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Heroes, Inc Character Thread
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<blockquote data-quote="frostrune" data-source="post: 2352666" data-attributes="member: 12272"><p>Background - Timrin was born to a common family in the Purple Hills area of Tethyr during a time of chaos and upheaval. Petty robber barons lorded over whatever land they could grab and the common people were little better than slaves. Thankfully his parents' village was somewhat remote but even they could not avoid the thieving mercanaries completely. Witnessing such callous cruelty was hard on young Timrin and he secretly vowed to make it right some day. </p><p></p><p>As he approached his teenage years that opportunity came in the form of a noble adventuring company lead by Zaranda Starr. They alone stood up for the common man and one by one brought the Bandit Lords low or propped up nobles of the old line who were deserving of the title. People flocked to her banners as an organized rebellion gained momentum. </p><p></p><p>Thus did Timrin learn the craft of war fighting many battles in those last days. As history tells us, eventually this small rebellion would lead to the rebirth of Tethyr with Zaranda Starr as Queen. Timrin continued in service to Queen and country for serveral years offering Helm's protection where it was needed most. As the country stabilized his services were required less and less frequently. Restless, he retired his hard won commision from Tethyrian service and took to the roads of the Sword Coast gradually working his way north righting wrongs as he passed.</p><p></p><p>Eventually his steps would bring him to the Jewel of the North - Waterdeep. Entranced with the massive granduer of the place he elected to stay. His credentials garnered him easy work guarding various nobles or their prized possessions, eventually leading him to a group of like minded individuals - Heroes, Inc.</p><p></p><p></p><p><strong>Sir Timrin Goldmantle, Bulwark of Helm</strong></p><p></p><p>Aasimar (male) Paladin 16/ Marshall 2</p><p></p><p>Str 24 (16 base, lvl 4 and lvl 8 ability boosts, +6 item))</p><p>Dex 12 (+2 item)</p><p>Con 20 (14 base, lvl 12 and lvl 16 ability boost, +4 item)</p><p>Int 12</p><p>Wis 14 (+2 racial)</p><p>Cha 22 (+2 racial, +6 item)</p><p></p><p>HP 199 (16d10 + 2d8 + 90)</p><p></p><p>Fort 25 (13 +5 CON +6 CHA + 1 luck)</p><p>Ref 13 (5 +1 DEX +6 CHA +1 luck)</p><p>Will 19 (8 + 2 WIS +6 CHA + 2 feat +1 luck)</p><p></p><p>BAB +17/+12/+7/+2</p><p></p><p>AC: 37/38 (+12 armor, +6 shield, +1 DEX, +4 deflection, +3 natural, +1 luck) </p><p></p><p>Init: +5</p><p></p><p>AL: LG</p><p></p><p>Melee: +28/+23/+18/+13(+4 holy evil outsider bane greatsword, 2d6+14+ holy + bane)</p><p>+24/+19/+14/+9 (MW longspear, d8 +10)</p><p></p><p>4/day Smite Evil (+6 to hit, +16 damage)</p><p></p><p>Feats: Luck of Heroes, Power Attack, Cleave, Divine Might, Iron Will, Improved Initiative, Leadership, Skill Focus (Diplomacy), Improved Critical (greatsword) </p><p></p><p>Skills: (Ranks/ Mod/ Synergy) Total</p><p></p><p>Diplomacy (15/6/9) 30</p><p>Sense Motive (13/2/0) 15</p><p>Ride (13/1/0) 14</p><p>Knowledge (Religion) (6/1/0) 7</p><p>Knowledge (Nobility) (8/1/0) 9</p><p>Knowledge (Military/Tactics) (6/1/0) 7</p><p>Heal (6/2/0) 8</p><p>Spot (0/2/2) 4</p><p>Listen (0/2/2) 4</p><p></p><p></p><p>Possessions: </p><p>+4 Ring of Protection</p><p>+3 Vest of Natural Armor</p><p>Boots of Speed</p><p>+4 animated arrow-catching heavy steel shield</p><p>+4 full plate (glamered, deathward, Fire Resistance 10)</p><p>+6 Cloak of CHA</p><p>+6 Girdle of STR</p><p>+2 Gloves of DEX</p><p>+4 Amulet of Health</p><p><strong>Raku's Bane </strong> [+4 Holy, Evil Outsider Bane Greatsword with Holy surge, Stun surge (d4+1 rounds), +2 bonus to Diplomacy checks, keeps bearer perfectly clean at all times - has a special purpose to slay a demon called Raku and perhaps hidden powers. This blade was forged by the Mulhorandi God Sobek.]</p><p>+1 Ghost touch adamantine heavy mace</p><p>MW longspear</p><p>Wand of CSW (47)</p><p>Wand of Protection vs Evil (50)</p><p>Potion of Waterbreathing (2)</p><p>Potion of Barkskin +3 (2)</p><p></p><p>Heward’s Handy Haversack - silk rope 50’; waterskin; bedroll, flint & steel; mirror; soap; towel; extra set of clothes; chainshirt; MW shackles; rations</p><p>Gold 1035 gp</p><p></p><p>Additional Funds: 75,000 gp</p><p></p><p>Languages: Common, Celestial, Elven</p><p></p><p>Class: Detect Evil 60’ (at will), Aura of Good, Lay on Hands (96 pts), Divine Grace, Aura of Courage, Divine Health, Smite Evil (4/day), Turn Undead (9/day as 13th level), Remove Disease (4/week), Bonded Mount, Spells (3/3/2/1)</p><p></p><p>Minor Aura: Motivate Dexterity (+6 to all DEX based checks and Initiative)</p><p></p><p>Major Aura: Resilient Troops (+1 to ALL saves)</p><p></p><p>Race: 60’ darkvision, DR 5 – acid, cold, electricity, Daylight 1/day, +2 to Spot & Listen</p><p></p><p></p><p></p><p><u>Cohort</u> </p><p>[sblock]<strong>Shieldlord Devan Hardcastle</strong></p><p></p><p>Lvl 16 Human Cleric (male)</p><p></p><p>Str 16 (14 base, +2 item)</p><p>Dex 10</p><p>Con 14 (13 base, lvl 12 boost)</p><p>Int 10</p><p>Wis 24 (17 base, lvl 4 boost, lvl 8 + 1v1 16 boost, +4 item) </p><p>Cha 12 </p><p></p><p>HP 113 (16d8 +30)</p><p></p><p>Fort 15 (10 +2 CON +2 resistance +1 luck)</p><p>Ref 8 (5 +2 resistance +1 luck)</p><p>Will 19 (10 + 6 WIS +2 resistance +1 luck)</p><p></p><p>BAB +12/+7/+2</p><p></p><p>AC: 29 (+12 armor, +6 shield, +1 luck) </p><p></p><p>Init: +0</p><p></p><p>AL: LG</p><p></p><p>Melee: +16/+11/+6 (+1 holy bastard sword, d10+4+ holy)</p><p></p><p>Feats: Luck of Heroes, Scribe Scroll, Weapon Proficiency (bastard sword), Weapon focus (bastard sword), Extend spell, Quicken spell, Silent Spell, Spell Penetration, G. Spell Penetration, </p><p></p><p>Skills: (Ranks/ Mod/ Synergy) Total</p><p></p><p>Sense Motive (4/7/0) +11</p><p>Knowledge (Religion) (11/0/0) +11</p><p>Knowledge (Arcana) (8/0/0) +8</p><p>Concentration (19/2/0) +21</p><p>Spellcraft (8/0/2) +10</p><p>Heal (7/7/0) +14</p><p>Spot (0/7/0) +7</p><p>Listen (0/7/0) +7</p><p></p><p>Possessions: </p><p>Holy Symbol</p><p>+4 heavy steel shield</p><p>+4 full plate</p><p>+2 Girdle of STR</p><p>+4 Amulet of Wisdom</p><p>+2 Cloak of resistance</p><p>Therenfell [+1 Holy Bastard Sword – named after the most famous knight to wielded it]</p><p>Wand of CSW (50)</p><p>Potions: CSW x 3, CLW x 3, Fly, Water breathing, Invisibility</p><p>Scrolls: 1st - Endure Elements, Comprehend Languages, Remove Fear; 2nd - Augury, Make Whole, Align Weapon, Remove Paralysis; 3rd – Speak with Dead, Remove Curse; 4th – Neutralize Poison, Tongues; 5th – True Seeing</p><p></p><p>Heward’s Handy Haversack - silk rope 50’; waterskin; bedroll, flint & steel; mirror; soap; towel; extra set of clothes; chainshirt, rations, healer’s kit, </p><p>Gold 1200 gp</p><p></p><p>Languages: Common, Celestial,</p><p></p><p>Class: Aura of Good, Turn Undead (5/day, d20 +3 check, damage 2d6 +18 HD), Spells </p><p></p><p>Race: +1 skill point per level, +1 feat at 1st level</p><p></p><p>Domains: </p><p></p><p>Protection (Protective ward – 1/day can grant resistance bonus equal to cleric level on one save), </p><p></p><p>Protection Domain Spells</p><p>1. Sanctuary: Opponents can’t attack you, and you can’t attack. </p><p>2. Shield Other F: You take half of subject’s damage. </p><p>3. Protection from Energy: Absorb 12 points/level of damage from one kind of energy. </p><p>4. Spell Immunity: Subject is immune to one spell per four levels. </p><p>5. Spell Resistance: Subject gains SR 12 + level. </p><p>6. Antimagic Field: Negates magic within 10 ft. </p><p>7. Repulsion: Creatures can’t approach you.</p><p>8. Mind Blank: subject is immune to mental/emotional magic and scrying</p><p> </p><p>War (weapon proficiency and weapon focus with diety’s favorite weapon)</p><p></p><p>War Domain Spells</p><p>1. Magic Weapon: Weapon gains +1 bonus. </p><p>2. Spiritual Weapon: Magical weapon attacks on its own. </p><p>3. Magic Vestment: Armor or shield gains +1 enhancement per four levels. </p><p>4. Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level. </p><p>5. Flame Strike: Smite foes with divine fire (1d6/level damage). </p><p>6. Blade Barrier: Wall of blades deals 1d6/level damage. </p><p>7. Power Word Blind: Blinds creature with 200 hp or less.</p><p>8. Power Word Stun: Stuns creature with 150 hp or less.</p><p></p><p></p><p>Spells: 6/ 7+1/ 7+1/ 6+1/ 5+1/ 5+1/ 4+1/ 3+1/ 2+1</p><p></p><p>Typical Spells: 0 – create water, cure minor wounds x 2, light, detect magic, read magic; 1st – sanctuary, bless, divine favor, command, protection vs evil, protection vs chaos, shield of faith x 2; 2nd – shield other, bear’s endurance, hold person, status, lesser restoration, resist energy x 2, 1 open; 3rd – protection vs energy x2, prayer, invisibility purge, searing light, dispel magic, 1 open; 4th – spell immunity, death ward, restoration, dismissal, divine power, 1 open; 5th – flame strike x 2, spell resistance, quickened CLW, quickened bless, true seeing; 6th – blade barrier, heal x 2, hero’s feast, undeath to death; 7th – power word blind, destruction, quickened searing light, holy word, silent word of recall; 8th - mind blank, holy aura, power word stun[/sblock]</p><p></p><p></p><p><u>Bonded Mount</u></p><p></p><p>[sblock]<strong>Heironimous</strong></p><p></p><p>A massively powerful black destrier with white socks and a star on his nose.</p><p></p><p>HP: 111 (12d8+58)</p><p></p><p>AC: 32 (-1 size, +1 DEX, +14 natural, +7 armor, +1 dodge), 12 Touch, 30 flat-footed</p><p></p><p>Init: +1</p><p></p><p>Speed: 60 (45 with armor)</p><p></p><p>BAB: +9/+4</p><p></p><p>Melee: 2 Hooves +15 (d6+6) and bite +10 (d4+3)</p><p></p><p>SQ: Low-light vision, Scent, share spells, improved evasion, empathy, command creatures of his own kind, SR 21</p><p></p><p>Abilities: STR 22 DEX 13 CON 18 INT 9 WIS 13 CHA 6</p><p></p><p>Save: FOR +17 REF +9 WIL +9</p><p></p><p>Skills: Listen +5, Spot +5, Jump +12</p><p></p><p>Feats: Endurance, Run, Dodge, Mobility, Iron Will</p><p></p><p>Equipment: +2 Breastplate barding, MW heavy lance, saddle bags, military saddle, bridle & tack, 50' rope, winter blanket, rations & feed, and +2 cold iron Holy Greatsword[/sblock]</p><p></p><p></p><p><u>Followers:</u> 135/13/7/4/2/2</p><p></p><p></p><p>[sblock]<strong>Company of the Argent Tower</strong></p><p></p><p>Exclusively assembled from war veterans that served under Sir Timrin in Tethyr, this disciplined and well trained fighting force is utterly loyal to Sir Timrin and his captains. Most are humans of Tethyrian descent but mixed amongst the group are freed Calishite slaves, half-elves, halflings, and mercenaries of other realms.</p><p></p><p><strong>Highsword Valdon Swiftstrike</strong> half-elf FTR 4/ PAL2</p><p>The charismatic and cool-headed leader of the company personally served as a staff officer of Sir Timrin for the entirety of the war. Always a capable fighter, Valdon more recently found the righteous path of his mentor and tries to set a sterling example for his troops.</p><p></p><p><strong>Lord’s Shield Halos Brightower</strong> human CLR 6 (Helm)</p><p>This burly man of swarthy complexion and dark curly locks is this company’s best medicine. He commands respect with his devotion and even-handedness. He makes fast friends with his hard drinking and quick wit. Halos can always be counted on to do his duty however and his timely spells and cures have saved more than one man’s life.</p><p></p><p><strong>Melsember and Delsoom</strong> human WIZ 5 and WARMAGE 5</p><p>The arcane specialists of the group have each seen many battles both before and after joining Tethyr’s fight for sovereignty. Melsember plays the role of utility man, specializing in spells that aid the overall effort (expediting movement, defense, mobile cover, etc…). Delsoom is the heavy artillery. His fireballs and lightning bolts have been extremely effective at disrupting ambushes and destroying enemies at range; allowing time for the ground troops to effectively close.</p><p></p><p><strong>Captains Jibran and Utu</strong> human FTR 2/ PAL2</p><p>The acting captains of the company typically split shifts assigning watches and issuing general orders. Jibran is a cousin of the disgraced Gallowglass family and has found the righteous path as a way to restore his family’s good name. Utu is an escaped Chultan slave and former adventurer who took up the good fight to help those who could not help themselves. </p><p></p><p><strong>‘Quick and Nimble’ </strong> halfling RGR 4</p><p>These twins and native Tethans are the scout masters of the force and have help from an additional (2) 2nd level human rangers. They are archery specialists and masters of moving quickly and quietly in the wilds. They also tend to be a bit mischevious and can sometimes be a distraction if kept cooped up too long. </p><p></p><p><strong>Jarous Thome</strong> human EXP 2 – Provisioner</p><p>Jarous is an ex-merchant and caravaneer who handles the mundane affairs of keeping a small army equipped, well fed, and on the move. He leads a staff of 30 (level 1) craftsmen and commoners, some of which include: cooks, bakers, armorsmiths, blacksmiths, groomsmen, stablehands, hunters, shepherds, teamsters, coopers, cobblers, leatherworkers, carpenters, and wainwrights.</p><p></p><p></p><p>The remainder of the force is broken down as follows:</p><p></p><p></p><p>(60) Heavy Footman FTR 1, (6) Corporals FTR 2, (3) Sergeants FTR 3, (5) CLR 1</p><p></p><p>(20) Heavy Cavalry FTR 1, (2) Lancers FTR 2, (1) High Lance FTR 3, (1) CLR 3</p><p></p><p>(20) Longbowmen FTR 1, (2) Flight Leader FTR 2, (1) Flight Cmdr. FTR 3, (1) CLR 3[/sblock]</p><p></p><p></p><p>Last Edit: level up!</p></blockquote><p></p>
[QUOTE="frostrune, post: 2352666, member: 12272"] Background - Timrin was born to a common family in the Purple Hills area of Tethyr during a time of chaos and upheaval. Petty robber barons lorded over whatever land they could grab and the common people were little better than slaves. Thankfully his parents' village was somewhat remote but even they could not avoid the thieving mercanaries completely. Witnessing such callous cruelty was hard on young Timrin and he secretly vowed to make it right some day. As he approached his teenage years that opportunity came in the form of a noble adventuring company lead by Zaranda Starr. They alone stood up for the common man and one by one brought the Bandit Lords low or propped up nobles of the old line who were deserving of the title. People flocked to her banners as an organized rebellion gained momentum. Thus did Timrin learn the craft of war fighting many battles in those last days. As history tells us, eventually this small rebellion would lead to the rebirth of Tethyr with Zaranda Starr as Queen. Timrin continued in service to Queen and country for serveral years offering Helm's protection where it was needed most. As the country stabilized his services were required less and less frequently. Restless, he retired his hard won commision from Tethyrian service and took to the roads of the Sword Coast gradually working his way north righting wrongs as he passed. Eventually his steps would bring him to the Jewel of the North - Waterdeep. Entranced with the massive granduer of the place he elected to stay. His credentials garnered him easy work guarding various nobles or their prized possessions, eventually leading him to a group of like minded individuals - Heroes, Inc. [B]Sir Timrin Goldmantle, Bulwark of Helm[/B] Aasimar (male) Paladin 16/ Marshall 2 Str 24 (16 base, lvl 4 and lvl 8 ability boosts, +6 item)) Dex 12 (+2 item) Con 20 (14 base, lvl 12 and lvl 16 ability boost, +4 item) Int 12 Wis 14 (+2 racial) Cha 22 (+2 racial, +6 item) HP 199 (16d10 + 2d8 + 90) Fort 25 (13 +5 CON +6 CHA + 1 luck) Ref 13 (5 +1 DEX +6 CHA +1 luck) Will 19 (8 + 2 WIS +6 CHA + 2 feat +1 luck) BAB +17/+12/+7/+2 AC: 37/38 (+12 armor, +6 shield, +1 DEX, +4 deflection, +3 natural, +1 luck) Init: +5 AL: LG Melee: +28/+23/+18/+13(+4 holy evil outsider bane greatsword, 2d6+14+ holy + bane) +24/+19/+14/+9 (MW longspear, d8 +10) 4/day Smite Evil (+6 to hit, +16 damage) Feats: Luck of Heroes, Power Attack, Cleave, Divine Might, Iron Will, Improved Initiative, Leadership, Skill Focus (Diplomacy), Improved Critical (greatsword) Skills: (Ranks/ Mod/ Synergy) Total Diplomacy (15/6/9) 30 Sense Motive (13/2/0) 15 Ride (13/1/0) 14 Knowledge (Religion) (6/1/0) 7 Knowledge (Nobility) (8/1/0) 9 Knowledge (Military/Tactics) (6/1/0) 7 Heal (6/2/0) 8 Spot (0/2/2) 4 Listen (0/2/2) 4 Possessions: +4 Ring of Protection +3 Vest of Natural Armor Boots of Speed +4 animated arrow-catching heavy steel shield +4 full plate (glamered, deathward, Fire Resistance 10) +6 Cloak of CHA +6 Girdle of STR +2 Gloves of DEX +4 Amulet of Health [B]Raku's Bane [/B] [+4 Holy, Evil Outsider Bane Greatsword with Holy surge, Stun surge (d4+1 rounds), +2 bonus to Diplomacy checks, keeps bearer perfectly clean at all times - has a special purpose to slay a demon called Raku and perhaps hidden powers. This blade was forged by the Mulhorandi God Sobek.] +1 Ghost touch adamantine heavy mace MW longspear Wand of CSW (47) Wand of Protection vs Evil (50) Potion of Waterbreathing (2) Potion of Barkskin +3 (2) Heward’s Handy Haversack - silk rope 50’; waterskin; bedroll, flint & steel; mirror; soap; towel; extra set of clothes; chainshirt; MW shackles; rations Gold 1035 gp Additional Funds: 75,000 gp Languages: Common, Celestial, Elven Class: Detect Evil 60’ (at will), Aura of Good, Lay on Hands (96 pts), Divine Grace, Aura of Courage, Divine Health, Smite Evil (4/day), Turn Undead (9/day as 13th level), Remove Disease (4/week), Bonded Mount, Spells (3/3/2/1) Minor Aura: Motivate Dexterity (+6 to all DEX based checks and Initiative) Major Aura: Resilient Troops (+1 to ALL saves) Race: 60’ darkvision, DR 5 – acid, cold, electricity, Daylight 1/day, +2 to Spot & Listen [U]Cohort[/U] [sblock][B]Shieldlord Devan Hardcastle[/B] Lvl 16 Human Cleric (male) Str 16 (14 base, +2 item) Dex 10 Con 14 (13 base, lvl 12 boost) Int 10 Wis 24 (17 base, lvl 4 boost, lvl 8 + 1v1 16 boost, +4 item) Cha 12 HP 113 (16d8 +30) Fort 15 (10 +2 CON +2 resistance +1 luck) Ref 8 (5 +2 resistance +1 luck) Will 19 (10 + 6 WIS +2 resistance +1 luck) BAB +12/+7/+2 AC: 29 (+12 armor, +6 shield, +1 luck) Init: +0 AL: LG Melee: +16/+11/+6 (+1 holy bastard sword, d10+4+ holy) Feats: Luck of Heroes, Scribe Scroll, Weapon Proficiency (bastard sword), Weapon focus (bastard sword), Extend spell, Quicken spell, Silent Spell, Spell Penetration, G. Spell Penetration, Skills: (Ranks/ Mod/ Synergy) Total Sense Motive (4/7/0) +11 Knowledge (Religion) (11/0/0) +11 Knowledge (Arcana) (8/0/0) +8 Concentration (19/2/0) +21 Spellcraft (8/0/2) +10 Heal (7/7/0) +14 Spot (0/7/0) +7 Listen (0/7/0) +7 Possessions: Holy Symbol +4 heavy steel shield +4 full plate +2 Girdle of STR +4 Amulet of Wisdom +2 Cloak of resistance Therenfell [+1 Holy Bastard Sword – named after the most famous knight to wielded it] Wand of CSW (50) Potions: CSW x 3, CLW x 3, Fly, Water breathing, Invisibility Scrolls: 1st - Endure Elements, Comprehend Languages, Remove Fear; 2nd - Augury, Make Whole, Align Weapon, Remove Paralysis; 3rd – Speak with Dead, Remove Curse; 4th – Neutralize Poison, Tongues; 5th – True Seeing Heward’s Handy Haversack - silk rope 50’; waterskin; bedroll, flint & steel; mirror; soap; towel; extra set of clothes; chainshirt, rations, healer’s kit, Gold 1200 gp Languages: Common, Celestial, Class: Aura of Good, Turn Undead (5/day, d20 +3 check, damage 2d6 +18 HD), Spells Race: +1 skill point per level, +1 feat at 1st level Domains: Protection (Protective ward – 1/day can grant resistance bonus equal to cleric level on one save), Protection Domain Spells 1. Sanctuary: Opponents can’t attack you, and you can’t attack. 2. Shield Other F: You take half of subject’s damage. 3. Protection from Energy: Absorb 12 points/level of damage from one kind of energy. 4. Spell Immunity: Subject is immune to one spell per four levels. 5. Spell Resistance: Subject gains SR 12 + level. 6. Antimagic Field: Negates magic within 10 ft. 7. Repulsion: Creatures can’t approach you. 8. Mind Blank: subject is immune to mental/emotional magic and scrying War (weapon proficiency and weapon focus with diety’s favorite weapon) War Domain Spells 1. Magic Weapon: Weapon gains +1 bonus. 2. Spiritual Weapon: Magical weapon attacks on its own. 3. Magic Vestment: Armor or shield gains +1 enhancement per four levels. 4. Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level. 5. Flame Strike: Smite foes with divine fire (1d6/level damage). 6. Blade Barrier: Wall of blades deals 1d6/level damage. 7. Power Word Blind: Blinds creature with 200 hp or less. 8. Power Word Stun: Stuns creature with 150 hp or less. Spells: 6/ 7+1/ 7+1/ 6+1/ 5+1/ 5+1/ 4+1/ 3+1/ 2+1 Typical Spells: 0 – create water, cure minor wounds x 2, light, detect magic, read magic; 1st – sanctuary, bless, divine favor, command, protection vs evil, protection vs chaos, shield of faith x 2; 2nd – shield other, bear’s endurance, hold person, status, lesser restoration, resist energy x 2, 1 open; 3rd – protection vs energy x2, prayer, invisibility purge, searing light, dispel magic, 1 open; 4th – spell immunity, death ward, restoration, dismissal, divine power, 1 open; 5th – flame strike x 2, spell resistance, quickened CLW, quickened bless, true seeing; 6th – blade barrier, heal x 2, hero’s feast, undeath to death; 7th – power word blind, destruction, quickened searing light, holy word, silent word of recall; 8th - mind blank, holy aura, power word stun[/sblock] [U]Bonded Mount[/U] [sblock][B]Heironimous[/B] A massively powerful black destrier with white socks and a star on his nose. HP: 111 (12d8+58) AC: 32 (-1 size, +1 DEX, +14 natural, +7 armor, +1 dodge), 12 Touch, 30 flat-footed Init: +1 Speed: 60 (45 with armor) BAB: +9/+4 Melee: 2 Hooves +15 (d6+6) and bite +10 (d4+3) SQ: Low-light vision, Scent, share spells, improved evasion, empathy, command creatures of his own kind, SR 21 Abilities: STR 22 DEX 13 CON 18 INT 9 WIS 13 CHA 6 Save: FOR +17 REF +9 WIL +9 Skills: Listen +5, Spot +5, Jump +12 Feats: Endurance, Run, Dodge, Mobility, Iron Will Equipment: +2 Breastplate barding, MW heavy lance, saddle bags, military saddle, bridle & tack, 50' rope, winter blanket, rations & feed, and +2 cold iron Holy Greatsword[/sblock] [U]Followers:[/U] 135/13/7/4/2/2 [sblock][B]Company of the Argent Tower[/B] Exclusively assembled from war veterans that served under Sir Timrin in Tethyr, this disciplined and well trained fighting force is utterly loyal to Sir Timrin and his captains. Most are humans of Tethyrian descent but mixed amongst the group are freed Calishite slaves, half-elves, halflings, and mercenaries of other realms. [B]Highsword Valdon Swiftstrike[/B] half-elf FTR 4/ PAL2 The charismatic and cool-headed leader of the company personally served as a staff officer of Sir Timrin for the entirety of the war. Always a capable fighter, Valdon more recently found the righteous path of his mentor and tries to set a sterling example for his troops. [B]Lord’s Shield Halos Brightower[/B] human CLR 6 (Helm) This burly man of swarthy complexion and dark curly locks is this company’s best medicine. He commands respect with his devotion and even-handedness. He makes fast friends with his hard drinking and quick wit. Halos can always be counted on to do his duty however and his timely spells and cures have saved more than one man’s life. [B]Melsember and Delsoom[/B] human WIZ 5 and WARMAGE 5 The arcane specialists of the group have each seen many battles both before and after joining Tethyr’s fight for sovereignty. Melsember plays the role of utility man, specializing in spells that aid the overall effort (expediting movement, defense, mobile cover, etc…). Delsoom is the heavy artillery. His fireballs and lightning bolts have been extremely effective at disrupting ambushes and destroying enemies at range; allowing time for the ground troops to effectively close. [B]Captains Jibran and Utu[/B] human FTR 2/ PAL2 The acting captains of the company typically split shifts assigning watches and issuing general orders. Jibran is a cousin of the disgraced Gallowglass family and has found the righteous path as a way to restore his family’s good name. Utu is an escaped Chultan slave and former adventurer who took up the good fight to help those who could not help themselves. [B]‘Quick and Nimble’ [/B] halfling RGR 4 These twins and native Tethans are the scout masters of the force and have help from an additional (2) 2nd level human rangers. They are archery specialists and masters of moving quickly and quietly in the wilds. They also tend to be a bit mischevious and can sometimes be a distraction if kept cooped up too long. [B]Jarous Thome[/B] human EXP 2 – Provisioner Jarous is an ex-merchant and caravaneer who handles the mundane affairs of keeping a small army equipped, well fed, and on the move. He leads a staff of 30 (level 1) craftsmen and commoners, some of which include: cooks, bakers, armorsmiths, blacksmiths, groomsmen, stablehands, hunters, shepherds, teamsters, coopers, cobblers, leatherworkers, carpenters, and wainwrights. The remainder of the force is broken down as follows: (60) Heavy Footman FTR 1, (6) Corporals FTR 2, (3) Sergeants FTR 3, (5) CLR 1 (20) Heavy Cavalry FTR 1, (2) Lancers FTR 2, (1) High Lance FTR 3, (1) CLR 3 (20) Longbowmen FTR 1, (2) Flight Leader FTR 2, (1) Flight Cmdr. FTR 3, (1) CLR 3[/sblock] Last Edit: level up! [/QUOTE]
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