Kelwyn Ogrebane, Knight of Solamnia, Order of the Crown
Call to Arms (Ex), Coordinate +1, Inspire Confidence 1/day.
Climb +3, Diplomacy +11, Handle Animal +8, Jump -1, Knowledge (history) +10, Knowledge (nobility and royalty) +10, Knowledge (religion) +10, Listen +7, Ride +16, Sense Motive +7, Swim +3, Tumble +7.
Blind-Fight, Dodge, Honor-Bound, Mobility, Mounted Combat, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (longsword).
Common, Ergot, Lemish, Solamnic.
+1 longsword +9/+4 melee (1d8+3/19-20) and +1 shortsword +8 melee (1d6+2/19-20) or short bow +10/5 ranged (1d6).
+1 longsword, +1 shortsword, +1 breastplate, amulet of natural armor +1, cloak of resistance +1, potion of bull's strength (3), short bow, arrows (20), 95 steel pieces.
6'2" and 190 pounds, Sir Kelwyn Ogrebane moves with an athletic grace and speed. When in his full Solamnic regalia, Sir Kelwyn is quite at home in matters of pomp and circumstance, demonstrating a quick wit and quicker sword in friendly challenges. Away from court, however, Sir Kelwyn can be indistinguishable from a typical tavern regular, with a gloomy demeanor and unwelcoming attitude.
Background (immediately before the Chaos War):
The Ogrebane family line has had a member in the Knights of Solamnia since the Age of Might, with the first Ogrebane reputably knighted by Vinas Solamnus himself. Sir Kelwyn displayed both an exceptional intellect and a natural athleticism at an early age, and his entry to the Knighthood went unchallenged. His ambidexterity and quick reflexes led him to prefer an unusual two-weapon fighting style over the typical sword-and-shield style.
Despite his early promise, Sir Kelwyn lacked an appreciation for the Knighthood. He considered his early success to have been guided by his family name, and the relative peace following the Blue Lady's War led to a general sense of complacency. He was among those in the Order who did not judge the Knights of Takhisis to be a serious threat, and this led to lack of urgency in responding to the threat.
Sir Kelwyn was not available to join the Knightly army defending the High Clerist's Tower. Instead, he was in the city doing something that he has kept secret from everyone else. This action has caused him to bear a numbing sense of shame and a determination that he will atone for his mistake and restore his honor.
Since the conquest of Palanthas by the Dark Knights, Sir Kelwyn has either worked hard to help save the families of Solamnic Knights or has wallowed in a well of self-pity (which could cause him to find escape in drinking).
In Your Campaign:
The equipment listed above is for Sir Kelwyn as a NPC. Either the DM or the player should use their own discretion to determine what Sir Kelwyn was doing at the time of the Dark Knight invasion.
References: Chaos Spawn
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