Tannus Blade

The Black Unicorn, Lord~Defender of Unicorns
Human male 17th-level ranger/15th-level Woodscout of Khalreshaar (Formerly 14th-level fighter)

Armor Class: -8 (-10 w/single weapon)
Movement: 12
Hit Points: 127
THAC0: 6 (1 w/Dawnsreaver, 1 w/Silverblaze)
No. of Attacks: 5/2 (katana or long sword) or 2
Damage/AT: 1d8+8 (x5/2) or 1d6+7 (x2)
Alignment: Chaotic good (strong neutral tendencies)
STR 18/49, DEX 17, CON 18, INT 17, WIS 18, CHR 15, COM 17

Priest Abilities: As a Woodscout of Khalreshaar (the elven name of Mielikki), Tannus attacks as a warrior of equal level, has a second species enemy (undead), and retains all of his ranger abilities. Like all rangers and priests of Khalreshaar, he can use a variant of the analyze balance spell; this ability works on characters, creatures, or objects, or on part of the forest itself. If used on people, creatures, or objects, the ability works as the spell. If used on the forest, however, this ability allows him to detect if the ecology of a forested area is seriously disrupted.

Priest Spells (8/8/7/7/4/2/1): As a ranger and Woodscout of Khalreshaar, Tannus has access to the major spheres of all, animal, combat, healing, plant, sun, weather, and minor access to time and travelers. He typically carries these spells on a daily basis: 1st-bless, cure light wounds (x2), detect magic, entangle, faerie fire, sunscorch, thistlefist; 2nd-charm person or mammal, cure moderate wounds (x2), goodberry, messenger, scent of blood, stalk, wood sword; 3rd-call lightning, create campsite, cure disease, cure harmful wounds, dispel magic, ghost hunt, repair injury; 4th-control temperature 10' radius, cure serious wounds (x2), free action, neutralize poison, stone mantle, true seeing; 5th-commune with nature, cure critical wounds (x2), weapon of the damned; 6th-heal, reaver of dawn**, 7th-the black unicorn**.

Ranger Abilities: MS 84%, HS 84%.

Weapons of Proficiency: all blades (katana & long sword specializations), hand axe (wielded & thrown), short bow, dagger, single weapon style (x2), two-hander style, knife.

Nonweapon Proficiencies: Alertness (18), all around attack, animal lore (17), blind-fighting; direction sense (18), endurance (18), fire-building (16), fishing (16), hunting (16), modern languages (Drow, Dwarven & Elven, 17), reading/writing (Common, Dwarven & Elven, 18), religion (Faer�nian, 17), riding land-based (horse, 20), seamanship (18), signature item (Dawnsreaver), survival (woodlands, 17), swimming (18), tracking (22), trail signs (16).

As an upper-class ranger/specialty priest and High Forest warrior, Tannus gains the following bonus proficiencies: animal lore, direction sense, endurance, hunting, modern languages (Elven), reading/writing, religion (Faer�nian), survival (woodlands), and tracking.

Equipment: Standard adventuring gear; mithral-studded black leather armor; 4 bunches of wolfsbane; 3 vials of holy water; Mielikki symbol (brooch); 2 weeks rations; a wineskin of white wine and 2 waterskins; 100' of hemp rope, with folding grappling hook; flint & steel; an armor cleaning kit, with extra straps and buckles; various stakes made of ironwood, burnt oak, obsidian and stone (most are wooden); 10 torches; a whetstone and rages; a bed roll; plus a quiver with 20 flight arrows.

Magical Items: Dawnsreaver, Zagixn, a cloak of displacement, Silverblaze, black suede gloves of vampiric regeneration, boots of elvenkind, a ring of fire resistance, bracers of the blinding strike, a steel choker of protection +5, a deck of illusions (missing: AH, QH, AD, 8S & QC), an outlaw's belt, winter's seed, and the following wizard scrolls in preparation for when he learns the Art: burning hands (x2), detect magic (x2), identify (x3), magic missile, spectral ears (x2), spectral eyes (x2), spectral voice (x2), knock (x2), spectral hand (x2), wizard lock, clairaudience, clairvoyance, dispel magic (x2), fireball, protection from normal missiles, skulltrap, skullwatch, stoneskin, animate dead (x3), sending, Von Gasik's refusal, wall of bones.

Plus, Tannus also has the following armor and weapons at home in his storage racks: a gold katana +1, Blue: a blue steel long sword +2, Bat Plate Mail, a long sword of wounding, a shield of fear, the helm of paralyzation resistance, Frost: a frostbrand long sword, Pyre: a blackened steel flametongue long sword.

Combat/Tactics: A typical warrior, Tannus rushes into battle in a whirlwind of blades and other strange unarmed techniques. He now uses his new found clerical powers to augment his battle skills, heal himself and damage his enemies.

Tannus has two sets of species enemies from being first a ranger and now a Woodscout. His two species enemies are lycanthropes and the undead. Tannus gains both a +4 to hit, and a -4 reaction penalty to all encounters with these two categories of creatures.

Furthermore, if psionics are used, Tannus has 107 PSPs and the wild talents of control light & telekinesis.

Allies/Companions: His wife, Lionesse Blueleaf and their twin daughters Lerian & Keslana; his cousin, Jordon "Piper" Silverblade; Necro Sa'Naxith; Cylindria Blade; Kylan Bloodbringer; Valkor Silvertree; Draven Lahar; Arkon Zutat; Talina "Pheonix" Faynevon; Rolt; In'Zathovinyn; Elrond Mandrake; Arik Tenderfoot; the Golden Enclave; the Harpers.

Foes/Enemies: All evil organizations (especially the Zhentarim), all enemies of elvenkind and those that despoil the land.

Appearance: Tannus is a large man with chestnut brown hair, which is now grey at the sides and black-brown eyes. He, as a Woodscout of Khalreshaar, he wears mithral-studded black leather armor, with a helm that has two small horns mounted on its crown. Dawnsreaver is his Myth Drannorian katana made of a gold/mithral alloy and Silverblaze is a silver throwing axe that flames on command. Tannus is an alluring man of 45 summers of age. Other than the above armor, he wears simple clothing and a Khalreshaar holy symbol which doubles as a brooch that holds his jet black cloak secured to his armor.

Personality: Tannus is quiet, simple man who rarely ever lies! He hates people who bully others and puts them in their place whenever he can. Tannus judges people by their deeds and personality, not by their race or culture. He is loyal and courageous beyond comparison!

He lives to protect the forest and its inhabitants from as much harm as is possible. A lover of children, Tannus would gladly trade his life for that of a child. He bears a deep hatred for both werewolves and the undead. He is now gaining a small following of wolves, along with a few other odd woodland creatures. Tannus is currently training his children in the ways of the forest, even though they are only 6 years of age.

Current Experience (+20%): 3,062,297 (2,870,223 as a ranger).

Experience for Next Level: 3,500,000.

Unique Abilities:

  • Arcane Knowledge: From reading and studying from Thiondar's spellbooks, Tannus has gained the ability to know and identify every spell and item from the Player's Handbook & the Dungeon Master's Guide.

  • Iceman: From a number of mithal ripples in rapid succession, Tannus has gained total immunity to all cold-based damage.

  • Two of A Kind: Tannus is currently under the effects of an avatar of knowledge** spell cast at 26th-level of ability by his cousin, Piper. Thus there are currently two Tannus Blades at large in the Realms!

  • Undead Sense: From years of hunting the unnatural creatures of the night Tannus can detect the presence of undead around him with 70% accuracy. This is reduced to 45% if they are protected by nondetection or otherwise hidden from his senses.
  • [Bestiary] [Classes] [The Fallen Ones] [The Gods] [The Golden Enclave] [Heroes' Lorebook II] [Heroes' & Villains' Lorebook] [House Rules] [Kits] [Magical Items] [Mystic Places] [Neutrals' Lorebook] [Poems & Short Stories] [Proficiencies] [Races] [SPELLSPHERE] [Villains' Lorebook II]

    Email me at:
    [email protected]