus on a foe who is present and visible, or the depiction or description of one who is not, for 10 minutes. Once this study is complete, the target is called a Mark, and Gwydion receives a variety of advantages against him or her. Gwydion may have three marks at once, but only if all of them are within 30 feet of one another for the duration of the marking process.
No
Subdual Penalty (Ex): Gwydion
can use a melee weapon that deals normal damage to deal subdual damage without
suffering the normal -4 penalty to his attack roll.
Dead
or Alive (Ex): Gwydion knows how to strike for subdual at just the right
moment to avoid killing a mark.
Fast
Tracking (Ex): Gwydion no
longer suffers a -5 penalty on Wilderness Lore checks for tracking while moving
at normal speed.
Ready
and Waiting (Ex): Gwydion may,
as a free action, designate a particular move-equivalent, standard, or full
round action that a mark who is flat-footed might actually perform. If the
mark actually performs this action within ten minutes thereafter, Gwydion may
make an attack of opportunity against the mark with a drawn weapon, either melee
or ranged. This counts against the number of attacks of opportunity
Gwydion may make in a round.
Pace
Keeping (Ex): Gwydion, when tracking a mark, may raise his own speed by up
to +25 feet (limited by the maximum speed of the mark).
Restlessness
(Ex): Gwydion has damage reduction 5/- against subdual damage from a forced
march while in pursuit of a mark.
Improved
Subdual (Ex): Gwydion uses his intelligence bonus (+3) on the damage roll
for any attack that deals only subdual damage.
Move
Like the Wind (Su): Gwydion ignores armor check penalties on his Move
Silently and Hide check, nor does he suffer the -5 penalty on those checks when
moving at speeds between half and full.
Traceless
Track (Su): Gwydion can track a creature moving under the influence of a pass
without trace or similar effect, though he suffers a -10 circumstance
penalty on his Wilderness Lore checks.
Shatter
(Su): Gwydion can destroy any object that stands between him and his mark
when the latter is within 100 feet. This ability functions like a
shatter spell cast by a fifth level sorcerer.
Magic Items:
Achren: +1 keen Longsword. 15 Cha, 15 Wis, 11 Int. LG align. 9 Ego. Speaks Dagamian. Item can sense motive +10, wielder has free use of Combat Reflexes, and Wielder can see invisible at will.
Lynx: +2 Dancing Bastard Sword. 17 Cha, 17 Int, 10 Wis. LG align. 17 Ego. Heal 1/day, detect secret doors at will, cure light wounds (1d8+5) on wielder 1/day, and detect magic at will. It speaks Nyandarian, Drychtnothian, and Indorian.
Ring of Freedom of Movement: While wearing this ring, Gwydion can move and attack normally while underwater or while under the influence of spells that impede movement (such as hold person, slow, paralysis, solid fog, web, etc.
Ring of Animal Friendship: On command, this ring allows the wearer to befriend 12 HD worth of animals.
+1 Chain Shirt
Torc of Animal Speech
Animal Companion
Dire
Wolf
Large Size Animal
Hit Dice: 6d8+18 (66 hit points)
Initiative: +2 (Dex)
Speed: 50 ft.
AC: 14 (-1 Size, +2
Dex, +3 Natural)
Attacks: Bite +10 melee
Damage: Bite
1d8+10
Face/Reach: 5
ft x 10 ft./5 ft.
Special Attacks: Trip
Special Qualities:
Scent
Saves: Fort +8, Ref +7,
Will +6
Abilities: Str 25, Dex 15, Con 17, Int 3, Wis 12, Cha
10
Skills: Hide +5, Listen +6, Move Silently +5, Spot +6, Wilderness
Lore +1
Special
Mount
Naphtali
Pegasus - Large Magical Beast
Hit Dice: 4d10+2d8+18 (76 hit points)
Initiative: +2 (Dex)
Speed: 60 ft., fly 120 ft (average)
AC:
15 (-1 Size, +2 Dex, +4 Natural)
Attacks: 2 hooves +7 melee, bite
+2 melee
Damage: 2 hooves 1d6+4, bite 1d3+2
Face/Reach: 5
ft x 10 ft./5 ft.
Special Qualities:
Scent, Detect Good and Detect Evil at will, Improved Evasion,
Share Spells, Empathic Link, Share Saving Throws
Saves: Fort +13, Ref
+13,
Will +9
Abilities: Str 19, Dex 15, Con 17, Int 3, Wis 12, Cha
10
Skills: Listen +12, Sense Motive +7, Spot +12, Wilderness Lore +3
Feats: Iron Will
Legends of Inzeladun | The World of Inzeladun | About Vincent N. Darlage | Conan the Barbarian for Third Edition D&D | Short Stories of Inzeladun | Inzeladun Updates | Inzeladun Links
Trademarks and copyrights are cited on this page without permission. This usage is not meant in any way to challenge the rightful ownership of said trademarks/copyrights. AD&D is a trademark of TSR; reach TSR's parent company at Wizards of the Coast, Inc.©. All copyrights are acknowledged and remain the property of the owners. "Inzeladun" and related characters © 1984, 2000 Vincent N. Darlage. All rights reserved by their respective owners. This page is for entertainment only.