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About Sir Hendric the VigilantA classic knight in shining armor, Sir Hendric stands just over six feet tall with broad shoulders, flowing blond hair, and shining blue eyes. He is alert and sincere, although not grim. Sir Hendric maintains a modest barrister's office in Absalom, taking on far too many pro-bono cases for worthy causes. Resources:
Challenge 6/6 | Tactician 4/4 | Reroll 1/1 | Called 1/1 | Inspiring Rush 1/1 Character Sheet:
Sir Hendric the Vigilant Human Cavalier 17 (Order of the Sword) LG Medium Humanoid Init +4; Perception +35 ----------------- DEFENSE ----------------- AC 33, touch 16, flatfooted 30 (+14 Armor, +3 Shield, +3 Dex, +2 Deflection, +1 Insight); Snake Style +32; sacred +2 vs challenged target (Champion shield) HP 174 (17d10+68) Fort +21, Ref +16, Will +18; extra +5 vs fear with banner; extra +1 to all when mounted (from Shake it Off); +2 sacred vs effects with evil descriptor ----------------- OFFENSE ----------------- Speed 50 ft (mounted) or 20 ft (unmounted) Melee +5 Lance +31/+26/+21/+16 (1d8+14/x3); PA -5/+15 Charging Lance +41 (3d8+63/19-20x3) (+7 Horse’s Strength bonus makes 1d8+18, then tripled) Charging and Power Attack +36 (3d8+108/19-20x3) (2-handed 3d8+120) Charging and Challenge +41 (3d8+126/19-20x3) Charging, Challenge and Power Attack +36 (3d8+171/19-20x3) (+17 BAB, +9 Str, +5 Lance, +4 Charge, +6 Morale, -5 PA) Challenge, Power Attack, Not Charging +32/+27/+22/+17 (1d8+50/x3) Or +1 Longsword +27/+22/+17/+12 (1d8+10/19-20) or Unarmed Strike +26/+21/+16/+11 (1d3+9 NL) or MW Warhammer +27/+22/+17/+12 (1d8+9/x3) Ranged MW Composite Longbow (+3 Str) +22/+17/+12/+7 (1d8+3) ----------------- STATISTICS ----------------- Str 22 (28), Dex 12 (18), Con 12 (18), Int 12 (14) Wis 14 (16), Cha 12 BAB +17/+12/+7/+2; CMB +26; CMD 41 Feats Escape Route, Mounted Combat, Skill Focus (Ride), Power Attack, Skill Focus (Handle Animal), Wheeling Charge, Ride-By Attack, Additional Traits, Spirited Charge, Skill Focus (Sense Motive), Shake It Off, Coordinated Charge, Blind-Fight (resonant power of ioun stone), Improved Unarmed Strike, Snake Style, Indomitable Mount, Combat Reflexes, Skill Focus (Perception), Lastwall Phalanx, Deific Obedience (Iomedae) Traits Purity of Faith, Seeker, Called, Inspiring Rush FCB Cavalier +5 skill points and 12*(+1/4 to banner bonus) Skills (7 per level = 119, +5 FCB = 124) Acrobatics 6 +7 Bluff 1 +5 Climb 2 +10 Diplomacy 17 +25* (with Deific Obedience) Handle Animal 10 +20 (+24 for mount) Intimidate 1 +5 Knowledge (Nobility) 1 +10* (with Deific Obedience) Knowledge (Religion) 5 +12 Knowledge (Engineering) 1 +3 Knowledge (Geography) 1 +3 Linguistics 5 +7 Perception 17 +35 Profession (Barrister) 5 +11 Ride 17 +30 Sense Motive 17 +33 (+41 to oppose a Bluff) Swim 1 +9 UMD 17 +20 (+30 for AMF) Languages Common, Osiriani, Hallit, Skald, Kelish, Varisian, Thassilonian, Vudrani Equipment +5 Lance, +1 Longsword, MW Warhammer, +5 Hosteling Mithral Fullplate, +1 Champion Heavy Shield, Riding Kit, Pathfinder’s Kit, Wayfinder, Cold-Weather Gear, Cold Iron Dagger, +5 Cloak of Resistance, +2 Ring of Protection, Belt of +6 Str/Dex/Con, Composite Longbow (+3 Str), 36 arrows, Alchemical Silver Longsword, Swarmbane Clasp, Incandescent Blue Sphere Ioun Stone (slotted into Wayfinder; +2 Wis and Blind-Fight), Blood Reservoir of Physical Prowess (Filled), Headband of Int +2 (UMD), Eyes of the Eagle, Knight’s Pennon of Battle, Cracked Vibrant Purple Prism (stores 1st-level spell; True Strike), 2 Cracked Magenta Prism Ioun Stones (+2 competence to UMD, Sense Motive), Cracked Pale Green Prism Ioun Stone (+1 Competence to saves), Lucky Horseshoe (+1 luck to all saves, +4 bonus 1/day), Scabbard of Many Blades, Wand Key Ring (Antimagic Field), Champion's Banner, Armiger's Panoply (with Silken Ceremonial Armor in bag), Gloves of Reconnaissance, Dusty Rose Prism Ioun Stone, 2nd-level Pearl of Power, Ring of Evasion, Manual of Gainful Exercise +1 (read) Consumables Scroll of See Invisibility, Scroll of Death Ward, Scroll of Restoration, Scroll of Carry Companion, Scroll of Coordinated Effort, 4 Scrolls of Bestow Insight, Scroll of Talisman of Reprieve, scroll of Communal Spell Immunity, Scroll of Mass Planar Adaptation, Scroll of Crusader's Edge, Scroll of AMF, 2 Scrolls of Gust of Wind, Incense of Eidos (1 use), Potion of Lesser Restoration (Con), Potion of Feather Step, Eye ointment component for True Seeing, 2 Sunrods, 3 Tindertwigs, Antitoxin, 1 Vial Holy Water, Wand of CLW (20), Wand of Prot Evil (22), Wand of Heightened Awareness (47) Mount Equipment +2 Chain Shirt Barding, Dire Collar, Military Saddle
Tracking:
Rasping Rebirth Starting: 22,106 Talisman of Reprieve (1,125) Communal Spell Immunity (1,125) Eaglesoul (1,650) Crusader's Edge Mass Planar Adaptation (1,650) Eye ointment component for True Seeing (250 gp) Dusty Rose Prism Ioun Stone (5,000) 2nd-level Pearl of Power (4,000) Holy water for ritual (75) Raise Animal Companion (1,450) Restoration (2; 8 PP) Boon savings: -171 Spent: 19,754 Earned: 21,444 +20 New total: 23,816 Passing the Torch Pt 1
Passing the Torch Pt 2
Siege of Gallowspire
Witchwar Legacy
Race for the Runecarved Key
And, he will spend 2 PP for a scroll with 5 castings of Barkskin. He has never sprung for an Amulet of Natural Armor, being far too attached to his Swarmbane Clasp after an unfortunate encounter with mosquitoes.
Sentry (Warhorse):
Init +3; Perception +5 ----------------- DEFENSE ----------------- AC 33, touch 13, flatfooted 29 (+6 Armor, +4 Dex, -1 Size, +14 Natural) HP 119 (14d8+56) Fort +12, Ref +15, Will +5; extra +4 vs enchantment; Indomitable Mount lets Sir Hendric make Ride check in place of save as immediate action; Improved Evasion; +1 Shake it Off ----------------- OFFENSE ----------------- Speed 50 ft Melee Bite +15 (1d4+7) and 2 Hooves +15 (1d6+7) ----------------- STATISTICS ----------------- Str 25, Dex 18, Con 17, Int 3, Wis 12, Cha 16 BAB +10; CMB +18; CMD 32 Feats Toughness, Light Armor Proficiency, Narrow Frame, Sure-Footed, Nimble Moves, Acrobatic Steps, Shake It Off, Lightning Reflexes SpecialLink, Evasion, Low-Light Vision, Scent, Devotion, Improved Evasion TricksAttack, Attack unnatural creatures, Come, Defend, Down, Guard, Heel, Exclusive, Air Walk, Serve, Aid Skills Acrobatics 8 +15 Climb 1 +10 Escape Artist 2 +5 Perception 1 +5 Swim 1 +10 Linguistics 1 (Common) Languages Common (Understands) AMF Stats:
Init +1; Perception +22 ----------------- DEFENSE ----------------- AC 22, touch 11, flatfooted 21 (+9 Armor, +2 Shield, +1 Dex); Snake Style +28 HP 123 (17d10+17) Fort +11, Ref +6, Will +10; extra +4 vs fear with banner ----------------- OFFENSE ----------------- Speed 50 ft. (mounted) or 20 ft (unmounted) Melee MW Lance +23/+18/+13/+8 (1d8+5/x3); PA -5/+15 Charging Lance +32 (3d8+36/19-20 x3) (+7 Horse’s Strength bonus makes 1d8+12, then tripled) Charging and Power Attack +27 (3d8+72/19-20 x3) Charging, Challenge and Power Attack +27 (3d8+123/19-20 x3) Or MW Longsword +23/+18/+13/+8 (1d8+5/19-20) or Unarmed Strike +22/+17/+12/+7 (1d3+5 NL) or MW Warhammer +23/+18/+13/+8 (1d8+5/x3) Ranged MW Composite Longbow (+3 Str) +20/+15/+10 (1d8+3) ----------------- STATISTICS ----------------- Str 20, Dex 12, Con 12, Int 12, Wis 14, Cha 12 BAB +17/+12/+7/+2; CMB +22; CMD 33 Feats Escape Route, Mounted Combat, Skill Focus (Ride), Power Attack, Skill Focus (Handle Animal), Wheeling Charge, Ride-By Attack, Additional Traits, Spirited Charge, Skill Focus (Sense Motive), Shake It Off, Coordinated Charge, Improved Unarmed Strike, Snake Style, Indomitable Mount, Combat Reflexes, Skill Focus (Perception), Lastwall Phalanx, Deific Obedience Traits Purity of Faith, Seeker, Called, Inspiring Rush FCB Cavalier +4 skill points and 9*(+1/4 to banner bonus) Skills Acrobatics 6 +4 Bluff 1 +5 Climb 2 +7 Diplomacy 17 +21 Handle Animal 10 +20 (+24 for mount) Intimidate 1 +5 Knowledge (Nobility) 1 +5 Knowledge (Religion) 5 +11 Knowledge (Engineering) 1 +2 Knowledge (Geography) 1 +2 Linguistics 5 +6 Perception 17 +29 Profession (Barrister) 4 +9 Ride 17 +27 Sense Motive 17 +28 Swim 1 +6 Languages Common, Osiriani, Hallit, Skald, Kelish, Varisian, Vudrani Selected Boons of Note:
Confirmation - Friend of Janira (+1 to Knowledge checks in Grand Lodge) Keep of the Huscarl King - Snowmask Induction (Endure Elements vs cold down to 0 F) Assault on the Wound - Battlefield Savior (Blistering Invective or Burning Gaze, CL=level, highest of Int/Wis/Cha modifies, up to 3x); Wartime Knowledge (+1 DV/OM/Morale for Mass Combat) Siege of the Diamond City - Defender of Nerosyan (5% discount on items that require spell with Good descriptor) Forbidden Furnace of Forgotten Koor - Zahra's Tactics (+1 insight to hit and damage vs genie, swift action, 3x, can stack to +3 on one roll) Kortos Envoy - Spearmind (+1 dodge vs spears) Sarkorian Prophecy - Glimpse of the Future (Augury, 60% effectiveness) Shadows Fall on Absalom - Time in Dreng's Vaults (+2 Knowledge - Religion) Waking Rune - Rune of Alacrity (+2 dodge as swift action 1/day, lasts 3 rounds) Silver Crusade Faction Card (+2 sacred on Cha skills against good; +2 Sacred on saves vs. evil-descriptor spells and effects; Bless Weapon as swift action 1/scenario for 1 round) Scenarios:
Intro 1: First Steps—Part I: In Service to Lore #5–08: The Confirmation #1: Silent Tide #2-11: The Penumbral Accords #47: The Darkest Vengeance #55: The Infernal Vault #8: Slave Pits of Absalom #2-17: Shades of Ice—Part II: Exiles of Winter #2-19: Shades of Ice—Part III: Keep of the Huscarl King #29: The Devil We Know—Part I: Shipyard Rats #3–25: Storming the Diamond Gate #48: The Devil We Know—Part IV: Rules of the Swift #2-01: Before the Dawn—Part I: The Bloodcove Disguise #2-02: Before the Dawn—Part II: Rescue at Azlant Ridge #5–11: Library of the Lion #4–14: My Enemy's Enemy #4–05: The Sanos Abduction #5–24: Assault on the Wound #5–25: Vengeance at Sundered Crag Special: Siege of the Diamond City #2-10: Fury of the Fiend #20: King Xeros of Old Azlant #2-18: The Forbidden Furnace of Forgotten Koor #6–07: Valley of Veiled Flame #4–08: The Cultist's Kiss #5–13: Weapon in the Rift #4–13: Fortress of the Nail #4–04: King of the Storval Stairs #3-04: The Kortos Envoy #2-08: The Sarkorian Prophecy #2-04: Shadows Fall on Absalom #34: Encounter at the Drowning Stones #4–26: The Waking Rune #2-22: Eyes of the Ten—Part IV: Nothing Ventured, Nothing Gained #46: Eyes of the Ten—Part I: Requiem for the Red Raven #54: Eyes of the Ten—Part II: The Maze of the Open Road #2-05: Eyes of the Ten—Part III: Red Revolution #7-20: All for Immortality Part I: First Taste of Eternity #7-26: All for Immortality Part II: All the Gods Beyond #7-29: All for Immortality Part III: Serpents Fall #10-09: The Rasping Rebirth Passing the Torch Pt 1 Passing the Torch Pt 2 Siege of Gallowspire Module: The Witchwar Legacy Special: Race for the Runecarved Key |