Full Name |
Findegil |
Race |
| HP: 73/73 | Temp HP: 8/8 HD: 7/7| AC 20 (21 with ally) | Spd: 25ft | Init: +2 Perc: +4 PP:14 Ins +1 | Long Sword +8 (1d8+5), Great Bow: +5 (1d8+2) | Shadow: 2+1 |
Classes/Levels |
Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond: |
Gender |
Male of Minas Tirith Warrior (Knight) 7, Arrows 6 -> 0 |
Size |
5' 11" |
Age |
22 |
Languages |
Sindarin, Westeron |
Occupation |
Adventuring noble scion |
Strength |
20 |
Dexterity |
14 |
Constitution |
16 |
Intelligence |
14 |
Wisdom |
12 |
Charisma |
16 |
About Findegil
Findegil
Male of Minas Tirith Warrior (knight) 7
Height: 5' 11", Age 22
Init +2; Passive Perception 14
XP: 0
Inspiration: 0
2 Permanent Shadow Points
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DEFENSE
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AC: 20 (Ring Mail 14, Shield of the Citadel +5, Virtue +1, disadvantage in stealth)
HP: 73 (1d10+3 = 9)
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OFFENSE
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Speed 30 ft.
Melee
Long Sword 40s +8 1d8+5 slashing 3 lb. Versatile (1d10)
Ranged
Great Bow 50s +5 1d8+2 piercing 3 lb. Ammunition (range 150/600), heavy, two-handed
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STATISTICS
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Minas Tirith: +1 Int, +1 Str, +1 Dex
L4: +2 Str
L6: +2 Str
Str 20 (+5), Dex 14 (+2), Con 16 (+3), Int 14 (+2), Wis 12 (+1), Cha 16 (+3)
Proficiency Bonus +3
Armour: All armour, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Constitution
Athletics, History, Perception, Persuasion, Traditions
Skills: Acrobatics +2, Animal Handling +1, *Athletics +8, Deception +3, *History +5, Insight +1, Intimidate +3, Investigation +2, Lore +2, Medicine +1, Nature +2, *Perception +4, Performance +3, *Persuasion +6, Riddle +2, Shadow-lore +2, Sleight of Hand +2, Stealth +2, Survival +1, *Traditions +5
Languages: Sindarin, Westeron
Equipment:
Ring mail, a longsword, a shield, a great bow with a quiver of 20 arrows.
A black travelling cloak, travelling gear for the current season, a bedroll, a backpack, comfortable boots, a hunting horn, a silver brooch depicting the White Tree.
Shield of the Citadel (shield, great shield)
You gain a +1 bonus to AC when you wield this shield. This bonus is in addition to the shield’s normal bonus to AC. In addition, a Shield of the Citadel cannot be destroyed by mischance or the attacks of enemies.
Shadow Weakness
Lure of Power
Coin: 00 GP, 13 SP, 0 CP
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RACIAL TRAITS
-----------------------------
Prosperous
Ability Score Increase – Your Intelligence score increases
by 1 and you may increase any two additional ability
scores by 1.
Adventuring age - 16 to 40. The Men of Minas Tirith
don’t usually become adventurers before their 16th year
of age, and rarely continue beyond their forties, when they
return to their cities to serve their family and Steward.
Size – Most Men of Minas Tirith stand between 5 and 6
feet tall. Your size is Medium.
Speed – Your base walking speed is 30 feet.
Proud Heritage – You are proficient in the History skill.
Starting Virtue – You gain one Men of Minas Tirith
Cultural Virtue of your choice.
Languages – You can speak, read, and write both
Sindarin and Westron, the Common Tongue.
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CLASS FEATURES
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Defence
While you are wearing armour, you gain a +1 bonus to AC.
Second Wind
You have a limited well of stamina that you can draw on
to protect yourself from harm. On your turn, you can use
a bonus action to regain hit points equal to 1d10 + your
Warrior level. Once you use this feature, you must finish a
short or long rest before you can use it again.
Action Surge
Sworn Defender
Upon choosing this archetype at 3rd level you gain the ability to nominate a Charge. At the end of a long rest you an name a person or place and swear mighty oaths to protect and defend it. This Charge remains until either it is killed, or you change your Charge following a long rest.
While near your Charge, you gain temporary hit points equal to your Wisdom bonus plus your Warrior levels.
Alternatively, your liege lord may assign you a task, in which case the completion of that quest becomes your Charge, and you lose the temporary hit points if, in the judgement of the Loremaster, you tarry or stray from your quest.
If your Charge is a place, it becomes a Sanctuary for you as long as it remains your Charge (see the Fellowship Phase chapter for more information on Sanctuaries).
Marks of Honour
Also at 3rd level, your faithful service is recognised with a mark of honour. You gain another mark at 7th , 10th, 15th and 18th levels.
Reward: Gain a Cultural Reward from your liege-lord’s culture. You may take this mark multiple times.
Inspiration: You may draw Inspiration from your Charge. Once you have gained Inspiration from your Charge, you cannot do so again until you finish a long rest.
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VIRTUES
-----------------------------
Guard of the Tower
Long Reach
As long as you are fighting with a martial melee weapon that is not light, you add 5 feet to your reach.
Shield-fence
As long as there is at least one ally fighting by your side, you may increase the AC bonus from your shield by +1.
Many Foes
You are able to stand against more foes than lesser warriors. During melee combat, you may spend Inspiration as a reaction to being attacked by foes that outnumber you more than two to one. If you do so you may add your proficiency bonus to your Armour Class whenever you are outnumbered, till the end of the combat.
Captain of Gondor
Once per battle, you may have a nearby ally automatically hit on what was a missed attack.
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BACKGROUND - Fallen Scion
----------------------
You are the last of a powerful bloodline, or at least that’s
what your parents and those closest to them keep telling
you. Your aristocratic line was highly influential, perhaps
even royal, before some calamity befell them. Perhaps
the lands they once ruled were overrun or a coup drove
them from power. Perhaps it’s as simple as your forebears
disappearing while travelling through treacherous terrain.
Whatever the case, you have a powerful destiny ahead of
you should you choose to seize it.
Skill Proficiencies: History, Traditions
Feature: Noble Bearing
Your family’s wealth, power and holdings may be gone,
but your title remains. In social gatherings you are still
a lord amongst lords and you are treated accordingly as
such. You may call upon the rights of hospitality in any
noble home and your words and advice often carry great
weight; you aren’t easily dismissed. You are also expected
to live up to your expectations and obligations, whatever
they may be, and several nobles curry favour from you
in the hopes that you reward them when your power is
restored.
Suggested Characteristics
Fallen Scions tend to be aristocratic no matter what their
current situation. They often ‘hold court’ amongst their
friends and they do their best to act honourably, as they
understand both the noble and common worlds. This
makes them great diplomats and negotiators and they are
often called upon to lead armies into battle.
Distinctive Quality:
Bold. Powerful blood still courses
through your veins and strengthens your
resolve; you are not easily daunted.
Speciality:
Old Lore. You are learned in the history
and traditions of the world in which your
family was prominent. Your perception
of the present is flavoured by your
knowledge of the past.
Hope:
Only by replacing lesser leaders can we
hope to defeat the Shadow.
Despair:
My allies humour me; they have no
interest in seeing my position restored.