The Dragonlance Nexus

Printed From:
http://www.dlnexus.com/fan/rules/character/17301.aspx

Shadowwalker, Que-Nal Shaman

by Clive Squire


Male Nomad Human Mystic of Storm 7/Pious Templar of Zeboim 9
Strength8 Fortitude+12 Armor Class18
Dexterity10 Reflex+5 Flat-footed AC18
Constitution13 Will+18 Touch AC14
Intelligence8 AlignmentCE Base Attack+14
Wisdom20 Speed30 ft. Melee Attack+13
Charisma16 Initiative+4 Ranged Attack+14
Hit Points92 SizeMedium

Special

Damage Reduction 2/–, Mettle, Resist electricity 5, Smite 2/day

Skills

Concentration +7 (+11 casting defensively), Diplomacy +5, Intimidate +7, Heal +13, Knowledge (arcana) +3, Knowledge (local) +2, Knowledge (religion) +9, Listen +5, Sense Motive +7, Spellcraft +4, Spot +5, Survival +8, Swim +1

Feats

Combat Casting, Extend Spell, Improved Critical (trident) (b), Improved Initiative (b), Iron Will, Martial Weapon Proficiency (trident) (b), Self-Sufficient, True Believer, Weapon Focus (trident), Weapon Specialisation (trident) (b)

Spells (Mystic)

CL 7th, Save DC 15 + spell level
0 – (6/day) create water, detect magic, detect poison, guidance, inflict minor wounds, read magic, resistance
1st – (8/day) cure light wounds, curse water, detect good, doom, entropic shield (d), shield of faith
2nd – (7/day) bull's strength, gust of wind (d), spiritual weapon, summon monster II
3rd – (5/day) call lightning (d), prayer, water breathing
Domain: Storm (resistance electricity 5)

Spells (Pious Templar)

CL 9th, save DC 15 + spell level
1stinflict light wounds x3, summon monster I
2ndinflict moderate wounds x2, summon monster II
3rdcontagion, inflict serious wounds x2
4thinflict critical wounds, poison

Languages

Common, Plainsfolk

Weapons

+5 unholy trident +18/+13/+8 melee (1d8+1 plus 2d6 vs. good/19–20x2)
+5 unholy trident +19/+14/+9 ranged (1d8+1 plus 2d6 vs. good/19–20x2, 10ft.)
+3 sling +17/+12/+7 ranged (1d4+2/x2, 50ft.)

Possessions

4 potions of cure light wounds, potion of cure serious wounds, wand of bull's strength, wand of call lightning (DC 14), +5 unholy trident, +3 sling, ring of protection +3, amulet of natural armor +5, tan bag of tricks, horn of the Sea Queen (as horn of Valhalla), 3,000stl.

Description

At over seventy years old, Shadowwalker has begun to show the signs of old age and the wear of time. He has a crinkled face and white-as-snow hair. His body, although thin and looking almost skeletal, still retains some of the power of his youth, making him look imposing. He dresses in the simple skins of his people and the trappings of a shaman of Zebyr Jotun (Zeboim). His jewelry is made from the bones of many kinds of sea creatures.

Shadowwalker is a domineering man, raised from childhood to be the spiritual leader of the Que-Nal. He commands respect and deference from all those around him.

Background

Shadowwalker became the spiritual leader of the Que-Nal shortly before the Summer of Chaos. He was chosen by Zebyr Jotun, the Queen of the Sea herself, sending him a vision blessing on him.

When the world was stolen, Shadowwalker was hit hard with the loss of his patron. Without her constant hand that had been with him since he was five years old, his mind started to fracture, driving him insane.

Over time he came to believe that the Sea Queen still spoke to him and bestowed her power to him. Unknowingly, he had stumbled on to the power of the heart and learned to be a mystic.

The fanatical Shadowwalker believes that Zebyr Jotun directs his every move. It is her will, through him, that has spurred him to act against the blight that is the Citadel of Light and the insult of the Que-Shu woman who runs it. Shadowwalker informs all the tribe that those who follow the teachings of the Citadel will stuff from divine retribution in the afterlife.

Sources

Complete Divine (pious templar prestige class)
Complete Divine (True Believer feat)
Citadel of Light

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This 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.