
Printed From:
http://www.dlnexus.com/fan/rules/character/14637.aspx
Lord Guy Avondaleby Kendermage
Special:Noble Abilities (Bonus Class Skill – Disguise, Favor +2, Inspire Confidence 1/day, Coordinate +1); Cleric Abilities (Aura, Turn Undead 5/day) Skills:Diplomacy +18, Disguise +7, Gather Information +10, Heal +5, Knowledge (geography) +3, Knowledge (nobility and royalty) +7, Knowledge (religion) +3, Ride +2, Sense Motive +11. Feats:Endurance, Leadership, Negotiator, Trustworthy. LanguagesCommon, Ergot. SpellsCleric Spells Prepared (4/3/2; save DC 12 + spell level): 0—cure minor wounds (x2), detect poison, resistance; 1st—detect evil, remove fear, shield of faith; 2nd—delay poison, remove paralysis. Domains: Good (cast all Good spells at +1 caster level), Nobility (Inspire Allies +1; 1/day). Note: Spontaneously casts domain spells as per the variant rule in Holy Orders of the Stars. Weapons:Mwk longsword +7 melee (1d8+1, 19-20) Possessions:Medallion of Faith (Paladine), mwk full plate, mwk heavy steel shield, mwk longsword. Note: As a Noble and General of the Ergothian Empire, Lord Avondale has access to anything he may need or require. Description and Background:Guy's distinguishing features, mannerisms, and background can be found with this link to the Dragonlance Lexicon. Fan RatingsThis item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast. |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||||||||||||||||||||||||||||||||||||||||||||||||




Palanthas
