Orkoral

Heimoth's page

305 posts. Alias of Vattnisse.


Full Name

Heimoth of Tymon

Race

Half-elf

Classes/Levels

Paladin 3

Gender

Male

Size

Medium

Age

23

Alignment

Good

Languages

Common, Elven, Giant

Strength 16
Dexterity 10
Constitution 16
Intelligence 9
Wisdom 14
Charisma 14

About Heimoth

Appearance: 5’6", 135 lbs. Heimoth is a tiny wisp of a man - his considerable strength and toughness come as much from willpower as it does from bodily strength. He is olive-skinned and clean-shaven with blue eyes and short brown hair. Though fundamentally decent, well-intentioned and unflinchingly loyal, he is also impulsive, bad-tempered and intense, and his face is often drawn into a fierce scowl.

XP: 2593 after the centaur face-off and exploration

Init: +1 (+0 DEX, +1 level)

Perception: Passive perception 13, Passive insight 20; Low-light vision

AC: 21 (+8 platemail, +2 heavy bashing shield, +1 level; AC 15 with leather armour and heavy shield)

HP: 48, bloodied at 25; Current damage: 5

Healing surges: 13/day, healing value 9

Defenses: Fortitude 15, Reflex 14, Will 14 (includes shield and level bonuses)

Speed: 5 squares (includes armour penalty; Move 6 in leather armour)

Melee: vicious Longsword +1 +8 (1d8+4; +1d12 extra damage on critical), Warhammer +6 (1d10+3), Handaxe +6 (1d6+3), Dagger +7 (1d4+3)

Ranged: Handaxe +6 (1d6+3, range 5/10), Dagger +4 (1d4, range 5/10)

Combat Gear: Potion of healing

Feats: Human perseverance (+1 on all saving throws), Toughness (+5 hp per tier)

Trained skills: Diplomacy +10, Insight +10, Intimidate +8, Religion +5

Untrained skills: Acrobatics -3*, Arcana +0, Athletics +0*, Bluff +3, Dungeoneering +3, Endurance +2 (includes +2 background bonus)*, Heal +3, History +0, Nature +3, Perception +3, Stealth -3*, Streetwise +3, Thievery -3*

All skills include level bonuses. Skills marked with (*) includes ACP for platemail and heavy shield. When using leather armour and heavy shield, these skills improve by 2.

Languages: Common, Elven, Giant

Powers:

At-will:
* Divine challenge: Minor action, close burst 5 range. Marks one target. It suffers a -2 penalty to attack any other target than me and takes (3+CHA mod=5) damage if it attacks any other target other than me before my next turn. I must engage the target on his next turn - if I don't, the effect ends. Otherwise, the target remains marked until I mark a new target, but a creature can only have one mark at a time.
* Lay on hands (2/day): Minor action. Touch heals 7 points of damage on target and uses one of the paladin's healing surges. Only usable once per round.
* Holy strike: Standard action, single target, melee range. Hit does radiant damage; attack vs. marked target gets WIS bonus on damage. Attack: STR vs. AC. Attack bonus +8, damage 1d8+4, increased to 1d8+6 vs. marked target.
* Valiant strike: Standard action, single target, melee range. +1 STR per enemy adjacent to me. Attack: STR vs. AC. Attack bonus and damage adjusted for new STR score (18=+4, 20=+5 etc).

Encounter:
* Channel Divinity - Divine mettle: Minor action. Close burst 10 range. One ally within the burst makes a saving throw with my CHA bonus (+2).
* Channel Divinity - Divine strength: Minor action, personal range. Receive STR bonus as bonus damage on next attack (i.e. +3 additional damage).
* Piercing smite: Standard action, single target, melee range. Hit marks target and up to two enemies adjacent to me are marked until the end of my turn. Attack: STR vs. REFLEX. Attack bonus +8, damage 2d8+4.
* Staggering smite: Standard action, single target, melee range. Hit pushes target up to WIS modifier squares (i.e. 2 squares). Attack: STR vs AC. Attack bonus +8, damage 2d8+4.
* Tide of iron: Standard action, single target, melee range. Hit pushes target 1 square and lets you shift into the square it occupied. You must use a shield. Attack: STR vs AC. Attack bonus +8, damage 1d8+4 (half-elf bonus power).

Daily:
* Paladin's judgement: Standard action, single target, melee range. Successful hit does damage and allows ally within 5 squares to use a healing surge. Miss still allows an ally within 5 squares to use a healing surge. Attack: STR vs. AC. Attack bonus +8, damage 3d8+4.
* Astral speech: Minor action, personal range. I receive a +4 power bonus to Diplomacy until the end of the encounter.
* Shield bash: Item power. Free action; use when enemy is hit in melee. Push enemy 1d4 squares in addition to attack's normal effect.

Clothing: Broad-brimmed floppy hat, potion belt, explorer's outfit;

Weapons: vicious Longsword +1, Warhammer, Handaxe, Dagger;

Armour: Platemail, Heavy bashing shield;

Possessions: Weapons, armour and clothing, adventurer's kit, riding horse with saddle and saddlebags containing 10 days' rations, 4 waterskins, 50' hemp rope, leather armour and a light shield; belt pouch containing 86 gold, 3 silver and 4 copper pieces

Background: Heimoth was born to minor nobles in the Razmirian border town of Tymon. However, the family had to flee after one of the priesthood's innumerable purges, where Heimoth's dad, a popular councilman, was accused of heresy and sedition. The family left everything behind as they took off for a new life in Brevoy. These days, Heimoth's parents lead a reasonably comfortable life as tutors at an academy in New Stetven, but Heimoth, bored at his job as a city watchman, dreams of restoring his family's position and reputation; though he can't return to Razmirian, he hopes his Brevoy commission will enable him to carve out a new realm where his family can play a prominent role.

Background features:
* Primary occupation: Military (+2 Endurance). Heimoth is currently an officer of the New Stetven city guard and used to be a Razmirian marine officer.
* Secondary features: Geography (urban), Occupation (scholar), Occupation (mariner). Heimoth's family is cosmopolitan, political and well educated; in addition, Heimoth has a naval background.

Quests:

Spoiler:

Wanted: Bandits

Task: The bandits in the Greenbelt need to be shown that their actions will not be tolerated. Capture or defeat at least a dozen of them to send a message.
Reward: 100 gp.

Wanted: Kobolds

Task: The Sootscale kobolds dwell in a cave somewhere in the Kamelands. Normally not a problem, they’ve been riled up by something lately. Find their lair and ensure that the kobolds aren’t going to continue being a threat.
Reward: 200 gp

Wanted: Tatzlwyrm

Task: Slay a tatzlwyrm and deliver its head to Oleg's Trading Post.
Reward: 200 gp for a relatively undamaged tatzlwyrm head.

Wanted: Tuskgutter

Task: Whoever manages to kill Tuskgutter and deliver the ill-tempered beast's head to Oleg's will get a nice reward from retired hunter Vekkel Benzen, who lost his leg to the monster pig a year ago.
Reward: Vekkel promises his magical longbow to whoever can kill Tuskgutter. He also promises to share the head cheese he plans to make out of this trophy.

Wanted: Moon radishes

Task: Find moon radishes for Oleg's soup.
Reward: 75 gp when delivered to Svetlana.