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The work contained on this page is the property and copyright of Paul S Kemp who has submitted this to Candlekeep for viewing on the web. See also the Erevis Cale D&D 3.0 Stats.

The following are D&D 3.5 Edition statistics for Erevis Cale, the main character from the Shadows Witness novel by Paul S Kemp, and from the "Resurrection" short story (also by Paul S Kemp) from the Halls of Stormweather novel of the Sembia Series. Please note that these details show the status of Erevis Cale AFTER the events of Shadows Witness. Please do not read any further if you have not read the novel as it contains spoilers!

Erevis Cale - D&D 3.5 Statistics

By Paul S Kemp

* * * * *

I get reasonably frequent emails asking me to provide Erevis Cale's stats in D&D 3.5. Until recently, I had never actually written the stats down. Instead, I just operated off of a series of notes. But I finally broke down and tried to write them out and you can find them behind the cut. While this write-up is not carved in stone, it is my best, non-game designer stab at Cale's stats as of the end of Midnight's Mask.

Anyway, for those gamers among you who might want to stick him in a campaign, here you go. Note that this write-up does not include a "Chosen" or "Champion" template, as I want to stay murky on that issue for a while yet, (although I'll acknowledge that Cale can shadow travel at will, rather than once per day, as could a normal shade, and that is due to a granted power from Mask), and the "absorption" properties of Weaveshear are just my best attempt at simulating what we've seen in the novels so far.


Male Shade Rogue 6/ Fighter 3/ Cleric of Mask 11/ Divine Agent 2.
Neutral Medium Outsider








14 (16 in darkness)






13 (15 in darkness)



60' Darkvision
Armor Class:

19 (leather +2, dodge, dexterity) (23 in darkness for a +4 deflection bonus)

Hit Points:

144 (155 in darkness from Con. Boost)




+14 (+20 in darkness)


+13 (+17 in darkness)


+11 (+15 in darkness)

Spell Resistance:





+23/+18/+13/+8 (with Weaveshear in lighted conditions) +25/+20/+15/+10 (with Weaveshear in darkness) plus bane properties of Weaveshear, if applicable


1d8+7(+9 in darkness) plus bane properties of Weaveshear, if applicable

Base Attack :



Sneak attack 3d6



169 total points plus various ability and racial modifiers (shades get +4 on listen and spot in darkness; +8 on hide and ms)

Bluff +6 (+7 in darkness), Climb +12, Concentration +10(+11 in darkness), Decipher Script +8, Diplomacy +5(+6 in darkness), Disable Device +11, Disguise +9(+10 in darkness), Forgery +13, Gather Information +11(+12 in darkness), Hide +27, Jump +10, Knowledge (Selgaunt Underworld) +13, Knowledge (Religion) +8, Listen +11 (+15 in darkness), Move Silently +19 (+27 in darkness), Open Lock +12, Read Lips +12, Search +9, Spot +6 (+10 in darkness), Tumbling +9, Use Rope +9, Profession (butler) +8


Alertness (+2 on listen and spot), Blind-Fighting, Combat Reflexes, Dodge, Improved Critical (longsword), Improved Feint, Improved Initiative, Iron Will, Mobility, Spring Attack, Thug (+2 on init and intimidate)

Special Qualities:
Outsider traits; evasion; uncanny dodge; trap sense +2; contact; granted domain(trickery); control light; fast healing 2; invisibility; shadesight; shadow image; shadowstride; shadow travel once per day; suffer no penalties due to darkness

Common, Halfling, Dwarf, Gnome, Elvish, Chondathan, Turmic, Chessentan, Orcish, Thieves Cant (including Handcant)




+2 leather armor; various potions at any given time; and Weaveshear (minor artifact), a +3 bane absorbing dispelling longsword.

Bane: Weaveshear acts as a +5 weapon against arcane spellcasters who tap Faerun's Weave. Weaveshear also does an additional 2d6 damage to such spellcasters.

Absorbing: Weaveshear's absorption property works only against arcane magic cast using Faerun's Weave (not the Shadow Weave). Whenever the holder of Weaveshear is individually targeted (i.e., not an area spell) with an arcane spell powered by the Weave, the holder may make a Will saving throw with a DC equal to 10+CL of the caster. Success means that Weaveshear has absorbed the spell. Failure means the spell affects the holder as normal. Weaveshear may hold any single spell of ninth level or lower at a time. A held spell can be discharged as a free action at any time by the holder (retargeting the caster, or another target).

Dispelling: If Weaveshear touches an arcane spell effect (cast by a user of the Weave) for a spell with a duration other than instantaneous, the holder may attempt as a standard action to dispel the effect as if with a Greater Dispel Magic.






Luck, Darkness, and Trickery (extra domain granted through Divine Agent class)

Domain Granted Powers:

Once per day re-roll any one roll and keep result; blind fighting feat for free; and add bluff, disguise, and hide to cleric skill list.

Erevis is flexible in his choice of spells, but always prepares several cure spells of various power, and two or three non-detection spells (he may cast inflict spells spontaneously).

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