Garnfellow
Explorer
Garnfellow 2.0
And here’s Sir Will Garnfellow himself reimagined as a d20M character. It’s interesting how well the d20M class system fits the general feel of my campaign. Although Garnfellow is a pretty prominent figure, there was no need for him to carry any magical items whatsoever.
The Misdrect talent is from the d20 Modern Player's Companion.
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Sir Will Garnfellow, the Lion of Upchurch: male Charismatic Hero 5/Tough Hero 7; CR 12; HD 5d6+20 plus 7d10+38; hp 121; Init -1; Spd 20 ft; AC 22, touch 15, flat-footed 22; BAB +7; Grp +8; Atk +9 melee (1d8+1/19–20, longsword); Full Atk +9/+4 melee (1d8+1/19–20, longsword); SQ charm, DR 2/—, favor, misdirect, remain conscious, robust; SV Fort +11, Ref +4, Will +3; Str 12, Dex 9, Con 18, Int 17, Wis 10, Cha 16.
Starting Occupation: Squire (Handle Animal and Ride are class skills).
Skills and Feats: Bluff +16, Diplomacy +13, Gather Information +13, Handle Animal +11, Intimidate +13, Knowledge (local) +15, Listen +6, Perform (oratory) +6, Perform (stringed instrument) +10, Profession (gambler) +5, Ride +14, Search +6, Sense Motive +4, Spot +7, Survival +7; Archaic Weapons Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Combat Expertise, Dodge, Endurance, Improved Disarm, Improved Feint, Improved Trip, Mounted Combat, Persuasive, Simple Weapons Proficiency, Toughness.
Charm (Ex): Garnfellow gets a +5 competence bonus on all Charisma-based skill checks made to influence women. Garnfellow can only charm NPCs with attitudes of indifferent or better. The charm bonus can’t be used against characters who are unfriendly or hostile.
Favor (Ex): Garnfellow has the ability to acquire minor aid from anyone he meets. By making a favor check at a +5 bonus, Garnfellow can gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents, or to receive other minor assistance in the course of an adventure.
Garnfellow spends 1 action point to activate this talent. The DC is based on the scope of the favor being requested. Garnfellow can’t take 10 or 20 on this check, nor can he retry the check for the same (or virtually the same) favor.
Misdirect (Ex): Garnfellow can encourage opponents to ignore him by making himself appear to be harmless and unthreatening. The target must have an Intelligence score of 3 or higher to be susceptible to a misdirect attempt, must be within 30 feet of Garnfellow, and must be able to see, hear, and understand him. To misdirect a target, Garnfellow must use an attack action to make a DC 15 Charisma check adding his Charismatic level (+5) as a bonus. If the Charisma check succeeds, the target can try to resist.
The target resists the misdirection attempt by making a DC 18 Will saving throw. If the saving throw fails, the target pays no attention to Garnfellow, deciding that he is harmless, worthless, or otherwise not worthy of regard. The target completely ignores Garnfellow until the end of Garnfellow’s next turn. This allows Garnfellow to take actions of which the misdirected target is unaware. The effect ends immediately if Garnfellow performs any attack action.
Garnfellow can concentrate to keep a target misdirected for additional rounds. Garnfellow must spend an attack action on the task, and the target gets to make a new Will save each round. The effect ends when Garnfellow stops concentrating, or when the target succeeds on the save.
Remain Conscious (Ex): Garnfellow may continue to perform actions when he would otherwise be considered unconscious and dying. When Garnfellow’s hit points reach –1, he can perform as though he were disabled, making either an attack action or a move action every round until he reaches –10 hit points (and dies) or his hit points return to 1 or higher. Garnfellow can choose to succumb to unconsciousness if he thinks that doing so might prevent him from taking more damage.
Possessions: masterwork chainmail, masterwork heavy steel shield, masterwork longsword, masterwork viol.
Physical Description: A knight of great girth in his middle years, with a blond curly beard and mustache, wearing fine livery.
Personality Traits: Garrulous, mirthful, and opportunistic.
Sir Will Garnfellow is known to frequent the Bristling Boar Inn of Heremac—though of late he can be found dutifully serving under Sir Hamral, Bailiff of Upchurch. A most lusty fellow, his appetites for food, ale, women, dice, story, and song are nigh insatiable. Garnfellow served as a household knight to the Baron of Bellenore for several years, but due to some undisclosed grievance, he fell into disfavor there. Garnfellow wields the sword Welsung; his shield bears the image of three rampant lions on an azure field; his battered old war-horse is named Justicar. Garnfellow plays the viol and is often accompanied by his trusty men-at-arms, the old veteran Nym and the young lad Bardolph.
And here’s Sir Will Garnfellow himself reimagined as a d20M character. It’s interesting how well the d20M class system fits the general feel of my campaign. Although Garnfellow is a pretty prominent figure, there was no need for him to carry any magical items whatsoever.
The Misdrect talent is from the d20 Modern Player's Companion.
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Sir Will Garnfellow, the Lion of Upchurch: male Charismatic Hero 5/Tough Hero 7; CR 12; HD 5d6+20 plus 7d10+38; hp 121; Init -1; Spd 20 ft; AC 22, touch 15, flat-footed 22; BAB +7; Grp +8; Atk +9 melee (1d8+1/19–20, longsword); Full Atk +9/+4 melee (1d8+1/19–20, longsword); SQ charm, DR 2/—, favor, misdirect, remain conscious, robust; SV Fort +11, Ref +4, Will +3; Str 12, Dex 9, Con 18, Int 17, Wis 10, Cha 16.
Starting Occupation: Squire (Handle Animal and Ride are class skills).
Skills and Feats: Bluff +16, Diplomacy +13, Gather Information +13, Handle Animal +11, Intimidate +13, Knowledge (local) +15, Listen +6, Perform (oratory) +6, Perform (stringed instrument) +10, Profession (gambler) +5, Ride +14, Search +6, Sense Motive +4, Spot +7, Survival +7; Archaic Weapons Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Combat Expertise, Dodge, Endurance, Improved Disarm, Improved Feint, Improved Trip, Mounted Combat, Persuasive, Simple Weapons Proficiency, Toughness.
Charm (Ex): Garnfellow gets a +5 competence bonus on all Charisma-based skill checks made to influence women. Garnfellow can only charm NPCs with attitudes of indifferent or better. The charm bonus can’t be used against characters who are unfriendly or hostile.
Favor (Ex): Garnfellow has the ability to acquire minor aid from anyone he meets. By making a favor check at a +5 bonus, Garnfellow can gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents, or to receive other minor assistance in the course of an adventure.
Garnfellow spends 1 action point to activate this talent. The DC is based on the scope of the favor being requested. Garnfellow can’t take 10 or 20 on this check, nor can he retry the check for the same (or virtually the same) favor.
Misdirect (Ex): Garnfellow can encourage opponents to ignore him by making himself appear to be harmless and unthreatening. The target must have an Intelligence score of 3 or higher to be susceptible to a misdirect attempt, must be within 30 feet of Garnfellow, and must be able to see, hear, and understand him. To misdirect a target, Garnfellow must use an attack action to make a DC 15 Charisma check adding his Charismatic level (+5) as a bonus. If the Charisma check succeeds, the target can try to resist.
The target resists the misdirection attempt by making a DC 18 Will saving throw. If the saving throw fails, the target pays no attention to Garnfellow, deciding that he is harmless, worthless, or otherwise not worthy of regard. The target completely ignores Garnfellow until the end of Garnfellow’s next turn. This allows Garnfellow to take actions of which the misdirected target is unaware. The effect ends immediately if Garnfellow performs any attack action.
Garnfellow can concentrate to keep a target misdirected for additional rounds. Garnfellow must spend an attack action on the task, and the target gets to make a new Will save each round. The effect ends when Garnfellow stops concentrating, or when the target succeeds on the save.
Remain Conscious (Ex): Garnfellow may continue to perform actions when he would otherwise be considered unconscious and dying. When Garnfellow’s hit points reach –1, he can perform as though he were disabled, making either an attack action or a move action every round until he reaches –10 hit points (and dies) or his hit points return to 1 or higher. Garnfellow can choose to succumb to unconsciousness if he thinks that doing so might prevent him from taking more damage.
Possessions: masterwork chainmail, masterwork heavy steel shield, masterwork longsword, masterwork viol.
Physical Description: A knight of great girth in his middle years, with a blond curly beard and mustache, wearing fine livery.
Personality Traits: Garrulous, mirthful, and opportunistic.
Sir Will Garnfellow is known to frequent the Bristling Boar Inn of Heremac—though of late he can be found dutifully serving under Sir Hamral, Bailiff of Upchurch. A most lusty fellow, his appetites for food, ale, women, dice, story, and song are nigh insatiable. Garnfellow served as a household knight to the Baron of Bellenore for several years, but due to some undisclosed grievance, he fell into disfavor there. Garnfellow wields the sword Welsung; his shield bears the image of three rampant lions on an azure field; his battered old war-horse is named Justicar. Garnfellow plays the viol and is often accompanied by his trusty men-at-arms, the old veteran Nym and the young lad Bardolph.
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