Dark Dragon
Explorer
The Sades is a group of epic-level adventurers which are mainly active in and around Tethyr since 1358 DR. Only Alvin and Sigbert are founding members still alive. The PCs were build following AD&D rules, using a 82-point-buy method.
The Sades is an abbrevation of the initials of the party founders: Sigbert, Alvin, Dahari (dead, he was a cleric/wizard/fighter, *sigh* good ol' AD&D) and El Naccio (dead, halfling rogue? darn, it was YEARS ago...).
Player characters (in alphabetical order)
Alvin Doublethorne of Kelemvor
Lawful male native outsider (former half-elf)
Ftr 4 / Clr 15 / Divine Disciple 5 of Kelemvor
Age 34, black hair, brown eyes, size 1.70 m, 180 lbs.
Str 26 (20), Dex 12 (8), Con 23 (19), Int 14, Wis 32 (26), Cha 12 (10)
Initiative: +5
Saves: Fort +29, Ref +14, Will +32
Speed: 20 ft.
Alignment: LN
Hit Points: 278 (4d10 + 20d8 + 144)
BAB/Grapple: +18/+26
Full Attack: +33/+28/+23/+18 (Manus Mortis: +6 ghost touch undead bane unbreakable silver bastard sword, 1d10+15 (one-handed) or 1d10+19 slashing damage (two-handed, 19-20, x2); +2d6+2 vs. undead) AND if activated +21/+16/+11/+6 (+3 dancing ghost touch silver scythe, 2d4+3 slashing or piercing damage (20, x4))
Armor Class: 38 (+5 death ward called black adamantine full plate, +5 animated heavy steel shield, +1 deflection (ring of friend shield), +1 Dex, +5 natural armor bonus, ioun stone of AC +1), touch 13, flat-footed 37
Feats: Cleave, Craft Magic Arms & Armor, Craft Wondrous Items, Exotic Weapon Proficiency (Bastard Sword), Improved Initiative, Improved Spell Capacity, Initiate of Kelemvor (B), Power Attack, Practiced Spellcaster, Quicken Spell, Scribe Scroll, Weapon Focus (Bastard Sword), Weapon Specialisation (Bastard Sword)
Skills (trained only): Concentration +32, Craft (Armor) +6, Craft (Weapons) +6, Diplomacy +9, Heal +23, Knowledge (Religion) +21, Knowledge (Nature) +3, Knowledge (The Planes) +7, Listen +14, Profession (Navigator) +12, Profession (Herbalist) +16, Ride +5, Speak Language (Abyssal, Common, Damaran, Elven, Infernal), Spellcraft +19, Spot +19, Survival +12, Swim -2
Special Abilities: Darkvision 60 ft., Death Touch (1/day), Death Ward (automatically protects against 1 death effect/day), Divine Emissary (Telepathy 60 ft., LN outsider), Freedom of Movement (20 rounds/day), Imbue with Spells, Outsider Traits, Protective Ward (1/day), Sacred Defense +2, Turn Undead
Spells per day: 6/8+1/8+1/8+1/7+1/7+1/6+1/6+1/5+1/5+1/2, save DC = 21 + spell level (CL 24)
Domains: Protection, Reposal, Travel
Additional Equipment: Eyes of the eagle, periapt of wisdom +6, black cloak of resistance +5, bracers of health +4, adamantine locked gauntlets of dexterity +4, belt of giant strength +6, boots of speed, ring of counterspells, ring of feather fall, ring of protection +3, +1 cold iron morning star, +2 dagger, sacred scabbard, ioun stone (Cha +2), wand of align weapon, wand of restoration, bag of holding II, pearl of power II, pearl of the sirenes, chime of opening, ring of the chameleon, ring of jumping, MW composite longbow (mighty +7), phylactery of faithfulness, various potions & scrolls
Background
Alvin grew up and lived in Zentil Keep. His human father Derek was an ordinary temple guard at the House of Bones. His mother died shortly after Alvin was born, so his father told him. Alvin quickly learned discipline and obedience and how to get along with rough guards. He had barely a choice about his future: when he was old enough, he also became a guard of Myrkul’s temple in Zentil Keep. Physically strong and tough, reliable and intuitive, he was offered a position as a personal body guard of the temple’s high cleric. The old cleric quickly discovered Alvin’s faithfulness and wisdom and urged him to become a priest of Myrkul. The cleric hoped to gain more control over the ambitious young half-elf. Alvin hesitated but was finally convinced.
A cruel ritual awaited the adept: the clergy tried to create a powerful undead in Myrkul’s name and it was up to Alvin to kill seven victims (humans and elves) during the course of the ritual. First Alvin refused but the high priest again persuaded the adept. So Alvin killed all seven victims with a dagger. But even years later, he awoke from sleep by nightmarish screams of the victims or the image of a slowly dying beautiful female elf.
Years later, Alvin has become a respected member within Myrkul’s church in Zentil Keep. He has learned much about the city’s secrets. But finally, he learned something about his own past.
During a warm summer night, Alvin’s old father was visited by some friends of the guard. They drunk a lot and talked about past times. Late in the night, only Derek’s oldest friend was there. They both were drunk and began arguing about something. In anger, the friend accused Derek of “raping that elven girl, that became pregnant afterwards. You took that slave with you in trying to keep it a secret. And when she gave birth, you simply killed her, so that she would not talk about it to anybody. Why didn’t you kill the child, too? Didn’t you find a different way to get some offspring, only because no woman showed interest in you?”
Alvin has worked in the temple until it was late, and arrived at his father’s home just when the two men were arguing. When he heart the words, Alvin knew it was the truth. He was completely shocked – his father has raped and murdered his mother. His own life – a lie?
Even an evil city like Zentil Keep has its rules. Raging in anger, Alvin didn’t notice that he drew his weapon. His father has ruined his childhood and constantly lied to him...When his anger faded, Alvin first noticed the fresh blood on his weapon, then he saw his dead father and the dead friend lying in the blood-splattered room. What has he done. He has killed his own father. Sure, his father was dishonourable and a criminal, but he was his father!
In the same night, Alvin fled from Zentil Keep.
Some time later, he became part of a team that helped the Dalelanders to fight off monsters and undead. Among the people who tried to thwart the evil plans of the attackers was the paladin Sigbert von Öxfeld. He was quite unsure about that dark looking cleric of Myrkul and kept a close eye on all of Alvin's actions. But over time, Alvin earned the paladin's respect. Alvin made sure that all dead opponents were properly buried and showed a less dark aspect of Myrkul's church.
During the Time of Troubles, Myrkul was slain and Cyric took the portfolio of Death. The Sades took part in the Battle of Shadowdale and met Adon, Cyric, Kelemvor and Midnight. As Alvin realized that Cyric has finally become a more destructive and deceptive god than Myrkul, he refused to follow the sometimes chaotic orders of the new church. Even when he was killed during a campaign and raised from the dead in a temple of Cyric (during the ritual, the clerics killed a slave. Alvin was told of this later.), he never prayed to Cyric. Eventually, Cyric lost the portfolio of Death to Kelemvor who decided to put some things into order again. Kelemvor respected Alvin's way of treating the dead and his refusal of Cyric being the new Lord of the Dead and offered him the powers of a cleric of Kelemvor. After knowing the rules of the new church, Alvin accepted and quickly became one of the most powerful members of Kelemvor's church.
Description:
Alvin is the oldest member of the Sades. He is physically strong and tough, but not an inspiring leader of a team. He prefers to wear black clothing and his black adamantine full plate. The numerous fights have left several scars in his face. Alvin fears no fight and is quick to adapt to a new situation or enemy. Over the years, he and Sigbert became a good team for the front line, and their rings of friendship in conjunction with healing spells helped them more than once to hold their ground against demons, dragons and other powerful foes. His preferred weapon is Manus Mortis, a +6 silver bastard sword with various powers and the ability to detect undead (when these creatures are near, the sword glows with a pale white light). The sword was enhanced by Kelemvor himself. Killed foes receive a proper burial after a fight unless the situation does not allow it. Alvin has invented some new spells to help him in his duties. As a high cleric of Kelemvor, he tries to destroy undead whenever they are encountered.
When Alvin finally was chosen as one of Kelemvor's emissaries, his face changed into silvery masklike appearance and his right palm shows the holy symbol of Kelemvor's church.
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Kaichiri of Mielikki
Male Centaur (former human)
Drd 24
Size L, weight 1400 lbs, black hair, brown skin, dark brown fur, eyes brown, age 19
Str 16, Dex 21 (19), Con 25 (21), Int 12, Wis 32 (26), Cha 16
Speed: 50 ft.
Saves: Fort +26, Ref +18, Will +30
Initiative: +9
Hit Points: 285 (24d8+168)
Alignment: NG
BAB/Grapple: +17/+24
Full Attack: +25/+20/+15 (Eye of the Storm: +6 holy, sizeable, opposable, unbreakable adamantine large spear; 2d6+10 piercing damage (20, x3), +2d6 extra damage vs. evil creatures) AND +14/+14 (hooves, 1d6+1) OR +22/+17/+12 (+3 opposable, undead bane large ebony club of disruption; 1d8+6 bludgeoning damage (20, x2), +2d6+2 extra damage vs. undead & Will save DC 14 or hit undead is destroyed) AND +14/+14 (hooves, 1d6+1)
Armor Class: 37 (bandolier of armor +8 (provides also a +5 resistance bonus to saves); large animated death ward darkwood shield +5; ring of protection +4; ioun stone of AC +1; natural +3; size -1; Dex +5), touch 19, flat-footed 32
Feats: Craft Magic Arms & Armor, Craft Wondrous Item, Extend Spell, Fast Wild Shape, Improved Initiative, Improved Spell Capacity, Initiate of Nature (B), Natural Spell, Silent Spell, Spell Penetration, Tenacious Magic (Shapechange), Track
Skills (trained only): Concentration +24, Diplomacy +11, Handle Animal +11, Heal +18, Knowledge (Nature) +29, Knowledge (Religion) +9, Move Silently +6, Profession (Herbalist) +16, Sense Motive +12, Speak Language (Common, Draconic, Druidic, Elven, Lahuean (Krynnian language), Sylvan), Spellcraft +21, Survival +17, Swim +8, Tumble +6
Special Abilities: Command Animals & Plants, Darkvision (60 ft.), Nature Sense, Woodland Stride, Resist Nature's Lure, Wild Empathy, Wild Shape (7/day, sizes T to H, (dire) animals, plant creatures, elementals), Venom Immunity, A Thousand Faces, Timeless Body, Immortal
Spells per day: 6/8/8/8/7/7/6/6/5/5/2, save DC = 21 + spell level.
Weapon & Armor Proficiency: Druidic weapons, light & medium armor not made of metal, non-metal shields
Additional Equipment: Circlet of Persuasion, large +1 composite longbow (mighty +3), Kaichiri's Amulet (+6 Wis, +4 Con), ring of counterspells, large +2 adamantine spell storing dagger (normally charged with a Poison spell), bag of holding I, 2 wilding clasps, ring of the ram, pearl of power II, ioun stone (Dex +2), bead of force, large +1 scimitar of wounding, various scrolls & potions
Background
Kaichiri was born as a human in the small village of Paranita in the jungles of Lahue, Krynn. When he was about six years old, he decided, out of pure curiosity, to explore the jungle around the village. When he didn't return, his parents feared that he was killed by some agressive animal or died after eating poisonous fruits. His father gathered some tribesmen to search the boy but after some days they returned to the village without success. It was the village's shaman who finally found Kaichiri peacefully sleeping in the entrance of a panther's cave, eight days after the boy had left his parents. Kaichiri was unharmed, and so the shaman assumed that some nature spirits must have protected him during his time in the jungle. Following the tribe's tradition, the boy received his adult name shortly after his sixth birthday. Kaichiri means Wandering Panther in the tribe's language.
The shaman tought Kaichiri how to get along in the wilderness, to understand the powers of nature and how to use them to protect natural life. Although happy to learn more, Kaichiri often wandered in his thoughts through the jungle, seeing the world as if observing it from an animal's eyes. When he became older, the shaman tattooed Kaichiri with several mythical signs. These should protect and help when Kaichiri was set out to be tested by Nature itself...
During this time, when Kaichiri explored the jungle alone, he met some members of the Sades. The then young party was on a mission to help two young dragons against a spreading disease. Although he was cautious about these strangers who tried to find their way through the wilderness, Kaichiri offered his assistance. When it became clear that the party was trying to help the weak and at least showed some respect towards nature, Kaichiri decided to accompany the group on their mission (he considered this as a part of his test).
Over the years, the group explored different planes, but mainly traveled the world Toril, where most members of the party were born. As an always curious traveler, Kaichiri joined the party. Finally, he settled down near the northern coast of the Chultan peninsula in Faerûn to protect the area and its inhabitants from hunting yuan-ti, slave traders, pirates and unnatural monsters.
Once, Kaichiri was killed during his times as an adventuring druid. He was raised from the dead by druids of Mielikki's church, after his comrades brought his body to a temple of Mielikki. To honor the godess, Kaichiri became a member of the church and finally one of the arch druids of south-western Faerûn.
After years of living in relative peace in Chult (Kaichiri's only foe was a juvenile green dragon, but after a hard fight, the dragon and the druid made a treaty to respect each other and talk about problems rather than fight about them), the Sades called for Kaichiri's aid again. Some sinister cultists were murdering people in northern Tethyr, and the party hit the road again to eliminate the strange cult. But it came out that the cultists were using the elemental powers to gain in strength. Quickly it was clear that the party was facing an evil power beyond everything encountered before. Although each member of the group was clearly aware that certain death was upon them, they proceeded to attack the cult's new Temple of Elemental Evil. Shortly before the final attack, the Sades informed all known important people about the power of this new evil church. The Sades perished in a deadly battle with their evil foes before any good assistance could join in...
But the call for help was not unheard, and the friends of the party rallied under a new banner. Finally, the temple and the cult was destroyed. The members of the Sades were raised from the dead to honor their sacrifice when they tried to stop the cultists. Kaichiri's body was destroyed during a fight, so the druids decided to reincarnate Kaichiri. He then returned as a centaur and joined his friends again on various missions.
Description:
Kaichiri is not as strong as a typical centaur. His skin is light brown, the fur of the horse body is dark brown. Although he is a well respected member of the church of Mielikki, he still bears some tattoos from his time when he lived on Krynn. The long black head hair is never bound together. Kaichiri is very fond of smoking tobacco or rarely cannabis (in a pipe or as a cigar). Because of his immunity to poison he has not become addicted to drugs. He simply likes the taste.
Kaichiri prefers to talk rather than fight. The only exception are undead and people who kill for sport. Undead are attacked with spells until they withdraw or are destroyed. Murderers are normally captured alive, stripped of all possessions and then either set lose amidst the wilderness or polymorphed into small animals or trees.
As a druid, Kaichiri favors the use of his wild shape powers and also makes extensive use of the Shapechange spell (which he normally casts as an extended version). He avoids taking the form of fire creatures and uses fire based spells only when absolutely necessary. He invented some new spells, some offer protection, others are more agressive. Only one of these spells was never used. This one spell would turn Kaichiri in a raging combat monster that recklessly fights against all foes, no matter how many and how strong these are. It is very likely that Kaichiri wouldn't survive this exhausting spell once it comes into action, so he saves its use as a last revenge against much stronger opponents...
Besides of using natural weapons, Kaichiri fights with a +6 spear. The spear (he called it Eye of the Storm, it is a gift of Mielikki) can alter the weather once per week (using Kaichiri's CL) and has some additional powers. It's shaft is made of oak wood, the tip is made of adamantine and has an inset of four amber stones. It can't be destroyed except when broken within an Antimagic Field or targeted by Mordenkainen's Disjunction.
During a campaign, Kaichiri was granted immortality by a powerful artefact. This means that he does not age and can't be aged by magic means. He still can die by force (spells, weapon damage and so on).
Kaichiri never wears armor (he simply feels uncomfortable then) or expensive jewelries, noble clothing or the like. Although being familiar with money, he is not greedy. Most money is used during the creation of magic items, spells or given to people in need, the church of Mielikki or a trusted friend who is short on cash.
Kaichiri's animal companion is a tiger. The animal guards Kaichiri's home in northern Chult. An awakened huge cedar is the second guardian of the druid's grove.
Calor
magical beast, augmented tiger
HD 18d8+54+18 (153 hp)
Initiative +5
Speed: 40 ft. (8 squares)
Armor Class: 30 (-1 size, +5 Dex, +15 natural, +1 dodge), touch 15, flat-footed 24
Base Attack/Grapple: +13/+26
Full Attack: Claws +21/+21 melee (1d8+9, 19-20 x2) AND bite +19 melee (2d6+4)
Size: L, reach 5 ft.
AL N
Special Attacks: Improved Grab, Pounce, Rake +19/+19 melee (1d8+4)
Special Qualities: Low-light vision, scent, improved evasion, share spells, link, devotion, multiattack, tricks (13)
Saves: Fort +14, Ref +16, Will +9 (+13 vs. enchantments)
Abilities: Str 29, Dex 21, Con 17, Int 2, Wis 12, Cha 6
Skills: Balance +9, Hide +6*, Listen +9, Move Silently +12, Spot +9, Swim +14
Feats: Alertness, Improved Natural Attack (Bite), Improved Natural Attack (Claw), Dodge, Iron Will, Improved Toughness, Improved Critical (Claw)
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Kerrin / Elluin Andúnedâr
Male wood elf (humanoid)
Wiz 15 / Mage of the Arcane Order 9
Age 127, black hair, grey eyes, 1.75 m, 180 lbs.
Patron Deity: Rillifane Rallathil
Str 10 (8), Dex 24 (18), Con 24 (18), Int 32 (26), Wis 19 (17), Cha 11 (9)
Initiative: +11
Saves: Fort +21, Ref +21, Will +25, +27 vs. enchantments
Speed: 30 ft.
Alignment: NG
Hit Points: 219 (24d4 + 168)
BAB/Grapple: +11/+11
Full Attack: +17/+12 (+6 sizeable brilliant energy Quarterstaff of Wizardry, 1d6+6, x2) OR +19/+14 (+1 composite shortbow, 1d6+1, x3, range 60 ft.)
Armor Class: 40 (+8 bracers of Death Ward, +6 mithral buckler +5, +3 deflection (Kerrin’s Robe of Protection, confers also a +5 resistance bonus to saves), +7 Dex, +5 natural armor bonus (vestment), +1 ioun stone of AC), touch 21, flat-footed 33
Feats: Cooperative Spell, Craft Wondrous Item, Epic Spell Penetration, Eschew Materials (B), Extend Spell, Greater Spell Penetration, Improved Initiative, Improved Spell Capacity, Maximize Spell, Quicken Spell, Scribe Scroll, Signature Spell (Teleport), Silent Spell, Spell Mastery (Dispel Magic, Fireball, Invisibility, Magic Missile, Teleport), Spell Penetration, Twin Spell
Special Abilities: Elf traits, See Invisibility (due to Permanency), familiar benefits, spell pool, immortal
Weapon Proficiencies: club, dagger, heavy crossbow, light crossbow, longbow, longsword, rapier, shortbow
Spells per day: 4/7/7/7/6/6/6/6/5/5/2, save DC is 21 + spell level. Kerrin has access via spell pool to all wizard spells described in the PHB and some of the most powerful spells described in the Magic of Faerûn, Complete Arcane and Player’s Guide to Faerûn books.
Skills (trained only): Appraise +13, Concentration +35, Decipher Script +14, Diplomacy +2, Knowledge (Arcana) +42, Knowledge (Architecture) +19, Knowledge (Astronomy) +16, Knowledge (Dungeoneering) +15, Knowledge (Geography) +16, Knowledge (History) +16, Knowledge (Nature) +19, Knowledge (Nobility) +16, Knowledge (the Planes) +19, Knowledge (Religion) +19, Listen +11, Move Silently +11, Search +20, Speak Language (Abyssal, Aquan, Auran, Celestial, Chondathan, Common, Draconic, Dwarven, Elven, Gnome, Ignan, Infernal, Sylvan, Terran, Undercommon), Spellcraft +44, Spot +18, Swim +3, Tumble +15
Equipment: Ioun Stone of AC +1, Immovable Rod, Lesser Harper Pin, Mage Hand, Boccob’s Blessed Book, Ioun Stone of Fresh Air, Headband of Intellect +6, Gloves of the Mage (+6 Dex, +6 Con), Kerrin’s Robe of Protection (+3 deflection, +5 resistance), Ring of Mind Shielding, Ring of Shooting Stars, Brooch of Shielding, 2x Pearl of Power I, Pearl of Power II, Pearl of Power VII, Vestment of Natural Armor +5, Ioun Stone of Str +2, Boots of Spiderclimbing, Ring of Wizardry I, Ring of Major Fire Resistance, Ring of Chameleon Power, Lens of Detection, Stone of Good Luck, Belt of Many Pockets, Cloak of Elvenkind, Ioun Stone of Spellstoring, Hand of Glory, Ioun Stone of Cha +2, Ring of Counterspelling, Pearl of Wis +2, +8 Bracers of Armor & Death Ward, Lesser Rod of Empowerment, Rod of Maximization, Composite Shortbow +1, Adamantine Rapier +1, Silver Dagger +1, Staff of Wizardry, Pearl of the Sirines, Staff of Fire, Wand of Arcane Lock (CL 3), Wand of Levitate (CL 5), Wand of Slow (CL 5), Wand of Mage Armor (CL 5), Wand of Invisibility (CL 7), Wand of Change Self (CL 6), Wand of Burning Hands (CL 5), Wand of Darkness (CL 3), Wand of Fireball (CL 8), various potions, scrolls and books
Background:
Kerrin was born and grew up in the Wealdath (or Forest of Tethyr) as a member of the Elmanesse elf tribe. He saw little of the world outside the forest and was educated as most elves in the arts of magic, archery and swordplay. Kerrin easily learned the basic spells and when he was old enough, he went along with other elves to the city of Zazesspur to learn something about the life of the humans. Most of his comrades disliked the then corrupt city, but Kerrin saw it as an opportunity to gain more knowledge. So he was sent more often outside the forest to sell items made by the elves and buy important stuff. One day, he met the Sades in a tavern called the North Star in Zazesspur. The group was looking for a capable wizard and Kerrin took the chance and offered his assistance. Over time, he mastered the art of magic and traveled many countries of Faerûn. But the ties to his home were strong, and so he returned to the Wealdath to become a member of a small elven academy of wizardry. Many of his elven friends are still living in the forest of Tethyr, and Kerrin often returns to his village to visit them.
Description
Kerrin is a quite silent man, considering his words carefully before speaking. His actions are also carefully planned and he doesn’t like it to be pushed to do something. He is not exceptionally strong but swift to react and tough. His reclusive manner makes him a quite difficult person to speak to. As an elf, he keeps a distance to orks and strange humans (who didn’t treat the elfs of the Wealdath very well in the past), and moreso to drow. He readily shares his knowledge and some magic items with those who seem wise enough not to misuse it. Kerrin helps his friends without question, using his immense arsenal of spells and items to achieve a declared goal. Kerrin uses often offensive spells to bring down foes as quickly as possible. He makes no difference between weak and strong foes in a fight but tries to use his powers in the most efficient way. Kerrin readily helps those in need and is polite to those who treat him with respect.
Kerrin’s familiar is a raven called Arax. It is sometimes send out to scout an area, or to observe a person or a building. It carries a Ring of Protection +3.
Arax (magical beast)
HD: 24 (73 hp)
Initiative: +2
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 24 (+2 size, +2 Dex, +7 natural, +3 deflection), touch 17, flat-footed 22
Base Attack/Grapple: +11/–2
Full Attack: Claws +15 melee (1d2–5)
Size: T
AL N
Special Qualities: Low-light vision, scent, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, SR 29, scry on familiar
Saves: Fort +6, Ref +8, Will +15
Abilities: Str 1, Dex 15, Con 10, Int 12, Wis 14, Cha 6
Skills: Listen +11, Speak Language (Common), Spot +18
Feats: Weapon Finesse
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Sigbert von Öxfeld of Helm
Male human (Dalelands)
Pal 15 / Clr 9 of Helm
Sigbert von Öxfeld of Helm
Age 29, blond hair, grey eyes, 1.90 m, 200 lbs.
Str 26 (20), Dex 16 (10), Con 20 (16), Int 10, Wis 26 (20), Cha 24 (18)
Initiative: +7
Saves: Fort +32, Ref +23, Will +31
Speed: 30 ft.
Alignment: LG
Hit Points: 268 (15d10 + 9d8 + 120)
BAB/Grapple: +20/+28
Full Attack: +38/+33/+28/+23 (Holy Avenger: +6 holy unbreakable cold iron longsword, 1d8+16 slashing damage (two-handed, 17-20, x2); +2d6 vs. evil creatures) or +24/+19/+14/+9 (+1 flaming composite longbow, mighty +4; 1d8+5 piercing +1d6 fire damage)
Armor Class: 37 (+5 mithral full plate of heavy fortification, +5 animated heavy steel shield of lesser fire resistance (10), +4 deflection, +3 Dex), touch 17, flat-footed 34
Feats: Blind-Fight, Cleave, Close-Quarters Fighting, Epic Weapon Focus (Longsword), Extend Spell, Great Cleave, Holy Strike, Improved Critical (Longsword), Improved Initiative, Initiate of Helm (B), Power Attack, Weapon Focus (Longsword)
Skills (trained only): Concentration +22, Diplomacy +18, Gather Information +9, Handle Animal +11, Heal +11, Intimidate +9, Knowledge (Religion) +1, Profession (Cook) +11, Ride +10, Sense Motive +9, Speak Language (Common, Chondathan)
Spells per day: 6/6+1/6+1/5+1/3+1/2+1 (Cleric, CL 9)
4/3/3/2 (Paladin, CL 7), save DCs = 17 + spell level.
Domains: Planning, Strength
Special Abilities: Amor Proficiency (any), Aura of Courage, Divine Grace, Divine Health, Feat of Strength (1/day: +9 enh. to Str for 1 round), Immortal, Immune to critical hits (see armor), Lay on hands (105 points/day), Martial Weapon Proficiency, Remove Disease (4/week), Shield Proficiency (Light & heavy shields), Simple Weapon Proficiency, Smite Evil (7/day: +7 to attack, +15 to damage), Special Mount, SR 20 (Holy Avenger), Telepathy (24 min/day, range 1500 ft.), Turn Undead (12/day: check 1d20+7, damage 2d6+29)
Additional Equipment: +2 spellstoring dagger, headband of wisdom +6, vestment of charisma +6, white cloak of resistance +5, MW potion belt, gloves of dexterity +6, boots of elvenkind, amulet of constitution +4, ring of friendshield, bracers of strength +6, ring of featherfalling, gauntlet of rust, vestment of golembane, bag of holding III, ring of invisibility, ring of mind shielding, 2x immovable rods, everburning torch, bead of prayer strands (1/day: bless), wand summon monster III, cloak of the manta ray, ring of improved climbing, ebony fly, various potions
Background:
Sigbert grew up in a small village in the Dalelands and had a peaceful childhood. When he was 13, he and his father went to Arabel. While his father was following his business, Sigbert was exploring the city alone. Eventually he met another young boy, called Jorgen, who lived in Arabel. Jorgen was enthusiastic about the easy life in the city, if one is only a bit skillful. He persuaded Sigbert to participate in a little theft. It was Sigbert’s job to distract a cloth merchand while Jorgen would try to get the merchand’s cash box. So Sigbert asked the merchand about some cloth, and Jorgen sneaked up and got the box. But someone has observed the boy and yelled an alarm. To soon some guards and other merchands showed up and snatched Jorgen. Sigbert stood there shocked. When he was asked about the incident, he denied any acquaintance with Jorgen because of fearing the consequences. Jorgen plead Sigbert for help, but still he refused to tell the truth. So Jorgen was convicted as a thief and a beadle chopped off the boy’s right hand with a butcher’s hatchet. In panic and still hearing the screams and curses, Sigbert fled back to his father’s house.
He felt never able to tell anybody this story and still feels guilty about being unable to undo what has happened. But finally the incident in Arabel was the reason why Sigbert became a faithful member of Helm’s church. He took the oath of never lying again for gaining an advantage.
Description
Sigbert is strong and tough but neither exceptional skillful nor smart. He fullfills the orders of Helm’s church without question and can easily inspire others to follow him into difficult missions. During the Time of Troubles, the paladin saved the other members of the Sades more than once by healing their wounds and assist them with spells (Helm was the only god not banned from the pantheon). Sigbert has become famous in Tethyr because of his courage and generosity. During the final battle in Tethyr (the siege of Myratma), Sigbert gave his life to protect the later queen Zaranda against a marauding white slaad. When he was raised from the dead by the high-priest of Helm’s temple in Zazesspur, Sigbert decided to follow the path as one of Helm’s clerics.
Sigbert would never flee from combat unless he knows that his friends are in security. During various campaigns, the paladin more and more trusted in Alvin Doublethorne despite he was a cleric of a dark god at that time. Now the two men are linked together by a pair of rings of friendship that saved their lifes more than once. He would fight evil creatures without mercy and under any condition even if this would mean certain death. Sigbert faced Balagos (an epic red dragon) once alone and would certainly have started a fight, but the dragon was in a very good mood and only interested in some informations and a little talk.
His favored weapon is a Holy Avenger, given by good dragons as a gift for a difficult mission. The longsword was enhanced by Helm himself when the Sades were successful in rescuing Waukeen. Sigbert always keeps his equipment (and himself) in perfect order. He never has a beard. His armor is a polished full plate made of mithral, the cloak is made of white linen and shows the sign of Helm’s church.
Like Kaichiri and Kerrin, Sigbert is immortal and so he would not die of old age. His ability to communicate telepathically was given to him by a deck of many things. From the same deck, he gained a small castle (named later The Sades Inn, it is lokated ca. 30 miles north of Zazesspur and became the HQ of the party).
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Immortal (Su): This power was granted to the Sades as a reward for rescuing a goddess from imprisonment. The character does not age and cannot be magically aged. Alvin did not accept this power because he dislikes the concept of eternal life.
The Sades is an abbrevation of the initials of the party founders: Sigbert, Alvin, Dahari (dead, he was a cleric/wizard/fighter, *sigh* good ol' AD&D) and El Naccio (dead, halfling rogue? darn, it was YEARS ago...).
Player characters (in alphabetical order)
Alvin Doublethorne of Kelemvor
Lawful male native outsider (former half-elf)
Ftr 4 / Clr 15 / Divine Disciple 5 of Kelemvor
Age 34, black hair, brown eyes, size 1.70 m, 180 lbs.
Str 26 (20), Dex 12 (8), Con 23 (19), Int 14, Wis 32 (26), Cha 12 (10)
Initiative: +5
Saves: Fort +29, Ref +14, Will +32
Speed: 20 ft.
Alignment: LN
Hit Points: 278 (4d10 + 20d8 + 144)
BAB/Grapple: +18/+26
Full Attack: +33/+28/+23/+18 (Manus Mortis: +6 ghost touch undead bane unbreakable silver bastard sword, 1d10+15 (one-handed) or 1d10+19 slashing damage (two-handed, 19-20, x2); +2d6+2 vs. undead) AND if activated +21/+16/+11/+6 (+3 dancing ghost touch silver scythe, 2d4+3 slashing or piercing damage (20, x4))
Armor Class: 38 (+5 death ward called black adamantine full plate, +5 animated heavy steel shield, +1 deflection (ring of friend shield), +1 Dex, +5 natural armor bonus, ioun stone of AC +1), touch 13, flat-footed 37
Feats: Cleave, Craft Magic Arms & Armor, Craft Wondrous Items, Exotic Weapon Proficiency (Bastard Sword), Improved Initiative, Improved Spell Capacity, Initiate of Kelemvor (B), Power Attack, Practiced Spellcaster, Quicken Spell, Scribe Scroll, Weapon Focus (Bastard Sword), Weapon Specialisation (Bastard Sword)
Skills (trained only): Concentration +32, Craft (Armor) +6, Craft (Weapons) +6, Diplomacy +9, Heal +23, Knowledge (Religion) +21, Knowledge (Nature) +3, Knowledge (The Planes) +7, Listen +14, Profession (Navigator) +12, Profession (Herbalist) +16, Ride +5, Speak Language (Abyssal, Common, Damaran, Elven, Infernal), Spellcraft +19, Spot +19, Survival +12, Swim -2
Special Abilities: Darkvision 60 ft., Death Touch (1/day), Death Ward (automatically protects against 1 death effect/day), Divine Emissary (Telepathy 60 ft., LN outsider), Freedom of Movement (20 rounds/day), Imbue with Spells, Outsider Traits, Protective Ward (1/day), Sacred Defense +2, Turn Undead
Spells per day: 6/8+1/8+1/8+1/7+1/7+1/6+1/6+1/5+1/5+1/2, save DC = 21 + spell level (CL 24)
Domains: Protection, Reposal, Travel
Additional Equipment: Eyes of the eagle, periapt of wisdom +6, black cloak of resistance +5, bracers of health +4, adamantine locked gauntlets of dexterity +4, belt of giant strength +6, boots of speed, ring of counterspells, ring of feather fall, ring of protection +3, +1 cold iron morning star, +2 dagger, sacred scabbard, ioun stone (Cha +2), wand of align weapon, wand of restoration, bag of holding II, pearl of power II, pearl of the sirenes, chime of opening, ring of the chameleon, ring of jumping, MW composite longbow (mighty +7), phylactery of faithfulness, various potions & scrolls
Background
Alvin grew up and lived in Zentil Keep. His human father Derek was an ordinary temple guard at the House of Bones. His mother died shortly after Alvin was born, so his father told him. Alvin quickly learned discipline and obedience and how to get along with rough guards. He had barely a choice about his future: when he was old enough, he also became a guard of Myrkul’s temple in Zentil Keep. Physically strong and tough, reliable and intuitive, he was offered a position as a personal body guard of the temple’s high cleric. The old cleric quickly discovered Alvin’s faithfulness and wisdom and urged him to become a priest of Myrkul. The cleric hoped to gain more control over the ambitious young half-elf. Alvin hesitated but was finally convinced.
A cruel ritual awaited the adept: the clergy tried to create a powerful undead in Myrkul’s name and it was up to Alvin to kill seven victims (humans and elves) during the course of the ritual. First Alvin refused but the high priest again persuaded the adept. So Alvin killed all seven victims with a dagger. But even years later, he awoke from sleep by nightmarish screams of the victims or the image of a slowly dying beautiful female elf.
Years later, Alvin has become a respected member within Myrkul’s church in Zentil Keep. He has learned much about the city’s secrets. But finally, he learned something about his own past.
During a warm summer night, Alvin’s old father was visited by some friends of the guard. They drunk a lot and talked about past times. Late in the night, only Derek’s oldest friend was there. They both were drunk and began arguing about something. In anger, the friend accused Derek of “raping that elven girl, that became pregnant afterwards. You took that slave with you in trying to keep it a secret. And when she gave birth, you simply killed her, so that she would not talk about it to anybody. Why didn’t you kill the child, too? Didn’t you find a different way to get some offspring, only because no woman showed interest in you?”
Alvin has worked in the temple until it was late, and arrived at his father’s home just when the two men were arguing. When he heart the words, Alvin knew it was the truth. He was completely shocked – his father has raped and murdered his mother. His own life – a lie?
Even an evil city like Zentil Keep has its rules. Raging in anger, Alvin didn’t notice that he drew his weapon. His father has ruined his childhood and constantly lied to him...When his anger faded, Alvin first noticed the fresh blood on his weapon, then he saw his dead father and the dead friend lying in the blood-splattered room. What has he done. He has killed his own father. Sure, his father was dishonourable and a criminal, but he was his father!
In the same night, Alvin fled from Zentil Keep.
Some time later, he became part of a team that helped the Dalelanders to fight off monsters and undead. Among the people who tried to thwart the evil plans of the attackers was the paladin Sigbert von Öxfeld. He was quite unsure about that dark looking cleric of Myrkul and kept a close eye on all of Alvin's actions. But over time, Alvin earned the paladin's respect. Alvin made sure that all dead opponents were properly buried and showed a less dark aspect of Myrkul's church.
During the Time of Troubles, Myrkul was slain and Cyric took the portfolio of Death. The Sades took part in the Battle of Shadowdale and met Adon, Cyric, Kelemvor and Midnight. As Alvin realized that Cyric has finally become a more destructive and deceptive god than Myrkul, he refused to follow the sometimes chaotic orders of the new church. Even when he was killed during a campaign and raised from the dead in a temple of Cyric (during the ritual, the clerics killed a slave. Alvin was told of this later.), he never prayed to Cyric. Eventually, Cyric lost the portfolio of Death to Kelemvor who decided to put some things into order again. Kelemvor respected Alvin's way of treating the dead and his refusal of Cyric being the new Lord of the Dead and offered him the powers of a cleric of Kelemvor. After knowing the rules of the new church, Alvin accepted and quickly became one of the most powerful members of Kelemvor's church.
Description:
Alvin is the oldest member of the Sades. He is physically strong and tough, but not an inspiring leader of a team. He prefers to wear black clothing and his black adamantine full plate. The numerous fights have left several scars in his face. Alvin fears no fight and is quick to adapt to a new situation or enemy. Over the years, he and Sigbert became a good team for the front line, and their rings of friendship in conjunction with healing spells helped them more than once to hold their ground against demons, dragons and other powerful foes. His preferred weapon is Manus Mortis, a +6 silver bastard sword with various powers and the ability to detect undead (when these creatures are near, the sword glows with a pale white light). The sword was enhanced by Kelemvor himself. Killed foes receive a proper burial after a fight unless the situation does not allow it. Alvin has invented some new spells to help him in his duties. As a high cleric of Kelemvor, he tries to destroy undead whenever they are encountered.
When Alvin finally was chosen as one of Kelemvor's emissaries, his face changed into silvery masklike appearance and his right palm shows the holy symbol of Kelemvor's church.
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Kaichiri of Mielikki
Male Centaur (former human)
Drd 24
Size L, weight 1400 lbs, black hair, brown skin, dark brown fur, eyes brown, age 19
Str 16, Dex 21 (19), Con 25 (21), Int 12, Wis 32 (26), Cha 16
Speed: 50 ft.
Saves: Fort +26, Ref +18, Will +30
Initiative: +9
Hit Points: 285 (24d8+168)
Alignment: NG
BAB/Grapple: +17/+24
Full Attack: +25/+20/+15 (Eye of the Storm: +6 holy, sizeable, opposable, unbreakable adamantine large spear; 2d6+10 piercing damage (20, x3), +2d6 extra damage vs. evil creatures) AND +14/+14 (hooves, 1d6+1) OR +22/+17/+12 (+3 opposable, undead bane large ebony club of disruption; 1d8+6 bludgeoning damage (20, x2), +2d6+2 extra damage vs. undead & Will save DC 14 or hit undead is destroyed) AND +14/+14 (hooves, 1d6+1)
Armor Class: 37 (bandolier of armor +8 (provides also a +5 resistance bonus to saves); large animated death ward darkwood shield +5; ring of protection +4; ioun stone of AC +1; natural +3; size -1; Dex +5), touch 19, flat-footed 32
Feats: Craft Magic Arms & Armor, Craft Wondrous Item, Extend Spell, Fast Wild Shape, Improved Initiative, Improved Spell Capacity, Initiate of Nature (B), Natural Spell, Silent Spell, Spell Penetration, Tenacious Magic (Shapechange), Track
Skills (trained only): Concentration +24, Diplomacy +11, Handle Animal +11, Heal +18, Knowledge (Nature) +29, Knowledge (Religion) +9, Move Silently +6, Profession (Herbalist) +16, Sense Motive +12, Speak Language (Common, Draconic, Druidic, Elven, Lahuean (Krynnian language), Sylvan), Spellcraft +21, Survival +17, Swim +8, Tumble +6
Special Abilities: Command Animals & Plants, Darkvision (60 ft.), Nature Sense, Woodland Stride, Resist Nature's Lure, Wild Empathy, Wild Shape (7/day, sizes T to H, (dire) animals, plant creatures, elementals), Venom Immunity, A Thousand Faces, Timeless Body, Immortal
Spells per day: 6/8/8/8/7/7/6/6/5/5/2, save DC = 21 + spell level.
Weapon & Armor Proficiency: Druidic weapons, light & medium armor not made of metal, non-metal shields
Additional Equipment: Circlet of Persuasion, large +1 composite longbow (mighty +3), Kaichiri's Amulet (+6 Wis, +4 Con), ring of counterspells, large +2 adamantine spell storing dagger (normally charged with a Poison spell), bag of holding I, 2 wilding clasps, ring of the ram, pearl of power II, ioun stone (Dex +2), bead of force, large +1 scimitar of wounding, various scrolls & potions
Background
Kaichiri was born as a human in the small village of Paranita in the jungles of Lahue, Krynn. When he was about six years old, he decided, out of pure curiosity, to explore the jungle around the village. When he didn't return, his parents feared that he was killed by some agressive animal or died after eating poisonous fruits. His father gathered some tribesmen to search the boy but after some days they returned to the village without success. It was the village's shaman who finally found Kaichiri peacefully sleeping in the entrance of a panther's cave, eight days after the boy had left his parents. Kaichiri was unharmed, and so the shaman assumed that some nature spirits must have protected him during his time in the jungle. Following the tribe's tradition, the boy received his adult name shortly after his sixth birthday. Kaichiri means Wandering Panther in the tribe's language.
The shaman tought Kaichiri how to get along in the wilderness, to understand the powers of nature and how to use them to protect natural life. Although happy to learn more, Kaichiri often wandered in his thoughts through the jungle, seeing the world as if observing it from an animal's eyes. When he became older, the shaman tattooed Kaichiri with several mythical signs. These should protect and help when Kaichiri was set out to be tested by Nature itself...
During this time, when Kaichiri explored the jungle alone, he met some members of the Sades. The then young party was on a mission to help two young dragons against a spreading disease. Although he was cautious about these strangers who tried to find their way through the wilderness, Kaichiri offered his assistance. When it became clear that the party was trying to help the weak and at least showed some respect towards nature, Kaichiri decided to accompany the group on their mission (he considered this as a part of his test).
Over the years, the group explored different planes, but mainly traveled the world Toril, where most members of the party were born. As an always curious traveler, Kaichiri joined the party. Finally, he settled down near the northern coast of the Chultan peninsula in Faerûn to protect the area and its inhabitants from hunting yuan-ti, slave traders, pirates and unnatural monsters.
Once, Kaichiri was killed during his times as an adventuring druid. He was raised from the dead by druids of Mielikki's church, after his comrades brought his body to a temple of Mielikki. To honor the godess, Kaichiri became a member of the church and finally one of the arch druids of south-western Faerûn.
After years of living in relative peace in Chult (Kaichiri's only foe was a juvenile green dragon, but after a hard fight, the dragon and the druid made a treaty to respect each other and talk about problems rather than fight about them), the Sades called for Kaichiri's aid again. Some sinister cultists were murdering people in northern Tethyr, and the party hit the road again to eliminate the strange cult. But it came out that the cultists were using the elemental powers to gain in strength. Quickly it was clear that the party was facing an evil power beyond everything encountered before. Although each member of the group was clearly aware that certain death was upon them, they proceeded to attack the cult's new Temple of Elemental Evil. Shortly before the final attack, the Sades informed all known important people about the power of this new evil church. The Sades perished in a deadly battle with their evil foes before any good assistance could join in...
But the call for help was not unheard, and the friends of the party rallied under a new banner. Finally, the temple and the cult was destroyed. The members of the Sades were raised from the dead to honor their sacrifice when they tried to stop the cultists. Kaichiri's body was destroyed during a fight, so the druids decided to reincarnate Kaichiri. He then returned as a centaur and joined his friends again on various missions.
Description:
Kaichiri is not as strong as a typical centaur. His skin is light brown, the fur of the horse body is dark brown. Although he is a well respected member of the church of Mielikki, he still bears some tattoos from his time when he lived on Krynn. The long black head hair is never bound together. Kaichiri is very fond of smoking tobacco or rarely cannabis (in a pipe or as a cigar). Because of his immunity to poison he has not become addicted to drugs. He simply likes the taste.
Kaichiri prefers to talk rather than fight. The only exception are undead and people who kill for sport. Undead are attacked with spells until they withdraw or are destroyed. Murderers are normally captured alive, stripped of all possessions and then either set lose amidst the wilderness or polymorphed into small animals or trees.
As a druid, Kaichiri favors the use of his wild shape powers and also makes extensive use of the Shapechange spell (which he normally casts as an extended version). He avoids taking the form of fire creatures and uses fire based spells only when absolutely necessary. He invented some new spells, some offer protection, others are more agressive. Only one of these spells was never used. This one spell would turn Kaichiri in a raging combat monster that recklessly fights against all foes, no matter how many and how strong these are. It is very likely that Kaichiri wouldn't survive this exhausting spell once it comes into action, so he saves its use as a last revenge against much stronger opponents...
Besides of using natural weapons, Kaichiri fights with a +6 spear. The spear (he called it Eye of the Storm, it is a gift of Mielikki) can alter the weather once per week (using Kaichiri's CL) and has some additional powers. It's shaft is made of oak wood, the tip is made of adamantine and has an inset of four amber stones. It can't be destroyed except when broken within an Antimagic Field or targeted by Mordenkainen's Disjunction.
During a campaign, Kaichiri was granted immortality by a powerful artefact. This means that he does not age and can't be aged by magic means. He still can die by force (spells, weapon damage and so on).
Kaichiri never wears armor (he simply feels uncomfortable then) or expensive jewelries, noble clothing or the like. Although being familiar with money, he is not greedy. Most money is used during the creation of magic items, spells or given to people in need, the church of Mielikki or a trusted friend who is short on cash.
Kaichiri's animal companion is a tiger. The animal guards Kaichiri's home in northern Chult. An awakened huge cedar is the second guardian of the druid's grove.
Calor
magical beast, augmented tiger
HD 18d8+54+18 (153 hp)
Initiative +5
Speed: 40 ft. (8 squares)
Armor Class: 30 (-1 size, +5 Dex, +15 natural, +1 dodge), touch 15, flat-footed 24
Base Attack/Grapple: +13/+26
Full Attack: Claws +21/+21 melee (1d8+9, 19-20 x2) AND bite +19 melee (2d6+4)
Size: L, reach 5 ft.
AL N
Special Attacks: Improved Grab, Pounce, Rake +19/+19 melee (1d8+4)
Special Qualities: Low-light vision, scent, improved evasion, share spells, link, devotion, multiattack, tricks (13)
Saves: Fort +14, Ref +16, Will +9 (+13 vs. enchantments)
Abilities: Str 29, Dex 21, Con 17, Int 2, Wis 12, Cha 6
Skills: Balance +9, Hide +6*, Listen +9, Move Silently +12, Spot +9, Swim +14
Feats: Alertness, Improved Natural Attack (Bite), Improved Natural Attack (Claw), Dodge, Iron Will, Improved Toughness, Improved Critical (Claw)
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Kerrin / Elluin Andúnedâr
Male wood elf (humanoid)
Wiz 15 / Mage of the Arcane Order 9
Age 127, black hair, grey eyes, 1.75 m, 180 lbs.
Patron Deity: Rillifane Rallathil
Str 10 (8), Dex 24 (18), Con 24 (18), Int 32 (26), Wis 19 (17), Cha 11 (9)
Initiative: +11
Saves: Fort +21, Ref +21, Will +25, +27 vs. enchantments
Speed: 30 ft.
Alignment: NG
Hit Points: 219 (24d4 + 168)
BAB/Grapple: +11/+11
Full Attack: +17/+12 (+6 sizeable brilliant energy Quarterstaff of Wizardry, 1d6+6, x2) OR +19/+14 (+1 composite shortbow, 1d6+1, x3, range 60 ft.)
Armor Class: 40 (+8 bracers of Death Ward, +6 mithral buckler +5, +3 deflection (Kerrin’s Robe of Protection, confers also a +5 resistance bonus to saves), +7 Dex, +5 natural armor bonus (vestment), +1 ioun stone of AC), touch 21, flat-footed 33
Feats: Cooperative Spell, Craft Wondrous Item, Epic Spell Penetration, Eschew Materials (B), Extend Spell, Greater Spell Penetration, Improved Initiative, Improved Spell Capacity, Maximize Spell, Quicken Spell, Scribe Scroll, Signature Spell (Teleport), Silent Spell, Spell Mastery (Dispel Magic, Fireball, Invisibility, Magic Missile, Teleport), Spell Penetration, Twin Spell
Special Abilities: Elf traits, See Invisibility (due to Permanency), familiar benefits, spell pool, immortal
Weapon Proficiencies: club, dagger, heavy crossbow, light crossbow, longbow, longsword, rapier, shortbow
Spells per day: 4/7/7/7/6/6/6/6/5/5/2, save DC is 21 + spell level. Kerrin has access via spell pool to all wizard spells described in the PHB and some of the most powerful spells described in the Magic of Faerûn, Complete Arcane and Player’s Guide to Faerûn books.
Skills (trained only): Appraise +13, Concentration +35, Decipher Script +14, Diplomacy +2, Knowledge (Arcana) +42, Knowledge (Architecture) +19, Knowledge (Astronomy) +16, Knowledge (Dungeoneering) +15, Knowledge (Geography) +16, Knowledge (History) +16, Knowledge (Nature) +19, Knowledge (Nobility) +16, Knowledge (the Planes) +19, Knowledge (Religion) +19, Listen +11, Move Silently +11, Search +20, Speak Language (Abyssal, Aquan, Auran, Celestial, Chondathan, Common, Draconic, Dwarven, Elven, Gnome, Ignan, Infernal, Sylvan, Terran, Undercommon), Spellcraft +44, Spot +18, Swim +3, Tumble +15
Equipment: Ioun Stone of AC +1, Immovable Rod, Lesser Harper Pin, Mage Hand, Boccob’s Blessed Book, Ioun Stone of Fresh Air, Headband of Intellect +6, Gloves of the Mage (+6 Dex, +6 Con), Kerrin’s Robe of Protection (+3 deflection, +5 resistance), Ring of Mind Shielding, Ring of Shooting Stars, Brooch of Shielding, 2x Pearl of Power I, Pearl of Power II, Pearl of Power VII, Vestment of Natural Armor +5, Ioun Stone of Str +2, Boots of Spiderclimbing, Ring of Wizardry I, Ring of Major Fire Resistance, Ring of Chameleon Power, Lens of Detection, Stone of Good Luck, Belt of Many Pockets, Cloak of Elvenkind, Ioun Stone of Spellstoring, Hand of Glory, Ioun Stone of Cha +2, Ring of Counterspelling, Pearl of Wis +2, +8 Bracers of Armor & Death Ward, Lesser Rod of Empowerment, Rod of Maximization, Composite Shortbow +1, Adamantine Rapier +1, Silver Dagger +1, Staff of Wizardry, Pearl of the Sirines, Staff of Fire, Wand of Arcane Lock (CL 3), Wand of Levitate (CL 5), Wand of Slow (CL 5), Wand of Mage Armor (CL 5), Wand of Invisibility (CL 7), Wand of Change Self (CL 6), Wand of Burning Hands (CL 5), Wand of Darkness (CL 3), Wand of Fireball (CL 8), various potions, scrolls and books
Background:
Kerrin was born and grew up in the Wealdath (or Forest of Tethyr) as a member of the Elmanesse elf tribe. He saw little of the world outside the forest and was educated as most elves in the arts of magic, archery and swordplay. Kerrin easily learned the basic spells and when he was old enough, he went along with other elves to the city of Zazesspur to learn something about the life of the humans. Most of his comrades disliked the then corrupt city, but Kerrin saw it as an opportunity to gain more knowledge. So he was sent more often outside the forest to sell items made by the elves and buy important stuff. One day, he met the Sades in a tavern called the North Star in Zazesspur. The group was looking for a capable wizard and Kerrin took the chance and offered his assistance. Over time, he mastered the art of magic and traveled many countries of Faerûn. But the ties to his home were strong, and so he returned to the Wealdath to become a member of a small elven academy of wizardry. Many of his elven friends are still living in the forest of Tethyr, and Kerrin often returns to his village to visit them.
Description
Kerrin is a quite silent man, considering his words carefully before speaking. His actions are also carefully planned and he doesn’t like it to be pushed to do something. He is not exceptionally strong but swift to react and tough. His reclusive manner makes him a quite difficult person to speak to. As an elf, he keeps a distance to orks and strange humans (who didn’t treat the elfs of the Wealdath very well in the past), and moreso to drow. He readily shares his knowledge and some magic items with those who seem wise enough not to misuse it. Kerrin helps his friends without question, using his immense arsenal of spells and items to achieve a declared goal. Kerrin uses often offensive spells to bring down foes as quickly as possible. He makes no difference between weak and strong foes in a fight but tries to use his powers in the most efficient way. Kerrin readily helps those in need and is polite to those who treat him with respect.
Kerrin’s familiar is a raven called Arax. It is sometimes send out to scout an area, or to observe a person or a building. It carries a Ring of Protection +3.
Arax (magical beast)
HD: 24 (73 hp)
Initiative: +2
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 24 (+2 size, +2 Dex, +7 natural, +3 deflection), touch 17, flat-footed 22
Base Attack/Grapple: +11/–2
Full Attack: Claws +15 melee (1d2–5)
Size: T
AL N
Special Qualities: Low-light vision, scent, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, SR 29, scry on familiar
Saves: Fort +6, Ref +8, Will +15
Abilities: Str 1, Dex 15, Con 10, Int 12, Wis 14, Cha 6
Skills: Listen +11, Speak Language (Common), Spot +18
Feats: Weapon Finesse
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Sigbert von Öxfeld of Helm
Male human (Dalelands)
Pal 15 / Clr 9 of Helm
Sigbert von Öxfeld of Helm
Age 29, blond hair, grey eyes, 1.90 m, 200 lbs.
Str 26 (20), Dex 16 (10), Con 20 (16), Int 10, Wis 26 (20), Cha 24 (18)
Initiative: +7
Saves: Fort +32, Ref +23, Will +31
Speed: 30 ft.
Alignment: LG
Hit Points: 268 (15d10 + 9d8 + 120)
BAB/Grapple: +20/+28
Full Attack: +38/+33/+28/+23 (Holy Avenger: +6 holy unbreakable cold iron longsword, 1d8+16 slashing damage (two-handed, 17-20, x2); +2d6 vs. evil creatures) or +24/+19/+14/+9 (+1 flaming composite longbow, mighty +4; 1d8+5 piercing +1d6 fire damage)
Armor Class: 37 (+5 mithral full plate of heavy fortification, +5 animated heavy steel shield of lesser fire resistance (10), +4 deflection, +3 Dex), touch 17, flat-footed 34
Feats: Blind-Fight, Cleave, Close-Quarters Fighting, Epic Weapon Focus (Longsword), Extend Spell, Great Cleave, Holy Strike, Improved Critical (Longsword), Improved Initiative, Initiate of Helm (B), Power Attack, Weapon Focus (Longsword)
Skills (trained only): Concentration +22, Diplomacy +18, Gather Information +9, Handle Animal +11, Heal +11, Intimidate +9, Knowledge (Religion) +1, Profession (Cook) +11, Ride +10, Sense Motive +9, Speak Language (Common, Chondathan)
Spells per day: 6/6+1/6+1/5+1/3+1/2+1 (Cleric, CL 9)
4/3/3/2 (Paladin, CL 7), save DCs = 17 + spell level.
Domains: Planning, Strength
Special Abilities: Amor Proficiency (any), Aura of Courage, Divine Grace, Divine Health, Feat of Strength (1/day: +9 enh. to Str for 1 round), Immortal, Immune to critical hits (see armor), Lay on hands (105 points/day), Martial Weapon Proficiency, Remove Disease (4/week), Shield Proficiency (Light & heavy shields), Simple Weapon Proficiency, Smite Evil (7/day: +7 to attack, +15 to damage), Special Mount, SR 20 (Holy Avenger), Telepathy (24 min/day, range 1500 ft.), Turn Undead (12/day: check 1d20+7, damage 2d6+29)
Additional Equipment: +2 spellstoring dagger, headband of wisdom +6, vestment of charisma +6, white cloak of resistance +5, MW potion belt, gloves of dexterity +6, boots of elvenkind, amulet of constitution +4, ring of friendshield, bracers of strength +6, ring of featherfalling, gauntlet of rust, vestment of golembane, bag of holding III, ring of invisibility, ring of mind shielding, 2x immovable rods, everburning torch, bead of prayer strands (1/day: bless), wand summon monster III, cloak of the manta ray, ring of improved climbing, ebony fly, various potions
Background:
Sigbert grew up in a small village in the Dalelands and had a peaceful childhood. When he was 13, he and his father went to Arabel. While his father was following his business, Sigbert was exploring the city alone. Eventually he met another young boy, called Jorgen, who lived in Arabel. Jorgen was enthusiastic about the easy life in the city, if one is only a bit skillful. He persuaded Sigbert to participate in a little theft. It was Sigbert’s job to distract a cloth merchand while Jorgen would try to get the merchand’s cash box. So Sigbert asked the merchand about some cloth, and Jorgen sneaked up and got the box. But someone has observed the boy and yelled an alarm. To soon some guards and other merchands showed up and snatched Jorgen. Sigbert stood there shocked. When he was asked about the incident, he denied any acquaintance with Jorgen because of fearing the consequences. Jorgen plead Sigbert for help, but still he refused to tell the truth. So Jorgen was convicted as a thief and a beadle chopped off the boy’s right hand with a butcher’s hatchet. In panic and still hearing the screams and curses, Sigbert fled back to his father’s house.
He felt never able to tell anybody this story and still feels guilty about being unable to undo what has happened. But finally the incident in Arabel was the reason why Sigbert became a faithful member of Helm’s church. He took the oath of never lying again for gaining an advantage.
Description
Sigbert is strong and tough but neither exceptional skillful nor smart. He fullfills the orders of Helm’s church without question and can easily inspire others to follow him into difficult missions. During the Time of Troubles, the paladin saved the other members of the Sades more than once by healing their wounds and assist them with spells (Helm was the only god not banned from the pantheon). Sigbert has become famous in Tethyr because of his courage and generosity. During the final battle in Tethyr (the siege of Myratma), Sigbert gave his life to protect the later queen Zaranda against a marauding white slaad. When he was raised from the dead by the high-priest of Helm’s temple in Zazesspur, Sigbert decided to follow the path as one of Helm’s clerics.
Sigbert would never flee from combat unless he knows that his friends are in security. During various campaigns, the paladin more and more trusted in Alvin Doublethorne despite he was a cleric of a dark god at that time. Now the two men are linked together by a pair of rings of friendship that saved their lifes more than once. He would fight evil creatures without mercy and under any condition even if this would mean certain death. Sigbert faced Balagos (an epic red dragon) once alone and would certainly have started a fight, but the dragon was in a very good mood and only interested in some informations and a little talk.
His favored weapon is a Holy Avenger, given by good dragons as a gift for a difficult mission. The longsword was enhanced by Helm himself when the Sades were successful in rescuing Waukeen. Sigbert always keeps his equipment (and himself) in perfect order. He never has a beard. His armor is a polished full plate made of mithral, the cloak is made of white linen and shows the sign of Helm’s church.
Like Kaichiri and Kerrin, Sigbert is immortal and so he would not die of old age. His ability to communicate telepathically was given to him by a deck of many things. From the same deck, he gained a small castle (named later The Sades Inn, it is lokated ca. 30 miles north of Zazesspur and became the HQ of the party).
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Immortal (Su): This power was granted to the Sades as a reward for rescuing a goddess from imprisonment. The character does not age and cannot be magically aged. Alvin did not accept this power because he dislikes the concept of eternal life.
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