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lord_soth

Lord Soth

An Anti-Paladin and Death Knight from Krynn, he is thought to have followed The Party to Arda and be consorting with the Nazgûl.

Anti-Paladin(Noble Warrior) L30 CE Human

Lord Soth character sheet

Outside sources:
Wikipedia on Lord Soth

Character History

Lord Soth belonged to one of the ruling houses of the nation of Solamnia.

Plagues swept the land in the latter years of the Age of Might, slaying many of Soth's uncles. At last, only Soth's father Aynkell Soth, remained. But Aynkell was not a knight; being a younger son, he was merely a second-rate clerk. However, he had a son who had pledged loyalty to the order of the Knights. The elder was established as steward of the land until his son came of age.

Lord Soth may have been an only child, though some records suggest that he killed his half-brothers and sisters. Among them, purportedly, was at least one half-elf maiden, thanks to the indiscretions of Soth's father.

For a time, young Soth was a good and noble soldier of justice and freedom. He was awarded the highest honor of the Solamnic Knights, the Order of the Rose. Soth married a nobleman's daughter, Lady Gladria of Korinne, who brought a large dowry. Sadly, she proved to be infertile. Lord Soth was greatly disappointed, for he craved an heir. He soon took to riding the countryside with his thirteen loyal men-at-arms, looking for adventure and to escape his home and wife.

On one such journey, Soth witnessed a band of ogres attacking a group of elf maids. He rescued the maidens, and the youngest, Isolde Denissa, fell in love with him. They soon became secret lovers, and she became pregnant. Soth murdered his wife so he could marry his new love and have a legitimate son, Peradur.

When his new wife eventually found out about the ghastly crime, she prayed to Mishakal that he be given a chance at redemption. Soth himself prayed to Paladine, as he knew the Cataclysm was drawing near. The two gods answered them. He was charged with a quest to stop the Cataclysm and save the world from doom, thus sacrificing his life for salvation.

As he rode forth on his quest, he encountered Isoldes former companions, the elf maidens whose lives he had saved. They were not grateful, however, for they were jealous and ashamed of their failure to prevent Soth's seduction of their friend. They spoke lies to him of Isolde's infidelity. In anger, Soth turned back from his quest to punish his wife – the alleged adultress.

Returning to Dargaard, he confronted Isolde and tried to strike her down. At that very moment, the Cataclysm struck. The elfmaid and her child were consumed in flames. When Soth refused to rescue them, Isolde cursed him. He was consumed by the flames, and became an undead creature of the dark. His wife's curse doomed him for eternity to remain in the world, living one tormented lifetime for each life his folly had brought to an end.

In all his undead glory, Soth stands 6'5“ or taller. He wears a full suit of Solamnic plate mail that is of ancient design. Damage from many battles mars the delicate ornamentation on his armor, obscuring its intricate carvings of kingfishers and roses, leaving only a charred black rose on the breastplate, which had become Soth's symbol. A long purple cloak hangs heavily on his shoulder, draped behind him almost to his knees. A tassel of long black hair tops his helm, as worn and ancient as the rest of his armor. A sword black with the blood of countless victims hangs sheathed on his hip. Of the death knight himself, only two flaming dots red as blood shine from the eye slits on the helm. His voice seems an echo from the depth of a bottomless cavern. Like all death knights, there is always an aura of freezing unearthly cold around Soth, the demeanor so terrifying that even kender have been known to be frightened.

When traveling, Soth is usually mounted on a nightmare, a demonic steed with ebony skin and flaming feet.

Ht 6'5”; Wt 300 lb; Mv 12“

Preferred Weapon: Two-handed sword +3

Special Abilities: Has magic resistance 75% (if roll is 11% or less, spell reflects onto caster); affects undead as 6th-level priest; summons nightmare steed once every 4 years; protects fear 5' radius; Magic: fireball (20d6) once/day, gate twice/day, power word (blind, stun, or kill) once/day, symbol (pain or fear) once/day, wall of ice at will.

Lord Soth's real name is Loren Soth. He got the title Lord when he became a Knight of the Rose, and at the same time Lord of Dargaard Keep. He was one of the most famous knights in his time, he did many heroic deeds, and helped many.

His uncles were Knights of Solamnia but not his father. His father was still an honorable man.

He knew that he had a half-sister and a half-brother, which were results of his fathers not-so-honorable deeds. He had his nearest assistant and friend, Caradoc, kill them so they could never claim the Lordship of Dargaard Keep. He hated his father because of this, but when he left his father that night, his father said that Loren was too much like him, and that he would not be much better. Loren didn't believe his father.

Loren became Lord of the newly built Dargaard Keep, and he married the beautiful Lady Korinne. He had thirteen knights under his command. He thought his life was perfect, but in time he noticed that Lady Korinne couldn't give him a child. He wasn't happy, and he started to have nightmares about his boy (he didn't have a son, but in his dream he had), blind and shouting for Loren to save him, but Loren got stuck and couldn't help him. He had many dreams like this, but not very often.

One day Lord Soth and six of his knights were on their way to Palanthas for a yearly meeting of knights. But on their way they met a band of ogres attacking elven maidens which were on their way to Palanthas. Lord Soth's knights saved them, and Soth immediately was attracted by an elf, Isolde, who was very beautiful. Her injuries were not serious, but only he knew it, so he said he had to take her to Dargaard Keep to heal her. The other knights continued their journey to Palanthas.

When Loren was back in Dargaard Keep, he asked her to stay longer, and she did.

A maid saw Isolde and Loren kissing, and she told it to Korinne. The maid, Mirrel, became Lady Korinne's best friend and her personal maid. Lady Korinne grew jealous and thought that with a child she could win Loren back, so he sent a message to her cousin , who was the Lord of Vingaard Keep, that he should send a message to Lord Soth that said he needed immediate assistance. When Lord Soth left, and Lady Korinne went with Mirrel to a witch who could give her a child. She did it after warning Korinne that the health of the baby depended on Lorens faithfullness. She had a painful pregnancy. Loren spent pretty much time with Isolde. He wasn't faithful to Korinne and when Korinne's long and painful birth came, the baby was very “different”. He had two hands on one side of his body and a foot where one of the hands should be. And that wasn't all. Lord Soth killed Korinne and the baby. By this time Isolde was also pregnant with Loren's child. Loren explained that Korinne and the baby had a mortal disease, and they were cremated. Loren married Isolde after the obligatory mourning time of 6 months. The child named Peradur was born soon after that.

Many didn't approve the marriage, one of them was Korinne's former personal maid Mirrel and she left the keep and went to Palanthas. When in Palanthas she told her story to the High Judge of the knights, and they sent a message to Loren that he should come to Palanthas immediately. Loren came, and he was found guilty for murder of Korinne and the child.

Loren Soth ( Lord Soth ) Race : Death Knight Gender : Male Alignment : Chaotic Evil Str 18(99); Dex 14; Con 17; Int 10; Wis 9; Cha 17 AC 0 (plate mail +3); THAC0 5 (+2/+5); hp 89 Residence: Solamnia

He was to be executed, but his knights saved him, and took him back to Dargaard Keep. He was allowed to live if he never left his land.

He was very sad and depressed a long time after that. One night Isolde got a message from the goddess Mishakal, that Loren could make up for his deeds if he killed the Kingpriest. The Kingpriest was a man with very much power, and he wanted to be a god, in fact he demanded the gods to let him be a god. Loren knew he would die in his quest, but he would die with honor, so he left. He was halfway to Istar with three of his most trusted knights when they met three elf maidens. They told him that Isolde had fooled him, and had sent him to sure death so he could continue her affairs with everyone else in the Keep. He believed them and went back. He noticed he was wrong. A mountain of fire struck Istar because of him, and for punishment he and his knights got eternal life, or more accurately death. Lord Soth became a Death Knight, one of the most feared “monsters” on Krynn.

He is doomed to live in pain and misery forever, and his or his knights' souls will never rest.

In the War of the Lance, Soth struck a deal with the Highlord Kitiara. He would help her and she promised to deliver Laurana's soul to him in order to make his existence easier. When Kit died before she was able to complete her part of the deal, Soth took her soul as payment.

The Mists of Ravenloft plucked Soth and Caradoc from Krynn while the two battled. His soul was brought to the domain of Barovia; wanting to return to Krynn, Soth sought out Strahd von Zarovich, the ruler of the domain, in the hope Strahd would help him. Strahd tried to use Soth to his advantage but this only cost him a red dragon which was one of his castle guardians.

After a series of adventures with the Vistani girl, Magda, and the were-badger Azrael Dak, Soth had found out that Strahd was hiding Caradoc from him. Soth attacked Strahd unceasingly and the vampire had no choice but to release Caradoc in order to keep his domain in one piece. Soth then pursued Caradoc until he finally caught him at the edge of the mists.

Soth was then given the domain Sithicus (“land of spectres” in the elven tongue) in Ravenloft by the Mists who stole his vengeance on Caradoc. His new castle, Nedragaard Keep (Solamnic, meaning: “that is not Dargaard”), was made as mockery of Dargaard in Krynn with a continually changing form so Soth could not maintain the military order he was accustomed to.

During the Grand Conjunction he briefly returned to his Krynn body.

Soth's experiences in Sithicus had changed him only slightly. Throughout his time in the Dread Realm, Soth found himself entering mirror worlds, each which contained a portion of his past. Through these he lived in worlds of fantasy, ignoring the world beyond his keep. It is believed that his refusal to both face his sins and past and willingly suffer his curse led to his release from the Mists; that Soth simply withdrew and ignored Sithicus until he was released… Soth then returned to Krynn to find that the good peoples of Krynn had escaped.

With the ability to travel the planes Takisis alolwed him to pursue the refugees in search of several persona known to the dark queen. Takisis knowing that Soth had changed into something singular granted him more powers then any other death knight.

She granted him all the powers of an anti palidin as well. Even though he kept his death knight powers he also is an anti-paladin for the dark queen.

Medium-size Undead Hit Dice: 9d12 (89 hp) Initiative: +2 (Dex) AC: -10 Attacks: +3 greatsword of wounding +18/+13 melee Damage: +3 greatsword of wounding 2d6+3 Special Attacks: Control undead, fear aura, frightful song, spell-like powers, words of power Special Qualities: Blindsight, immunities, turn resistance 75% Abilities: Str 20, Dex 14, Con —, Int 10, Wis 9, Cha 17

Organisation: Solitary (unique) Alignment: Chaotic evil Lord Soth is often accompanied by a nightmare steed, thirteen companion banshees, and a unit of thirteen skeletal warriors mounted on undead horses. With such allies, Lord Soth is truly a force to be reckoned with. Control Undead (Su): Lord Soth can rebuke or command undead as a 9th-level evil cleric. Fear Aura (Su): Lord Soth constantly generates an aura of fear and terror in a 5-foot radius. Creatures that come within this area must succeed at a Will save or be affected as though by fear cast by a 20th-level sorcerer (Will save negates, DC 17).

Frightful Song (Su): Lord Soth can sing as a full-round action. All living creatures within a 30-foot spread must succeed at a Will save (DC 17) or become panicked for the duration of the singing plus an additional 2d4 rounds. This is a sonic, necromantic, mind-affecting fear effect. A creature that successfully saves against the song cannot be affected by Lord Soth's song until the next sunset.

Spell-Like Powers (Sp): At will—detect invisibility, detect magic, wall of ice. 2/day—dispel magic. 1/day —fireball (20d6), symbol (fear or pain). These are as the spells cast by a 20th-level sorcerer (save DC 13 + spell level).

Words of Power (Sp): Once per day, Lord Soth can use either power word, blind, power word, kill, or power word, stun. These are as the spells cast by a 20th-level sorcerer (save DC 13 + spell level). Blindsight (Ex): Lord Soth can ascertain the location of creatures by non-visual means, even in magical darkness.

Immunities (Ex): Cold, electricity, and polymorph effects.

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Hatred Elf Bane (Elf-Slaying)

AL CE; Int 16; Ego 16; Speech languages: ancient elven , ancient (drow dialect), undercommon, & Arda orc.

A cursed longsword carried throughout the 3rd age by a succession of orcs and men. It was lost when the Agor-hoth was defeated in Lorien. The owner develops a deep hatred for elves and any who associate with them. He will also grow resentful and suspicious of his own race, believing that they have cast him out. He will attempt to raise an army of other races to lead against the elves. Special purpose: slay elves (an elf struck by Hatred must save or be disintegrated) (to all influence rolls when under the influence of the curse cursed-25th level.)

Grants a +2 deflection bonus to wielder's AC. +3 +5 vs Elves

Vorpal Sword Similar but superior to a sword of sharpness, a vorpal weapon Check the table below to determine whether an attack roll is good enough to sever the neck/head of the opponent: Modified score Opponent is to sever* normal/armored 17-20 larger than man-sized 18-20 solid metal or stone 19-20 *Unmodified Roll. Note that many creatures have no heads or can change their form and, therefore, cannot suffer decapitation. There are also creatures that have heads but will not necessarily be killed by decapitation (among these are dopplegangers, elementals, and golems).

If a nonevil character attempts to wield the Sword, it bestows 2 negative levels on them while an elf must roll vs. petrification of flee in fear before it is able to pick it up. If an elf does pick it up it bestows 2 negative levels on them and also a save vs. death or die, per round.

Grants immunity to charm and domination effects, absorbs and dispels magic items (except scrolls) by touch and it insidiously will drain magic items within a 25 foot range. (2d20 hours)

Does extra x2 damage to elfs & 1.5 damage to half elves, radiates 5 ft. blue light when it senses elf and it can detect magic at will, casts locate Elf (object) 3/day. Hatred can levitate in mid air when released, creates no sound of its own; grants nondetection when held and sees invisibility at will. It can also teleport itself (NOT owner) to safety when need be.

Lord Soth's Brigade

Nightmare (1): CR 5; Large Outsider (Evil); HD 6d8+18; hp 45; Init +6 (+2 Dex, +4 Improved Initiative); Spd 40 ft., fly 90 ft. (good); AC 24 (-1 size, +2 Dex, +13 natural); Atk +9 melee (1d8+4, 2 hooves), +4 melee (1d8+2, bite); Face 5 ft. by 10 ft.; Reach 5 ft. ft.; SA Flaming hooves, smoke; SQ Astral projection, etherealness; AL NE; SV Fort +8, Ref +7, Will +6; Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12. Skills: Intuit Direction +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12 Feats: Alertness, Improved Initiative Flaming Hooves (Su): A blow from a nightmare's hooves sets combustibles alight. Smoke (Su): 15-foot cone of smoke inflicts -2 morale penalty to opponents' attack and damage rolls until 1d6 minutes after they leave the cone (Fortitude save negates, DC 16). The nightmare gains one-half concealment against creatures 5 ft. away and total concealment against creatures 10 ft. away. This smoke does not obscure the nightmare's vision, and can be suppressed as a free action.

Banshees (13): CR 8; Medium-size Undead (Incorporeal); HD 7d12; hp 46; Init +7 (Dex, Improved Initiative); Spd 40 ft., fly 40 ft (good); AC 20 (+3 Dex, +7 deflection); Atk +6 touch (1d8, corrupting touch); Face 5 ft. by 5 ft.; Reach 5 ft. ft.; SA Corrupting touch, fear aura, keen; SQ Elf qualities, immunities, sense living, sunlight powerlessness, turn resistance +4, SR 21; AL CE; SV Fort +2, Ref +5, Will +8; Str —, Dex 16, Con —, Int 16, Wis 10, Cha 16. Skills: Appraise +13, Hide +13, Intuit Direction +10, Listen +14, Search +15, Spot +14 Alertness, Blind-Fight, Flyby Attack, Improved Initiative Fear Aura (Su): The mere sight of a banshee causes opponents to flee in terror. All living creatures in a 60-foot radius who look at the banshee must succeed at a Will save (DC 16) or be affected as though by fear cast by a 7th-level sorcerer. Keen (Su): Once per day, a banshee can keen or wail, causing all living creatures within 30 feet to die immediately, their faces contorted in horror (Fortitude save negates, DC 16). Immunities (Ex): Cold and electricity.

Skeletal Warriors (13): CR 6; Medium-size Undead; HD 9d12; hp 60; Init +2 (Dex); Spd 20; AC 17 (+2 Dex, +5 chainmail); Atk +9 melee (2d6+8, greatsword); Face 5 ft. by 5 ft.; Reach 5 ft. ft.; SA Fear aura; SQ Damage reduction 10/+1, golden circlet, SR 28, turn resistance +4; AL NE; SV Fort +3, Ref +5, Will +9; Str 18, Dex 14, Con —, Int 16, Wis 16, Cha 12. Skills: Climb +10, Intuit Direction +10, Listen +9, Move Silently +9, Ride +10, Scry +8, Search +15, Spot +15 Combat Reflexes, Dodge, Mobility, Spring Attack, Weapon Focus (Greatsword), Weapon Specialisation (Greatsword) Fear Aura (Su): Skeletal warriors are shrouded in an aura of death and terror. Creatures of less than 5 HD that look at the skeleton warrior must succeed at a Will save (DC 15) or be affected as though by fear cast by a 9th-level sorcerer.

Skeleton Horse (13): CR 1; Large Undead; HD 2d12; hp 13; Init +5 (Dex, Improved Initiative); Spd 60 ft.; AC 13 (-1 size, +1 Dex, +3 natural); Atk +2 melee (1d6+2, 2 hooves); Face 5 ft. by 10 ft.; Reach 5 ft. ft.; SQ Undead, immunities; AL N; SV Fort +0, Ref +1, Will +3; Str 14, Dex 12, Con —, Int —, Wis 10, Cha 11. Improved Initiative Immunities (Ex): Skeleton horses have cold immunity. Because they lack flesh or internal organs, they take only half damage from piercing or slashing weapons.

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