Full Name |
Sir Lawrius, Crusher of Evil and Flattener of Villainy |
Race |
| Athletics +7, Crafting +4, Diplomacy +4, Intimidation +1, Lore (Legal) +4, Religion +5, Society +4, Survival +5 |
Classes/Levels |
| Active Conditions: None |
Gender |
| HP: 21/21 | AC 19* | F:+6 R:+3 W:+7 | Speed 20 ft. | Hero Points: 1/1 | Focus Points: 1/1 | Perc +5 | |
Strength |
18 |
Dexterity |
10 |
Constitution |
12 |
Intelligence |
12 |
Wisdom |
14 |
Charisma |
12 |
About Sir Lawrius
Sir Lawrius, Crusher of Evil and Flattener of Villainy
293440 - 2003
Male Dwarf (Oathkeeper) Barrister Champion 1
Nationality (Five Kings Mountains), Birthplace (Highhelm)
LG Medium Dwarf, Humanoid
Fame 4
Faction: Vigilant Seal (Rep 4)
Education: Swords 3
…Granted Items holy water, minor healing potion (1d8)
XP 4
Languages Common, Dwarven, Orcish
Senses darkvision, Perception +5 (Trained)
…+1 on Perception to sense motive
…+1 Perception DC against attempts to Lie to him
Hero Points 1
Class DC 17
Speed: 20 feet
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DEFENSE
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HP: 21
AC: 17 (+4 AC, +0 Dex, +3 Proficiency)
Shield steel shield +2 AC (Hardness 5 HP 20/20 BT 10
Fortitude: +6 Reflex: +3 Will: +7
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OFFENSE
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Melee: Light Hammer +7 (1d6+4 B)(agile, thrown 20 ft)
Melee: Clan Dagger +7 (1d4+4 P)(agile, parry, versatile B)
Ranged: Javelin +4 (1d6+4 P)(Range: 30)(thrown) (Ammo: 8/10)
Spell Attacks +4, Spell DCs 14
Devotion Spells
1 Point— lay on hands (S), oathkeeper's insignia (FREE, V)
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REACTIONS
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Retributive Strike:
Trigger: And enemy damages you ally, and both are within 15 feet of you
Effect: You protect your ally and strike your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. If the foe is within reach, make a melee Strike against it.
Shield Block:
Trigger: While you have your shield raised, you would take damage from a physical attack
Effect: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
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Skills
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Acrobatics: +0 (Untrained)
Arcana: +1 (Untrained)
Athletics: +7 (Trained)
Crafting: +4 (Trained)
Deception: +1 (Untrained) (-4 to Lie, -4 Deception DC vs. Sense Motive)
Diplomacy: +4 (Trained) (+2 to convince others you’re telling the truth)
Intimidation: +1 (Untrained)
Lore (Legal): +4 (Trained)
Medicine: +2 (Untrained)
Nature: +2 (Untrained)
Occultism: +1 (Untrained)
Performance: +1 (Untrained)
Religion: +5 (Trained)
Society: +4 (Trained)
Stealth: +0 (Untrained)
Survival: +5 (Trained)
Thievery: +0 (Untrained)
-2 Check Penalty
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Statistics
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STR 18 DEX 10 CON 12 INT 12 WIS 14 CHA 12
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Feats
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Ancestry: oathkeeper, unburdened by iron
Background: group impression
Class: champion’s cause (paladin), champion’s reaction (retributive strike), deity’s domain (duty)
General:
Skill
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FEAT AND ABILITY DETAILS
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Group Impression - When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of two targets instead of one. It’s possible to get a different degree of success for each target. The number of targets increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary.
Oathkeeper Dwarf - Growing up, you never tried to lie to get what you wanted, and even when necessary, lying makes you uncomfortable. The especially faithful might even have thought that you were blessed by the dwarven god of duty, Kols. You gain a +1 circumstance bonus to Perception checks to Sense Motive and to Perception DCs against attempts to Lie to you. Furthermore, you gain a +2 circumstance bonus to Diplomacy checks to convince others you speak the truth when you are telling the truth, and you take a –4 circumstance penalty to Lie and to your Deception DC against Sense Motive.
Unburdened by Iron - You’ve learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor. Ignore the reduction to your Speed from any armor you wear.
…In addition, any time you’re taking a penalty to your Speed from some other reason (such as from the encumbered condition or from a spell), deduct 5 feet from the penalty. For example, the encumbered condition normally gives a –10-foot penalty to Speed, but it gives you only a –5-foot penalty. If your Speed is taking multiple penalties, pick only one penalty to reduce.
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Champion’s Code of Conduct
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…You must never perform acts anathema to your deity or willingly commit an evil act, such as murder, torture, or the casting of an evil spell.
…You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn’t force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them.
…You must act with honor, never taking advantage of others, lying, or cheating.
…You must respect the lawful authority of legitimate leadership wherever you go, and follow its laws.
…Seek those that break oaths and enforce just restitution, uphold your promises
Anathema: Lie, dishonour yourself or your family, shirk your duties, break an oath
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Equipment
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Armour: breastplate, steel shield, javelin (10)
Weapons: light hammer, clan dagger
Alchemical Items
Magical Items minor healing potion (x3)
Containers: Backpack (Bulk 0/4), Belt Pouch (Bulk 0/4L), Sheath
Equipment: backpack, basic crafter’s book, bedroll, clothing (explorer’s), manacles (poor), mug, rations (1 week), repair kit, religious symbol, scroll case, soap, waterskin
Gold 2
Silver: 3
Copper: 6
Bulk 4 6L
Encumbered 9 (5+Str), Maxiumum 14 (10+str)
Note: buy rope, tent, cookware, religious text, writing set