Shalandain, Crusader Paladin

(AD&D 2nd Edition 1993 Trading Card #32)

The human paladin named Shalandain is the second-in-command of the Company of the Chalice’s ongoing operations on the Rock of Bral. She relentlessly crusades against the neogi and other aberrant threats in Bral’s crystal sphere. Her commander is the renown wizard-knight named Sir Edarin Niallson (LG male half-elf, wizard 8 / knight 6).

Their sleek, redesigned squidship, The Foresight, is often moored at Bral’s docking caverns, and the order’s base of operations is a large building with a central courtyard located on Lamp Street across from Kimbo’s Exotic Arms. When not at Chalice Hall, Shalandain can often be found praying at the Planar Church of the Seven Heavens.

It is believed that the Company of the Chalice originated on the world of Gondorin in Herospace, although it exists in the space lanes well beyond that crystal sphere. The company requires applicants to be goodhearted, and there are many paladins and clerics of good deities among its membership. The company of heroes seeks out evil in all its forms and often crusades not only against twisted aberrations and undead atrocities, but also vicious pirates and other evildoers.

Adventure Hook

It is not by accident that the Company of the Chalice built their hall so close to the embassy of the mind flayers. Sir Edarin hates mind flayers with a passion, and he chose the spot for Chalice Hall with the intention of challenging the mind flayers’ place on Bral. His zealousness has led to confrontations between the company’s more powerful members and the mind flayers. However, he has recently gone missing and Shalandain worries that her mentor pushed the aberrations too far. She is seeking goodhearted heroes to find Sir Edarin by any means necessary.



SHALANDAIN (CR 11)

Female Human Paladin 11

LG Medium Humanoid (human)

Init +2; Senses Listen +4, Spot +4

Languages Celestial, Common

AC 24, touch 12, flat-footed 22

hp 77 (11HD)

Fort +13, Ref +9, Will +11

Spell Resistance 16

Speed 30 ft. (6 squares); Gravity Plane 15 ft.

Melee Fate’s Promise +20/+15/+10 (1d8+8/19-20/x2) or

Melee Fate’s Promise +20/+15/+10 (1d8+8 plus 2d6/19-20/x2) vs. evil creatures

Face 5 ft. Reach 5 ft.

Base Atk +11; Grp +14

Atk Options Cleave, Power Attack

Special Actions Lay on Hands (can heal 44 points/day), Smite Evil 3/day (+4 to attack, +11 to damage); Turn Undead 7/day (turn level 8, turn damage 2d6+12)

Paladin Spells per Day (0/2/2/1; DC 15 + spell level)

Prepared Paladin Spells (CL 11)

  • 3rd – cure moderate wounds (DC 17)
  • 2nd – knight’s move [SC], owl’s wisdom (DC 16)
  • 1st – cure light wounds (DC 15), moment of clarity [SC]

Abilities Str 16 (+3), Dex 14 (+2), Con 14 (+2), Int 12 (+1), Wis 18 (+4), Cha 18 (+4)

Special Qualities Associates, Aura of Courage, Aura of Good, Code of Conduct, Detect Evil, Divine Grace, Divine Health, Lay on Hands, Remove Disease, Smite Evil, Special Mount, Spells, Turn Undead, Weapon and Armor Proficiency

Feats Alertness, Cleave, Leadership, Power Attack, Weapon Focus (longsword)

Skills Appraise +1, Balance -4, Bluff +4, Climb -3, Concentration +9, Craft (carpentry) +3, Diplomacy +15, Disguise +4, Escape Artist -4, Forgery +1, Gather Information +4, Handle Animal +9, Heal +11, Hide -4, Intimidate +4, Jump +2, Knowledge (nobility and royalty) +8, Knowledge (religion) +6, Listen +4, Move Silently -4, Profession (soldier) +7, Profession (Spacehand) +7, Ride +9, Search +1, Sense Motive +9, Spot +4, Survival +4, Swim -9, Use Rope +2

Possessions +3 field plate, boots of star striding, Fate’s Promise (+5 holy cold iron longsword), masterwork steel shield, traveler’s outfit.

Belt Pouch Potion of fly.

Boots of Star Striding These boots allow the wearer to tread upon the gravity plane of any ship without drifting away. While the wearer’s speed is cut in half, jumping down to the gravity plane does not result in oscillation. The wearer gains all the benefits of boots of striding and springing, a +2 competence bonus to all Jump checks, and can always Take 10 when making a Jump check to or from a gravity plane or even the deck of another ship. (Value: 5,900 gp)

Fate’s Promise is a unique holy avenger. It has the following spell-like abilities: at will – greater dispel magic; 1/day – bull’s strength; 2/day – heal. (Value: 279,030 gp)


Associates While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good.

Aura of Courage (Su) Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Aura of Good (Ex) The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Code of Conduct A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act. Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

Detect Evil (Sp) At will, a paladin can use detect evil, as the spell.

Divine Grace (Su) At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Divine Health (Ex) At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

Lay on Hands (Su) Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level x her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Remove Disease (Sp) At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).

Smite Evil (Su) Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.

Special Mount (Sp) Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil (see below). This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).

Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.

Spells Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Wisdom modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Paladin. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: The Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level The paladin does not have access to any domain spells or granted powers, as a cleric does.

A paladin prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is one-half her paladin level.

Turn Undead (Su) When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.

Weapon and Armor Proficiency Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Created using PCGen 6.08.00 RC8 on Jul. 30, 2022

Player: n/a; Character Name: Shalandain, Crusader Paladin

Spider of Death

Time of Ages

There are many legacies of the Thousand Ships War that engulfed Rielunspace and all of the Aether Void beyond Rielun’s sphere. The worst legacies were the deadly clockwork creations the last Emperor-King of the Kings’ Monarchy, Lorac Silidast, released into the universe to conquer and destroy his foes. The Mad Drider created walking steam mechs that looked like giant spiders and set them upon world after world that had little hope of repealing the clockwork monsters. These Spiders of Death had a touch of intelligence (and evil) in them and were nearly as deadly to the Kings’ Monarchy’s own soldiers as to the enemy. Many of the creations, which were half magical golems and half advanced steamcraft constructs, began to be able to repair and improve on themselves, although they never were able to replicate themselves. They soon became independent enough to exist on their own, as long as they…

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Thundermount Desert

Sharing this post from my Spelljammer Gone Wild blog. The Thundermount Desert on Rielun is a legacy of the Thousands Ships War.

Time of Ages

This deadly desert sits near the center of the continent of Malecade along its southern shoreline. It is another lasting legacy of the conflict between the peoples of Rielun and the Kings’ Monarchy. It was created when the Imperial Throneship, Thundermount, crashed into Malecade during the Thousands Ships War (known on Rielun as the Third War). The resulting explosion created the desert and the regions around it that would become known as the Wildlands of Malecade. While much of the land healed due to the collective will of the Ethma’rieluna (Children of the World), the desert itself has never been completely reclaimed. Much of it remains cursed and unnatural and many on the continent avoid passing through or even near it. However, the Ethma’rieluna believe it will eventually become just another part of the Balance of the Four. They believe that Jaua Ae-rielun has purposefully brought peoples and even entire…

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Spelljammer Confirmed!

While I’m sure most of you have heard the news already, I figured I should add a post linking to the official confirmation of the new Spelljammer boxed set for 5th Edition.

https://dnd.wizards.com/products/spelljammer

SPELLJAMMER: ADVENTURES IN SPACE

SET SAIL FOR THE STARS!

A thrilling space-based adventure setting for the world’s greatest roleplaying game.

Spelljammer: Adventures in Space presents the Astral Plane as a Dungeons & Dragons campaign setting unlike any other. Home of the stars and gateway to the heavens, the Astral Plane teems with excitement and possibility. With the help of magic, spelljammers can cross the oceans of Wildspace, ply the silvery void known as the Astral Sea, and hop between worlds of the D&D multiverse.

This set contains everything a Dungeon Master needs to run adventures and campaigns set in the starlit realms of Wildspace and the Astral Sea, as well as new options for players who want to create characters at home in this fantastic setting.

COMPONENTS:

  • The Astral Adventurer’s Guide, a 64-page hardcover book for players and Dungeon Masters that presents the Astral Plane as a campaign setting and includes space-based character options, spells and magic items, deck plans and descriptions for spelljamming ships, and more
  • Boo’s Astral Menagerie, a 64-page hardcover book for Dungeon Masters that presents game statistics and descriptions for over 60 creatures found in Wildspace and the Astral Sea, including astral elves, cosmic horrors, lunar and solar dragons, murder comets, and space clowns.
  • Light of Xaryxis, a 64-page hardcover adventure for Dungeon Masters that is set in the Astral Plane and designed for characters of levels 5–8
  • Double-sided poster map of the Rock of Bral, an asteroid-city that can serve as both an adventure location and a campaign hub in the Astral Plane
  • Sturdy, four-panel Dungeon Master’s screen designed for use with the books in this set
Spelljammer: Adventures in Space

New Wildspace: The Spelljammer Fanzine FB Page

Since the original Facebook page for the ezine seems to have been lost, I have taken it upon myself to create a new FB page for this WordPress web site. So far, I have not been able to get the new FB page to link properly in the site’s settings but I’ll try to figure out if there is a workaround. If not, new posts added here will have to be manually added to the new Facebook page.

https://www.facebook.com/wildspacespelljammerfanzine

Steampunk Sentinel

Beware the sight of a Steampunk Sentinel in the Spelljammer Gone Wild universe!

Time of Ages

Beyond Rielunspace, the wider Aether is home to hundreds of thousands of worlds in the Spelljammer Gone Wild universe. There are steam-powered societies so old that their power approaches near godlike potential. Luckily, most of these worlds are beyond the reach of the fractured Kings’ Monarchy or the Elven Navy. However, once in a while a spelljamming ship will come into contact with a Steampunk Sentinel ship from one of these Distant Spheres (or The Beyond) and are either left in awe of the visitors powerful ship or left in ruins from that same power.

The reiger and the mercane seem to have knowledge of these ancient spelljamming people but refuse to talk about it with the other peoples of the space lanes. The only advice reiger give to captains and their crews that might encounter Steampunk Sentinel is to flee as fast a possible. It is better not to…

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Pirate Spelljammer

Another great image by by p2722754 on Pixabay, but I decided to use this one specifically for Time of Ages. I like the small but dangerous feel to this ship. Its crew would would be survivors — a small fish is very big pond.

Time of Ages

While piracy is a huge concern in the sky above Rielun, out in the wildspace of Rielun’s sphere is another matter altogether. Pirates often take to the Aether to prey on ships coming into the sphere for the first time or to harass traders moving from planet to planet. (I really need to create the crystal sphere for Rielunspace. Hmm, I have a feeling it’s going to be huge.) While most of Rielunspace’s pirates are dastardly and greedy, there are some out in the space lanes just trying to survive. The ship below would belong to one of these small time survivors who would spend most of their time avoiding the patrols of the Elven Navy, which have a strong presence in Rielunspace and privateers for various Aether Kingdoms spread throughout the sphere.

Image by p2722754 from Pixabay

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Steampunk Spelljamming Ship

A free image from Pixabay that felt very “Steampunk Spelljammer.” While perfect for Time of Ages, I figured I’d reblog it here on Wildspace too. -RPB

Time of Ages

I found this image on Pixabay and immediately thought Spelljammer, and the image’s creator even noted it as being a steampunk-inspired creation. This old trader ship would be typical for the Aether skies of Rielunspace — older ships that have fallen out of favour in the spacelanes of the Kings’ Monarchy.

Image byJazellafromPixabay

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