SHADOWEIR OATHI walk in the light but darkness surrounds me;Mighty are the foes of my people;I am their shield;My blood for their blood,My life for their life;My sword and I are one;We will serve our people and The Forest Way.I have sworn this Oath upon my life;This day and forever, I name myself Shadoweir.
Many of the members are adventurers, wandering the realms with missionary zeal. The Shadoweirs stress the positive and outreaching nature of the untamed forest. They believe intelligent beings can live in harmony with the wilderness without requiring the destruction of one in the name of the other. The Shadoweirs are taught to embrace nature, not fear it.
They are taught to live in harmony with the woods, to teach others to do so, and to punish and frustrate those who would hunt for sport and who practice cruelties upon wild creatures.
The symbol of the Shadoweirs is a giant shadowtop tree with a pair of crossed swords overlaying it. Though many of the Shadoweir members are warriors, the Shadoweirs are a community of woodland beings gathered together to serve the same calling. All are welcome who share in the Shadoweir belief.
~Honor to All Who Uphold the Natural Balance of the Wild~
Faithful and loyal servant to Mielikki, Hi'el Troiye was different from the rest of his carefree brethren and felt a sense of dedication and purpose alien to his race. The Druids discovered this and after careful consideration of the potential virtues he displayed, selected him to be raised among the Shadoweirs, a small sect of the Druid Enclave. Hi'el Troiye proved to be an adept pupil, quickly mastering skills taught to him. Very much at home and at ease in the outdoors, the Druids learned their Silenni novitiate was, however, not suited to confined spaces indoors. He was very claustrophobic, and prone to panic in buildings/caverns less than twenty feet square.
Originally trained to hate the Church and Clergy of Malar, the Silenni's latest encounter with a Vampire altered his views regardingwhat he hated most as a species foe.
Vampire (Human) / Female / early 20s (reality 143 years old)
Vampire Traits:
Innate Vampire Powers (used at will):
Young, naive and impressionable when given the Dark Trick, She easily fell under Orcus' control, and followed his bidding, taking over the destroyed temple of His foremost enemy, the Demon Lord Demogorgon.
Mage Spells: 4-1st (Burning Hands, Magic Missile, Shocking Grasp X2); 3-2nd (Continual Light, Improved Phantasmal Force, Knock); 2-3rd (Sepia Snake Sigil, Slow); 1-4th (Monster Summoning II)
2 potions (polymorph self [200], vitality[300]), 1 Scarab of Enraging Enemies [1000], 1 Bronze Horn of Valhalla [1000], 1 Chainmail +1 [500]
Treasure:3240ep, 10 gems (2-10 gp, 2-100 gp, 2-500 gp, 3-1,000 gp, 1-5,000 gp), 8 pieces of jewelry [3 (100, 150, 120gp); 1 (300gp); 1 (500gp); 1 (1000gp); 1 (1700gp); 1 (2600gp)]
Anh'kiadis - Quasit Familiar
Cavalier Sub-class Abilities:
Requirements:
When a wearer first tries to use a particular helm, he or she must make a successful Wisdom check to attune with it. If unsuccessful, that helm will not function for the user until the individual's Wisdom score has changed for better or worse (thus allowing another check).
A user who succeeds at the Wisdom check may then attempt to harness the helm's powers. The next time someone successfully attacks the wearer with a missile weapon, he or she may make another Wisdom check to avoid all but 1 point of damage, no matter the usual damage of the missile.
If this second Wisdom check fails, the wearer suffers the maximum damage the missile can inflict. This check is made for every missile fired at the wearer during this combat, and the modifiers listed below do not apply until the next combat.
If this second Wisdom check is successful, the wearer gains a +1 to the Wisdom check for the next combat. Note: This applies only to the next combat in which enemies attempt to harm the user. The helm does not work during sparring practice or training. A user who fails a Wisdom check picks up a –1 penalty for the next three combats, while he or she learns to trust in the powers of the helm again. No matter how often the user succeeds in the Wisdom check, the bonus can never exceed 19; a roll of 20 always fails.
Helms of valor provide no defense against melee weapons (although hurled daggers, axes, and other propelled melee weapons count as missile weapons), nor do they offer any protection against spells such as magic missile. Magical missiles, including enchanted arrows, affect the Wisdom check by –1 per +1 of the enchantment.
The helm is usable by warriors, priests, and psionically empowered individuals. As with all helms, it is not usable by either wizards or thieves who wish to practice their crafts.
The Blade-Rite RitualsThe blade-rite rituals are invoked whenever a new wielder is chosen for any of the elfblades. The blade-heir (the attempted wielder) is put through tests of talent (measuring the elf's ability in leadership, battle, or magic), mind (the elf's Intelligence in terms of the same), and heart (the elf's character and wisdom in wielding this talent). These tests occur within the mind of the tested elf, though all effects are suffered as if the tests were real. Mechanically, the tests are checks on 1d20 with -5 penalties, but penalties increase to -8 if the wielder is not of the same alignment as the blade. The checks are made against the character's level, Intelligence, and Wisdom scores; if all are successful, the tester becomes the new blade-wielder. Penalties for failing the tests are described for each blade. When a wielder dies, an elfblade is rendered inert and nonmagical until drawn in a blade-rite ritual or drawn at a place of power (such as the Dancing Place or hidden places in Cormanthor or Evermeet). If an elfblade is stolen, any who attempt to hold it unsheathed immediately suffer the penalties of failing the blade-rite ritual. Any N'Tel'Quess (non-elves, drows and half-elves can attempt to wield a blade) that dare to try wielding an elfblade are struck dead (2d12 hp of permanent damage and succeed a system shock check at half normal Constitution score or die).
Blade-Rite Risks: Should a wielder fail to pass the bladerituals, his grip around the swords pommel suddenly feels as if he is gripping the unsheathed blade, and he suffers damage equal to his own Strength score plus 1d6 points. This damage cannot be healed by any magical means and can be healed only naturally and slowly; deep palm scars remain forever, despite any later healing or magics. If the failed wielder is a N'Tel'Quess or of evil alignment, the blade also becomes a dancing sword and attacks the unworthy user. The elfblade pursues and attacks such a victim for 1d6 turns, trying its best to slay the usurper.
Tengu / Male / 56
Heward's Handy Haversack- Dmg 2ed----------------------------------------------------------------------------------------------------------------------------------------------------------------------
A well worn pack, made of well tanned leather with brass hardware and buckles. The pockets function as bagsof holding.-two side pockets contain 2 cubic feet, or 20 lbs of material-main pouch contains 8 cubic feet, or 80 pounds of material-item being searched for is on top of 'pile' inside pack----------------------------------------------------------------------------------------------------------------------------------------------------------------------Horn of fog- Dmg 2ed----------------------------------------------------------------------------------------------------------------------------------------------------------------------small bugle-like device blows forth a cloud of fog like 'fog cloud' spell. each round blowing creates 10ft cube 'fog cloud'.The cloud lasts 2d4 rounds after last blowing. Each pause begins a new cloud.The device makes a deephorn like noise, the note dropping abruptly towards the end.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
Ring of regeneration, 1hp restored per round obsidian (not sure which ring is magic)
+1 Wakizashi- speed 4- 3lbs d8 all- Generations Heirloom+1 Katana- speea- speed 4- 6lbs S-M d10 L d12- Generation HierloomKusari Gama- s-md4 Ld6 speed2 10' reach----------------------------------------------------------------------------------------------------------------------------------------------------------------------Armor: Light leather +2acKabuta (Helm)- Kote left arm- Sode right arm, Hara ate (torso + pelvis)----------------------------------------------------------------------------------------------------------------------------------------------------------------------(everything in the pack except for the mat and rations. Rations rolled up in the mat and tossed over his shoulder)----------------------------------------------------------------------------------------------------------------------------------------------------------------------2week dry ration 14lbsGoza (straw mat) Hooded 4lbs full (no refills) Rice paper (20)Flint steel tinder fire start kit- 1lbQuill, Ink, Ink vial, ink stone- 1lbEmpty book- 1lb
2 rings ----------------------------------------------------------------------------------------------------------------------------------------------------------------------1100gp- 110lbs-
Jeyelle is a holy battle cleric for the Sun God, Apollo. She is a slight, russet haired wood elf, standing 5'1" and weighing only 100 lbs. Her grey eyes are kind and she always seems to have a somewhat shy nature until provoked or in battle, where she wields her Mace of Disruption with a skilled hand. Even though she is young for an elf, (90 years old), she is wise in her faith, and her God has shown her great favor in the past, bestowing several gifts upon his follower.
* +2 Healer's Cloak of Protection ~ (Black with a Red Cross down the back of it.) This cloak can heal 40 HP 3x/Day as a 20th level Paladin (same as Heal spell) and can restore lost levels 1x/Day (same as Restoration spell).
* Sun Amulet (Amulet of Ravenkind II, Page 598 Magica Encyclopedia ) ~ Acts as Jeyelle's Holy Symbol. This ancient, platinum sunburst symbol with a large, crystal prism in the center of it is Jeyelle's Holy Symbol. It has the following additional properties:
+2 to Jeyelle's Turn Undead rolls
1x/Week can do "Sunflare" which is a flare of sunlight 20 feet radius and lasts for 1d10 rounds (very useful vs. vampires, etc.)
*(1) Scroll of Resurrection (as per spell)
*Ring of Wings (fused to Jeyelle permanently) ~ gives Jeyelle the appearance of being an Ariel, though she is not. The wings are 6 ft. each and look like grey dove's (angelic) wings. They usually remain hidden beneath her long, black healer's cloak until she needs them. They are permanently there and attached to her body physically, so she can fly at a moment's notice (i.e. does not have to activate the ring to make them appear).
(4) Premade Heal/Med packs ~ Made using her Healing and Herbalism Profs. each does 1d8 hp healed and contains salves and bandages.
(1) Small sack with 1gallon waterskin, 2 weeks iron rations, small, silver mirror, tinder box and flint, pouch with smooth stones, thorns and various other components she might need.
*** Magical Items ***
* Bloodhawk Feather Token - "Kanda" - Can change into snake bow instantly, turns regular arrows into snake arrows (1d6 dmg. Save vs. poison @ -1 or para. 1d4 +2 rnds.)
Can also summon a 12' anaconda ("Kanda") that is lime green, takes one full round to form. Att: 1/1 1d4 Bite, 2d6 Crush. HP: 50 Thaco: 13 AC: 5 Mvmt: 6/ 9 Swim Saves as 10 HD creature.
* Scarab Brooch of Night - Can use 3x/Day up to 1 hour per use. Forms Globe of Darkness 20' diameter, 100' range.
* Chimes of Animal Friendship - Can use 3x/day Just jangle chimes to use, acts as per spell.
* Necklace of Lilith - (worth 82,000 gp) This heavy, gold necklace is Egyptian looking and inlaid with 4 rare gems in a circle in the middle of it. Three of the gems have powers, the other is just a normal (albeit precious) jewel. Red Diamond: Atonement 1x/day (gives back levels lost) Ruby: Cure Blindness/Disease/Serious Wounds 1x/day. Sapphire: Has falcon spirit inside ("Rodanne") that can be summoned 1x/day for 8 hours to act as scout, etc. Emerald: Normal gem.
* Empty Ring of Eqqus - Can bind an animal to the ring. Acts as a figurine of wondrous power. The ring is empty at the moment.
* Elemental Stone - This teardrop shaped, blue stone has the power to summon 1 of 3 elemental types (Earth, Air or Water) 1x/Week. Can be up to 16 HD (roll for HP, etc.). Stone is mounted on a small, silver circlet that Denora wears. A Fire Elemental may never be summoned with this stone.
* Band of the hand Steel Ring ("Tallacan") Bonded to Ironwood Staff and gives the staff 4x dmg if it hits fire mages - This steel ring has elemental symbols on it and is one of 5 such rings created by the Druidic order "The Band of the Hand". These druids fought evil fire mages, and each ring was made specifically to bond with a druidic staff of wood, bone, stone, etc. and has a spirit inside of it. The spirit inside of Denora’s is a Wood Sprite spirit named "Tallacan", and she can do the following powers, when summoned or asked by Denora:
** Call Lightning 1x/Day - Dur: 12 turns 1 Bolt/turn (12d8 + 2d8 dmg.)
** Control Winds (p. 282 PHB) - 1x/Week : Starts at 3 mph winds, but can reach gale force with enough time. Lasts 12 turns, affects 480' radius, takes 5 turns to go from 3 mph to 55 mph storm and fades @ 3mph/rnd. Note: If small enough space on the ground, the eye may shrink and affect caster.
** Weather Summon (p. 292 PHB) - Varies. The weather shows up within 1d12 + 5 turns after 4 turns, it is obvious what kind of storm has been summoned. Storm cannot be changed and cannot be dispelled. 1-100 miles sq. radius and may last 1 turn to days. Extreme weather ex: tornado lasts 1 turn generic affect 50 mi. last 1 day.
** Extinguish Fires (this is almost automatic, if Denora and Tallacan are within 10' of a fire, it will be extinguished, due to Tallacan’s power), but can also be extended up to 20'.
** Sticks to Snakes/Warp Wood/Gaze reflection/Cure Poison/Water Breathing (as per Spells)
** Open Portals to Elemental Planes 1x/Day (Cubic Gate) - can gate in 10%/ton of H2O, Earth, Air, Positive Energy, etc. but no Fire. Can also step thru gate and stay for 12 hours...can keep open up to 12 hours.
** Magic Missles 1x/Day (5d4 =4) elemental missles (dbl dmg) can be any element but fire.
** Mend 3x/Day (as per spell)
** Spirit of the Ring (Change Staff) - 1x/Day summons treant-like creature - 24' high, 12 HD, HP: 40, AC: 0 2/1 Att. 4d6 each arm (can do structural dmg.) Lasts for 12 turns.
Regular Gear for Denora
(most is in a small backpack, or in small pouchesshe keeps at her side/waist.)
* 8 Goodberries (6 are blueberries, 2 are holly berries)
* (2) First-Aid kits (Bandages, ointments, etc. each kit can heal 1d8 dmg.)
* 3" steel pulley
* (1) Red skin 1/2 gallon waterskin
* 2 weeks iron rations
* (2) doses sneeze dust
* (2) Bunches of Holly w/ Berries (for Goodberries)
* (4) Applications of bug repellent salve (16 hours duration)
* scented soap, oil & perfume (made from natural ingredients like lavendar, etc.)
* small, silver mirror
* Tinder Box/Flint
* small oil gourd (1/2 full of oil)
* (2) Magnetic heat stones (to cook on)
* set of wooden fork and spoon
* 3 vials *immunity to Ra Mind Potions
* 1 vial Giant Boar Antidote
* Leather thongs to tie back hair
* Money: 10 pp 40 sp 29 gp 1 diamond worth 5 gp
Special Abilities, Immunities & Powers:
In Druid (Human Form):
* Can identify plants, animals & pure water with perfect accuracy
* Can pass through overgrown areas (thick thorns, briars, tangled vines, etc.) without leaving a trail and at normal movement.
* Passplant
In Swan Form:
* Only be hit by +1 or better weapon
* 16% Magic Resistance (2% per hit die)
* Can fly at Mvmnt 19 MC: D
Human/Male/23 years old.