Sigune Feldschlachter

Sigune Feldschlachter


Sigune Feldschlachter - Paladin

History of Sigune Feldschlachter (Paladin):

Sigune Feldschlachter, a Female Human Paladin from Waterdeep. Sigune Feldschlachter’s father very strict and favours his first born daughter. Mother a pious woman who left to join a temple convent as she didn’t like her daughter being brought up to harm others in any way.

In her teen age years Sigune Feldschlachter shot up and grew out of her prince phase. Being such a beautiful young girl her mother doted on her and would not allow Sigune to be involved in any rough past times. However, Sigune became a Paladin, in a way, trying to please both her parents. Secretly training with the sword, mace and long bow Sigune still managed to comply with her religious duties. It all became too much and Sigune’s mother left Waterdeep for a temple convent, leaving Sigune Feldschlachter to train harder and join the order of St Cuthbert.


Sigune Feldschlachter Journeying To Daggerford:

Sigune Feldschlachter, as part of her religious training, has been tasked with traveling to Daggerford and escorting back a prominent member of her religious order. Having received a message explaining that the group were delayed, Sigune was asked to wait and provide any assistance she could to her hosts at Daggerford. The local militia is always happy to accommodate young volunteers and Sigune can keep her sword arm in shape.

Raids near Daggerford have increased, attacks on caravans to and from Waterdeep and even rumours of stirrings in the Lizard Marsh nearby.

While on militia duty she has come to know an Elf Wizard, called Mirafir Roven, who keeps asking her a lot of questions about Waterdeep and its people.

Helve Urtrace (HEL-ve UR-tray-ss) – Castle Waterdeep or trouble scenes (see below) – 6th level fighter – LG – Tyr (St Cuthbert) – Human male, ST 17, DEX 18
Father: Helve Urtrace is 6.4 tall and weighs 180 pounds.
Helve is a quiet, rugged man with a scarred visage, an oft-broken pug nose, and missing teeth. While aged and balding, he can still put many of this watch recruits (and any taproom brawler) through their paces. A close-mouthed, always-calm fighting man, who is Senior Arms-master of the Waterdeep Watch, responsible for purchasing, maintaining, and keeping an account of, all weapons used by officers of the Watch. If one goes missing, it is he who will investigate. He is said in tavern-talk to put secret marks on all the Watch weapons, invisible to all but him.

Helve also drills Watch officers in the use of their arms, and is said to know every trick of tavern- and street-fighting and to have an uncanny ability to anticipate what an opponent is about to do and be ready for it. This seems to be true. If a large brawl or magical fight erupts and a Watch patrol calls for reinforcements, and the reinforcements in turn have to blow their horns for additional reinforcements, Helve will almost certainly (90%) arrive. He carries a rod of smiting when on duty, and when answering a summons to trouble, he is often accompanied by his older daughter, Lassree, a 2nd level Wizard who has been given a ring of spell turning and a wand of paralysation by the Lords to help her (and the Watch) in such situations, and 11-22 (10 + 1d12) additional officers of the Watch.
(Page 54 – Forgotten Realms – City of Waterdeep – Waterdeep and the North)

Lassree Urtrace (LASS-re) – Castle Waterdeep or trouble scenes – 2nd level Wizard – LG – Tyr (St Cuthbert) – Human male, WIS 17, INT 18
Sister: Lassree Urtrace is 5.10 tall and weighs 110 pounds.

Obviously not as strong as her sister, Sigune Feldschlachter, Lassree has used her intelligence to gain her father’s respect. Lassree has inherited her father’s ruthlessness and none of her mother’s gentleness. Lassree was never a genital child and so spent little time with her sister whom she considered the delicate princes.


Sigune Feldschlachter – Paladin Class & Race Abilities:

 

Race Abilities:

Human.

Paladin Class Abilities:

A Paladin must be lawful good in alignment and must always remain lawful good. A Paladin who changes alignment, either deliberately or inadvertently, loses all his special powers — sometimes only temporarily and sometimes forever.

If the Paladin commits an evil act while enchanted or controlled by magic, they lose their Paladin status until they can atone for the deed. This loss of status means the character loses all their special abilities and essentially functions as a fighter.

Paladins can use any weapon and wear any type of armour.

A Paladin can detect the presence of Evil Intent up to 60 feet away by concentrating on locating evil in a particular direction. He can do this as often as desired, but each attempt takes one round. This ability detects evil monsters and characters.

A Paladin receives a +2 bonus to all saving throws.

A Paladin is immune to all forms of disease. (Note that certain magical afflictions — lycanthropy and mummy rot –are curses and not diseases).

A Paladin can cure diseases of all sorts (though not cursed afflictions such as lycanthropy). This can be done only once per week for each five levels of experience (once per week at levels 1 through 5, twice per week at levels 6 through 10, etc.).

A Paladin can heal by laying-on-hands. The Paladin restores 2 hit points per experience level. He can heal himself or someone else, but only once per day.

A Paladin is surrounded by an aura of protection with a 10-foot radius. Within this radius, all summoned and specifically evil creatures suffer a -1 penalty to their attack rolls, regardless of whom they attack. Creatures affected by this aura can spot its source easily, even if the Paladin is disguised.

A Paladin using a holy sword projects a circle of power 10 feet in diameter when the sword is unsheathed and held. This power dispels hostile magic of a level up to the Paladin’s experience level. (A holy sword is a very special weapon; if your Paladin acquires one, the DM will explain its other powers).

A Paladin gains the power to turn undead and fiends when he reaches 3rd level. He affects these monsters the same as does a cleric two levels lower–for example, at 3rd level he has the turning power of a 1st-level cleric. See the section on priests for more details on this ability.

A Paladin may call for his war horse upon reaching 4th level, or anytime thereafter. This faithful steed need not be a horse; it may be whatever sort of creature is appropriate to the character (as decided by the DM). A Paladin’s war horse is a very special animal, bonded by fate to the warrior. The Paladin does not really “call” the animal, nor does the horse instantly appear in front of him. Rather, the character must find his war horse in some memorable way, most frequently by a specific quest.

A Paladin can cast priest spells once he reaches 9th level. He can cast only spells of the combat, divination, healing, and protective spheres. (Spheres are explained in the Priest section.) The acquisition and casting of these spells abide by the rules given for priests.


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