The Dragonlance Nexus

Printed From:
http://www.dlnexus.com/fan/rules/character/16038.aspx

Theo Drawde, Lord Knight of the Order of the Thorn

by Cam Banks


Male Civilized Human Ftr5/Lily2/Sor3/Thorn10
Strength16 Fortitude+12 Armor Class25
Dexterity15 Reflex+7 Flat-footed AC15
Constitution12 Will+11 Touch AC23
Intelligence16 AlignmentLE Base Attack+15
Wisdom11 Speed20 Melee Attack+17
Charisma18 Initiative+2 Ranged Attack+16
Hit Points120 SizeMedium

Special:

Aura of Terror (Su): Creatures within 10 feet of the knight must make successful Will saves (DC 24) or become shaken. A creature that successfully saves is immune to the knight's aura of terror for 24 hours. Cosmic Understanding (Sp): Once per day the knight may add a +13 insight bonus on any one ability check, skill check, attack roll, saving throw, or to AC against a single attack.

Diviner (Ex): The knight gains bonus divination spells and a +2 bonus to Spellcraft checks to learn new divination spells, much like a specialist in the school of divination. The knight's caster level is considered to be one level higher for the purposes of casting divination spells.

Weapon Touch (Su): The knight can deliver touch spells through any melee weapon with a successful melee attack. The weapon deals its normal damage as well as delivering the effects of the spell on the target.

Skills:

Bluff +16, Concentration +16, Craft (alchemy) +13, Diplomacy +26, Handle Animal +12, Intimidate +30, Knowledge (arcana) +18, Knowledge (religion) +9, Ride +12, Sleight of Hand +5*, Spellcraft +23
*Includes -3 armor check penalty.

Feats:

Combat Casting, Combat Reflexes, Eschew Materials, Extend Spell, Honor-bound, Leadership, Persuasive, Power Attack, Still Spell, Weapon Focus (longsword), Weapon Specialization (longsword).

Spells

Sorcerer Spells Known (6+1/7+1/7+1/6+1/6+1/6+1/4+1; spell save DC 14 + spell level, arcane spell failure 5%): 0—arcane mark, detect magic, detect poison, mage hand, mending, open/close, prestidigitation, read magic, resistance. 1st—feather fall, identify, shield, shocking grasp, true strike. 2nd—augury, bull's strength, crackling sphere*, detect thoughts, locate object, shocking spark*. 3rd—clairaudience/clairvoyance, fly, lightning bolt, nondetection. 4th—arcane eye, divination, polymorph, scrying, storm wall*. 5th—commune, overland flight, prying eyes, telepathic bond. 6th—chain lightning, contingency, true seeing. *New spell found in Dragonlance Campaign Setting.

Weapons/Attacks:

Atk +21 melee (1d8+8 plus 1d6 electrical, plus 1d10 electrical and 1d8 sonic on critical hit/19-20); Full attack +21/+16/+11 melee (1d8+8 plus 1d6 electrical, plus 1d10 electrical and 1d8 sonic on critical hit/19-20);
SA aura of terror, demoralize, sneak attack +1d6, weapon touch

Possessions:

+2 breastplate of command, +2 shocking burst thundering longsword ("Coruscantrix"), ring of shooting stars, ring of protection +3, rod of negation, wand of lightning bolt (caster level 6th, 50 charges), amulet of natural armor +3, medallion of thoughts, gray robes, manacles, numerous scrolls and minor arcane tools.

Description/Background:

Lord Knight Theo Drawde is an imposing figure with great physical strength and clarity of wit; six feet and six inches tall, with brown eyes and a meticulously trimmed black beard. As the head of the Order of the Thorn, Drawde is responsible for the constant maintenance of that Order's physical and mental regimen and commitment to the mastery of sorcery.

Drawde entered the Knighthood at the age of sixteen, taken from a life of subsistence and thievery by one of the Dark Knights in Palanthas. Orphaned during the Dragon Purge, Drawde felt conflicted by his intense loyalty to the Knights and his deep abiding hatred for dragons. He was made a Commander in the Order of the Lily at the age of 27, assigned to the Green Dragon Beryllinthranox and the conquest of Qualinesti.

Beryl's apparent lack of honor combined with Drawde's animosity towards dragons might have spelled an end to this promotion, had the Green not been soundly defeated by the efforts of Palin, the Master of the Tower, and the Shadow Sorcerer. The three powerful sorcerers so astounded Drawde that he ran in fear of this new and dynamic magic. The Shadow Sorcerer sought him out, however, and to Drawde's surprise instructed him in the ways of sorcery, telling him to take the knowledge back to the Knighthood.

The Order of the Thorn had, at the time, been reduced to an afterthought. After the loss of wizard magic following the Chaos War, the Gray Robes had no power and their influence and command structure had fallen apart. Theo Drawde's acquisition and swift mastery of the principles of wild magic prompted Mirielle Abrena to give him the task of rebuilding the Order of the Thorn. With his strong martial background and natural charisma, Theo instilled such devotion and loyalty in his men that some of the more suspicious Knights feared that he would attempt to seize power. A confrontation between Drawde and another high-ranking Gray Robe, Sir Harel, ended with Harel on the end of Drawde's sword Coruscantrix and the other dissenters rooted out as traitors.

Following the meteoric rise of Mina during the War of Souls and her subsequent departure from Sanction, the Lord of the Order of the Thorn is carefully biding his time near Tarsis. He was over a continent away from the events at the end of the War, involved in the efforts to find the Tower of Wayreth, and is now trying to determine where his true loyalties lie in the wake of the death of Beryl and the dissolution of Targonne's Skull Knight Faction of the Dark Knights. The Gods of Magic have returned, and Drawde is fully aware of the potential for the restoration of the Orders of High Sorcery. To this end, he has his watchful eyes on Dalamar and Jenna, and continues to seek out ways to avoid running afoul of them or any other rising stars on Ansalon.

In Your Campaign:

Sir Theo is a powerful and forcefully charismatic leader, one who depends on the stability of his Order and the loyalty of his men. Alone, he is still more than a match for most opponents. He is not the most powerful sorcerer on Ansalon, something he has always been aware of; but his dedication, reputation and talent have left him without peer in the Gray Robes.

Sir Theo makes a better master villain than an opponent in an encounter. The player characters should have a hard time getting to see him, let alone do battle with him. He surrounds himself with other Thorn Knights fanatically loyal to his cause, and relies on a network of spies and agents both magical and mundane. Although he himself has little talent in gathering information or conducting investigations, he has a cadre of Gray Robes which does this for him, leaving him time to analyze and make plans. Thus, the heroes will no doubt uncover rumors, plots, and other hints at the scope of Theo's operations long before they get to meet the man behind it all.

Something to consider is Drawde's hatred of dragons and dishonor. Any one of the surviving chaotic Dragon Overlords or minor dragonlords would make an excellent opponent for Theo's plans, one which the heroes may exploit if they are against Drawde, or aid the Lord Knight if they decide that he is the lesser evil. Gellidus, Sable, Fenalysten, Morhlex and even Pyrothraxus would make excellent candidates; lawfully-aligned dragons such as Lorrinar would not immediately draw the Lord Knight's attention.

References:

  • Heroes of Sorcery – Stan! Brown
  • Dragonlance Campaign Setting – Weis, Perrin, Chambers, Coyle
  • Age of Mortals Campaign Companion – Weis, Chambers, Coyle
  • War of Souls Trilogy – Weis & Hickman

Originally posted on the Dragonlance-L mailing list on November 18, 2003.

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