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Garnfellow's World [Updated 12.26.05]
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<blockquote data-quote="Garnfellow" data-source="post: 1389591" data-attributes="member: 1223"><p><strong>Sir Reginald the Penitent</strong></p><p></p><p>Sir Reginald is a counterpoint to the Vavasor: a powerful ally of the PCs, a knight-errant, and a devout servant of the Five. Reginald has traveled the Frounter for many years, performing good deeds and battling evil.</p><p></p><p>Sir Reginald’s father was an infamous brigand and his mother was a wanton woman who nevertheless had a vision of the Five soon after her only son was conceived. She left the infant Reginald in the care of a Bergenian abbey near Canglen and entered herself into a nunnery. After spending much of his youth as a wandering knight, Reginald eventually met his father and slew him in battle. The guilt for this deed drove Reginald into the Bergenian monastery at Heremac, where he dwelt as a mysterious, silent oblate for four years. Reginald has since assumed the title "Reginald the Penitent" and is once again active on the Frounter. He has slain a giant near Bellenore and has undertaken missions for Lady Isabelle of Derwich. In the spring of *910 Reginald was captured and imprisoned by the Geaunt, until rescued by the PCs. The next spring Reginald undertook a quest to restore the maimed Lord Charles of Antace. After a long and arduous trek to the end of the world, Reginald found the Chalice of Amalthea and restored Charles in the fall of *913, and together the two heroes successfully led reinforcements to the siege at Antace.</p><p></p><p>Reginald was built using the Divine Agent prestige class from the Manual of the Planes.</p><p></p><p>==</p><p></p><p><strong>Sir Reginald the Penitent:</strong> male human Pal 12/Divine Agent 4; CR 16; HD 12d10+36 plus 4d8+12; hp 140; Init +0; Spd 20 ft; AC 22, touch 11, flat-footed 22; BAB +15; Grp +16; Atk +20 melee (1d8+4/17–20, longsword); Full Atk +20/+15/+10 melee (1d8+4/17–20, longsword); SA smite evil 3/day, spells, turn undead; SQ aura of courage, aura of good, contact, <em>detect evil</em>, divine grace, divine health, godly gift (<em>protection from energy</em>), lay on hands, menacing aura, <em>remove disease</em> 3/week, <em>special mount</em>; AL LG; SV Fort +15, Ref +8, Will +13; Str 13, Dex 10, Con 16, Int 11, Wis 14, Cha 16.</p><p></p><p><em>Skills and Feats</em>: Concentration +8, Craft (swordmaking) +7, Diplomacy +10, Disguise +7, Gather Information +5, Handle Animal +8, Heal +11, Knowledge (religion) +11, Profession (monastic) +6, Ride +9, Sense Motive +6; Blind-Fight, Improved Critical (longsword), Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge, Weapon Focus (longsword).</p><p></p><p><strong>Smite Evil (Su):</strong> 3/day, Reginald may attempt to smite evil with one normal melee attack. He adds +3 to his attack roll and deals +12 extra points of damage. If Reginald accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.</p><p></p><p><strong>Turn Undead (Su):</strong> Reginald may use this ability 6 times per day with a +2 synergy bonus. He turns undead as a 9th-level cleric.</p><p></p><p><strong>Aura of Courage (Su):</strong> Reginald is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions while Reginald is conscious, but not if he is unconscious or dead.</p><p></p><p><strong>Aura of Good (Ex):</strong> Reginald’s aura of good is of overwhelming power.</p><p></p><p><strong>Contact (Su):</strong> Reginald may be contacted mentally by the Five or Their agents, usually to impart particular knowledge and orders to him. This contact only functions one way; Reginald cannot initiate the contact, question the orders, or ask for clarifications. The contact normally occurs in one of Reginald’s dreams. Contact from the Five rarely interrupts Reginald’s normal actions.</p><p></p><p><strong><em>Detect Evil</em> (Sp):</strong> At will, Reginald can use <em>detect evil</em>, as the spell.</p><p></p><p><strong>Divine Grace (Su):</strong> Reginald gains a +3 bonus on all saving throws.</p><p></p><p><strong>Divine Health (Ex):</strong> Reginald is immune to all diseases, including supernatural and magical diseases.</p><p></p><p><strong><em>Godly Gift</em> (Sp):</strong> Once/day Reginald may cast <em>protection from energy</em> as a spell-like ability. Caster level 4th.</p><p></p><p><strong>Lay on Hands (Su):</strong> Reginald can heal wounds (his own or those of others) by touch. Each day he can heal 15 hit points of damage. Reginald may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using lay on hands is a standard action.</p><p></p><p>Alternatively, Reginald can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Reginald decides how many of his daily allotment of points to use as damage after successfully touching an undead creature.</p><p></p><p><strong>Menacing Aura (Ex):</strong> Reginald generates an intangible, invisible aura of menace that weakens hostile creatures within a 20-foot radius. Anyone about to attack the Regniald must attempt a DC 14 Will save. Those who fail the saving throw are shaken (-2 morale penalty to attacks, checks, and saves) for one full day or until they successfully damage Reginald. A creature that makes its initial saving throw or damages Reginald is immune to Reginald’s aura for one day.</p><p></p><p><strong><em>Remove Disease</em> (Sp):</strong> Reginald can produce a <em>remove disease</em> effect, as the spell, three times per week.</p><p></p><p><strong><em>Special Mount</em> (Sp):</strong> Once per day, as a full-round action, Reginald may magically call a heavy warhorse from the celestial realms. This ability is the equivalent of a 4th-level spell. The mount immediately appears adjacent to Reginald and remains for 24 hours; it may be dismissed at any time as a free action.</p><p></p><p><em>Spells Prepared</em> (2/1/1, DC 12 + spell level): 1—<em>divine favor</em>, <em>sanctuary</em>*; 2—<em>bull’s strength</em>; 3—<em>magic circle against evil</em>. Reginald casts spells as a 7th-level cleric. * Domain spell. Granted Domain: Protection (Reginald can generate a protective ward as a supernatural ability which grants someone he touches a +7 resistance bonus equal on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.).</p><p></p><p><em>Possessions</em>: JOYEUSE <em>+3 holy sword,</em> <em>+2 chainmail</em>, <em>+2 large steel shield</em>, <em>+1 ring of protection</em>.</p></blockquote><p></p>
[QUOTE="Garnfellow, post: 1389591, member: 1223"] [b]Sir Reginald the Penitent[/b] Sir Reginald is a counterpoint to the Vavasor: a powerful ally of the PCs, a knight-errant, and a devout servant of the Five. Reginald has traveled the Frounter for many years, performing good deeds and battling evil. Sir Reginald’s father was an infamous brigand and his mother was a wanton woman who nevertheless had a vision of the Five soon after her only son was conceived. She left the infant Reginald in the care of a Bergenian abbey near Canglen and entered herself into a nunnery. After spending much of his youth as a wandering knight, Reginald eventually met his father and slew him in battle. The guilt for this deed drove Reginald into the Bergenian monastery at Heremac, where he dwelt as a mysterious, silent oblate for four years. Reginald has since assumed the title "Reginald the Penitent" and is once again active on the Frounter. He has slain a giant near Bellenore and has undertaken missions for Lady Isabelle of Derwich. In the spring of *910 Reginald was captured and imprisoned by the Geaunt, until rescued by the PCs. The next spring Reginald undertook a quest to restore the maimed Lord Charles of Antace. After a long and arduous trek to the end of the world, Reginald found the Chalice of Amalthea and restored Charles in the fall of *913, and together the two heroes successfully led reinforcements to the siege at Antace. Reginald was built using the Divine Agent prestige class from the Manual of the Planes. == [B]Sir Reginald the Penitent:[/b] male human Pal 12/Divine Agent 4; CR 16; HD 12d10+36 plus 4d8+12; hp 140; Init +0; Spd 20 ft; AC 22, touch 11, flat-footed 22; BAB +15; Grp +16; Atk +20 melee (1d8+4/17–20, longsword); Full Atk +20/+15/+10 melee (1d8+4/17–20, longsword); SA smite evil 3/day, spells, turn undead; SQ aura of courage, aura of good, contact, [i]detect evil[/i], divine grace, divine health, godly gift ([i]protection from energy[/i]), lay on hands, menacing aura, [i]remove disease[/i] 3/week, [i]special mount[/i]; AL LG; SV Fort +15, Ref +8, Will +13; Str 13, Dex 10, Con 16, Int 11, Wis 14, Cha 16. [I]Skills and Feats[/i]: Concentration +8, Craft (swordmaking) +7, Diplomacy +10, Disguise +7, Gather Information +5, Handle Animal +8, Heal +11, Knowledge (religion) +11, Profession (monastic) +6, Ride +9, Sense Motive +6; Blind-Fight, Improved Critical (longsword), Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge, Weapon Focus (longsword). [b]Smite Evil (Su):[/b] 3/day, Reginald may attempt to smite evil with one normal melee attack. He adds +3 to his attack roll and deals +12 extra points of damage. If Reginald accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. [b]Turn Undead (Su):[/b] Reginald may use this ability 6 times per day with a +2 synergy bonus. He turns undead as a 9th-level cleric. [b]Aura of Courage (Su):[/b] Reginald is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions while Reginald is conscious, but not if he is unconscious or dead. [b]Aura of Good (Ex):[/b] Reginald’s aura of good is of overwhelming power. [b]Contact (Su):[/b] Reginald may be contacted mentally by the Five or Their agents, usually to impart particular knowledge and orders to him. This contact only functions one way; Reginald cannot initiate the contact, question the orders, or ask for clarifications. The contact normally occurs in one of Reginald’s dreams. Contact from the Five rarely interrupts Reginald’s normal actions. [b][i]Detect Evil[/i] (Sp):[/b] At will, Reginald can use [i]detect evil[/i], as the spell. [b]Divine Grace (Su):[/b] Reginald gains a +3 bonus on all saving throws. [b]Divine Health (Ex):[/b] Reginald is immune to all diseases, including supernatural and magical diseases. [b][I]Godly Gift[/i] (Sp):[/b] Once/day Reginald may cast [i]protection from energy[/i] as a spell-like ability. Caster level 4th. [b]Lay on Hands (Su):[/b] Reginald can heal wounds (his own or those of others) by touch. Each day he can heal 15 hit points of damage. Reginald may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using lay on hands is a standard action. Alternatively, Reginald can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Reginald decides how many of his daily allotment of points to use as damage after successfully touching an undead creature. [b]Menacing Aura (Ex):[/b] Reginald generates an intangible, invisible aura of menace that weakens hostile creatures within a 20-foot radius. Anyone about to attack the Regniald must attempt a DC 14 Will save. Those who fail the saving throw are shaken (-2 morale penalty to attacks, checks, and saves) for one full day or until they successfully damage Reginald. A creature that makes its initial saving throw or damages Reginald is immune to Reginald’s aura for one day. [b][I]Remove Disease[/i] (Sp):[/b] Reginald can produce a [i]remove disease[/i] effect, as the spell, three times per week. [b][I]Special Mount[/i] (Sp):[/b] Once per day, as a full-round action, Reginald may magically call a heavy warhorse from the celestial realms. This ability is the equivalent of a 4th-level spell. The mount immediately appears adjacent to Reginald and remains for 24 hours; it may be dismissed at any time as a free action. [I]Spells Prepared[/i] (2/1/1, DC 12 + spell level): 1—[i]divine favor[/i], [i]sanctuary[/i]*; 2—[i]bull’s strength[/i]; 3—[i]magic circle against evil[/i]. Reginald casts spells as a 7th-level cleric. * Domain spell. Granted Domain: Protection (Reginald can generate a protective ward as a supernatural ability which grants someone he touches a +7 resistance bonus equal on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.). [I]Possessions[/i]: JOYEUSE [i]+3 holy sword,[/i] [i]+2 chainmail[/i], [i]+2 large steel shield[/i], [i]+1 ring of protection[/i]. [/QUOTE]
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