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

RPG Now: Player’s Guide to Skybourne

“I have become the destroyer of worlds.”

So begins a player’s adventures in Skybourne. A wizard’s arrogance left a world broken, ravaged by a sentient forest, and surrounded by the planar wound called the maelstrom. Yet in this aftermath lies a world of adventure, where airship pilots delve a world’s worth of ruins looking for ancient treasure, where Aasimar kings and barbarian lords battle for control of a dozen new cultures, and where anyone with a ship and a will can make their fortune, if they have luck on their side.

Built for both the traditional and Spheres of Power magic systems, Skybourne is a campaign setting for the Pathfinder Roleplaying Game built around the adventures of an airship and its crew, and borrows as much in tone from Firefly, Star Wars, and other shows as it does from classic sword and sorcery adventures. In this, the Player’s Guide to Skybourne, you’ll find:

  • A host of new races, including the plant-born Alraun, the octopus-like Cacaelia, the dinosaur-blooded Cherufe, the magically-constructed Created, the draconic Cuazaj, the pheonix-like Fenghaung, the plant-like Leshy, the fey-blooded Sidhier, and the insectoid alien Tatulani.
  • Over a dozen new archetypes, including the Halfling dragonrider, the tranquil barbarian, the Alraune bodysnatcher, the gun chemist, and more!
  • New traditions, a ‘tradition trait’ system, and the Fallen Fey racial sphere for the Spheres of Power magic system.
  • Religions and magic rituals.
  • Rules for using crews- swarm-like groups of hired hands that aid the PCs in sailing ships and attacking their enemies!
  • Airship rules, including sailing, customization, and combat!
  • New feats, new skills, new equipment, new magic items, and more!

Watermarked PDF $9.99 by Drop Dead Studios.

Book Review: Brothers of Earth by C.J. Cherryh

Brothers of Earth (Hanan Rebellion #1)Brothers of Earth by C.J. Cherryh
My rating: 4 of 5 stars

I read this book because I’ve been meaning to read C.J. Cherryh for some time, and also because I was doing a challenge to read 15 space opera books by the end of the year. However, this book is not space opera. It’s a planetary romance. That being said, it’s a really good planetary romance, centered on a fascinating alien culture with about 17th century technology that reminded me very much of an Indus Valley sort of culture, with lots of formalities and strange social customs and caste systems and interconnecting (and internally clashing) racial divides. The plot? Picture Avatar if things had gone poorly.

Admittedly it uses some time-honoured sci-fi tropes that the artsy sorts would tell you immediately mean that it must not be taken seriously, but keep in mind it was written in 1976, first of all; and secondly, I say so what? I think people are far too hung up on being original, and they try so hard that they often lose the elements that make a good *story*. Cherryh is much more interested in character and story than in making sure that her universe obeys hard science, which is downright refreshing in the midst of the modern obsession.

Above all the strongest part of this book were the incredibly well-realized characters. I loved each and every one of them, despite and maybe because of their flaws, and even the villains are empathetic. Cherryh remembers that old saying that a story is something happening to someone you care about, and she has made me care about these characters. Enough that the ending annoys me somewhat, since it is clear that there will be more books to follow this one. I understand there are sequels; and therefore, quite a lot remained unresolved.

It’s a chewy read; the kind of thing you have read in pieces to fully grasp the nuances. You can’t just sit down and devour it. To be honest, with time running out in my late-begun reading challenge I selected it in part because it seemed a thinner book than many others I have and I thought it would be a quick read. Don’t you believe it. But it was worth it.

View all my reviews

Legendary Planet: A Fantasy Space Kickstarter!

Legendary Games brings you an epic sword & planet adventure saga for Pathfinder and 5th Edition that takes you across the multiverse!

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Crew of the Reverie (Remembrance)

Elven StingerGriim (ogre male): AL N; W5; hp 15; AC 10; #AT 1; DMG 2-9; SZ L; STR 17, INT 17
Notable Possessions: Bo staff, Lens of Speed Reading, Periapt of Wound Closure

Not long ago, Griim was a simple ogre sage and scribe of minor note in Steelspace. He was part of a minor order of scribes based out of a derelict mammoth near Corrukai. Griim was training in the fields of history (Steelspace) and Known Sphere cultures. He was part of a group of about two dozen scribes, serving under one Gistor the Gray, an elderly ogre magi. He was dislodged from his relatively comfortable life about four years ago.

The group was visited by Makamo the Glutton, an ogre bushi who came looking for answers to a burning question of his. Much research would be required, so Makamo was allowed to stay in the guest quarters while Gistor researched his books for the answers Makamo sought. Over the course of the next week, many of Gistor’s scribes and servants disappeared. Griim feared the worse, and his suspicions were realized when spied Makamo hunched over Gistor’s corpse, devouring it greedily. Griim and the remaining scribes fled to the cargo hold, where the Remembrance was being stored (Gistor had purchased it a few years ago as a curiosity). Fearful of Makamo’s wrath should he learn that Griim had escaped his grisly feast, Griim fled Steelspace and made his way to the Known Spheres.

Griim uses Change Self spells to disguise his true nature. He usually uses the disguise of a half-orc courier wizard to earn enough coin to survive. Despite his self-banishment from his homesphere of Steelspace, Griim is actually having a good time. He sees it all as a grand adventure, a chance to study up close all of the cultures, kingdoms, and races he’s read about in his master’s scrolls and books. He rather enjoys his freedom from his master’s harsh gaze.

Krosh (hobgoblin male): AL N; Scribe 2; hp 7; AC 10; #AT 1; DMG 1-8; SZ M; STR 10, DEX 14, INT 15
Notable Possessions: Bo staff, signet ring, writing equipment, potion of healing

As a young hobgoblin, Krosh was the runt of the family. Considered good for nothing, his clan sold him to Gistor, and Krosh became a simple scribe under his tutelage. Even as an adult, Krosh is very small for a hobgoblin, both shorter than normal at only 5’11” tall, and weaker than typical. He is quite the pacifist, preferring to sit and chat over herbal tea rather than resorting to violence. Much like Griim, he finds the Known Spheres fascinating, despite the inhabitants being uncouth, uncivilized barbarians. Krosh knows how to handle the wing-sails and his duties are to manage them.

Krosh appears much like a peasant in his mid-twenties from Wa, save that his skin color is a shade of light orange, fairly close to the color of a ripe apricot. Krosh wears sandals, a simple peasant tunic and breeches, and a broad straw hat that helps obscure his unusual skin coloration.

Sakka (hobgoblin female): AL N(C); Scribe 3; hp 8; AC 10; #AT 1; DMG 1-4; SZ M; INT 16, WIS 14, CHA 13
Notable Possessions: Dagger, writing equipment, Quill of Neverending Ink, Spectacles of Comprehending Languages

Bookish, quiet, shy, and “wall flower” all described Sakka, one of Gistor’s underling scribes. Getting away from Steelspace’s structured society has liberated Sakka. When the crew pulled into Bral for supplies and work, she walked the streets like a wide-eyed child, taking in the sights. It is perhaps a small miracle she did not get mugged, but it is likely her meager possessions did not attract any attention.

Sakka is short, 5’6” tall, and has dark orange skin and long, black hair. She is not unattractive, all things considered, but certainly no exotic beauty. She has traded in her drab peasant clothes for attire more commonly worn by the aperusa. Her favorite is a colorful dress, but she has more practical clothes as well. Sakka is near-sighted, which she corrects by wearing spectacles.

Sakka is much more aggressive than Krosh, and knows how to load and fire the catapult. It is actually something she takes pride in, since Krosh does not, and often teases him about it.

Brakkdor (bugbear male): AL LN; Bushi 3; hp 31; AC 5; #AT 3/2; DMG 6-11; SZ L; STR 18/22, CON 16
Notable Possessions: Shikomi-zue (double-bladed) +1, leather lamellar, Ring of Protection +1

Brakkdor is the crew’s ‘heavy’, the only one who is actually trained in combat. A bugbear from Korryl, he was hired on as part of Gistor’s security. When Makamo murdered Gistor, he first knocked Brakkdor unconscious in a swift, dishonorable blow from behind. As Griim and the others fled, they discovered the unconscious Brakkdor, and carried him to safety. When he awoke, Brakkdor was enraged, but even he realized how badly outmatched he was against the likes of Makamo, and sullenly accepted the self-imposed banishment the rest of the group agreed upon. Although he would dearly love to extract revenge on Makamo, he knows that ogre is far beyond his skills and does not allow thoughts of revenge to consume his every waking moment.

Since leaving Steelspace, Brakkdor is probably the most uncomfortable of the Remembrance’s crew to their new life in the Known Spheres. Everywhere he sees enemies, people that would do him and the people he protects harm. Of course, being a seven foot tall very hairy humanoid does not help matters, for most people treat him as a scary monster. Ironically, Brakkdor is surprisingly gentle for a bugbear, and Sakka has noted that he has a soft spot in his heart for children, regardless of race.

Brakkdor’s Shikomi-zue appears as an iron staff with a length of about six feet. With a simple twist of the handle, it can produce foot-long blades from either end of the shaft. This special weapon normally causes 1d6+1 points of damage, either bludgeoning (as a staff) or piercing (the spear tips). Brakkdor is specialized in its use. He also knows martial arts, so he is never completely disarmed.

Tarn Rabbittoe (kender male): AL NG; Handler 6; hp 28; AC 8; #AT 1; DMG 1-6; SZ S; DEX 16; CHA 12
Notable Possessions: Hoopak, lock picks

Tarn stands out with the rest of the crew, as he is neither a native of Steelspace, nor is he a humanoid. He is a kender, which in some peoples’ minds, make him by far the most dangerous member of the crew. This, in some ways, is a very true statement.

Tarn met up with the crew while they were docked at the Rock of Bral. He encountered Sakka while she was wandering the streets, and after some small talk, the two became fast friends. Both share a fascination with wildspace and the myriad of cultures of the Known Spheres. Tarn, of course, hails from Kendermore, and managed to stow away on an odd ship while it was docked in Balifor. He had been wandering the docks of wildspace for almost a decade before he met the crew of the Remembrance, and has become a guide of sorts to them. His knowledge of wildspace and its dangers has kept the crew out of the worst danger, although he still loves a little mischief every now and again to keep things interesting. He genuinely cares for the crew, and would never knowingly endanger them, although he is a bit scatter-brained and often oblivious to danger.


By Adam “Night Druid” Miller

NPCs of Bral: Mordant the Lifter

Mordant is a near nine foot tall golem of burnished blued steel and bright phosphor bronze.  His helm has shimmering, reflective blue “eyes” and he weighs over 800 lbs. When he wishes, the helm can magically fold apart to reveal his human head inside, that of a huge, scarred, busted up looking warrior with a bald head. The truth is, he’s some strange blend of golem and man with no memory of how he came to be like this. He can do without air, food or water for up to two weeks, though he likes to eat and drink as much as any large man might, and he doesn’t produce any wastes.

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Crew of the Huntsman

Xinnix (dizantar): AL LE, HD 8, hp 65, AC -3, #AT 1, DMG 9-18, SA Spiked armor, SD Dimension door, MR 30%, SZ L
Possessions: Halberd +2, Rope of Entanglement, Beads of Force (3), Crown of the Stars
Xinnix appears as a typical dizantar. That is, a very tall humanoid completely encased in elaborate full plate armor. The only part where one can look into his armor is the eyeholes in his helmet, which only reveal a cold, empty void. Xinnix has only one goal: to slay Arcane. He rarely speaks to his crew; they are familiar enough with his orders that they can act without direction. He can communicate with them through silent telepathy, but when speaking to others, he speaks in a whispery voice. Unlike standard dizantar, Xinnix realized the value of a ship and crew, and entered into a bargain with a Pit Fiend to supply him with both. In exchange for treasure and magic items Xinnix would otherwise discard, the Pit Fiend provided a crew for Xinnix’s newly acquired ship, and keeps a squad of baatezu ready for Xinnix to call upon whenever necessary.

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