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About Sir Simon RavencourtHuman Lore Warden Fighter 4, Flowing Monk 2 XP 15000, +1600 Background and Family History:
The Ravencourts are ancient noble family dedicated to the service of Pharasma. They are originally Taldan, but have a strong streak of Azlanti blood that they try desperately to preserve. The family's progenitor, Simon Whitemane, was a Field-Marshal of the Knights of Ozem. At the end of the Shining Crusade when the Shield of Aroden shattered, in the wake of Tar-Baphon's defeat, the shards of the shield were entrusted to the surviving leaders of the Crusade. Those shard-bearers went out into the land and raised families devoted to defending the land against the darkness that had claimed it. The shield-houses have been the Watcher-Lord of Lastwall's silent supporters in maintaining the peace of the land so that the job of holding back the darkness could be made easier. The Lord keeps his sights on the borders, the shield-houses keep watch over the populace, quietly among them like watchdogs in a herd of sheep. The shards of the shield became symbols of devotion to their charge to never again let Ustalav fall into darkness. At least that is how it was supposed to be. Of the original guardian houses, the Whitemane family and the Ravencourt family have merged by marriage. Many other houses have fallen or forgotten their oaths. Many shards have been lost. The House of Ravencourt now seeks the remaining shards. Five are accounted for, three of which are in the possession of the Ravencourt family. The rest are scattered. Simon is the first born of this generation. Trained from birth and knighted by the Watcher-Lord himself, he has always known exactly who and what he is. Simon Ravencourt hunts down and destroys monsters. The Shards of the Shield are important, and he passes on what information he finds, but the search for them is not his primary concern. That task is for others. Simon's job is to clear the way for them. Over the years he has put down countless zombies and ghouls, a dozen vampire spawn, three werewolves, two wraiths and one genuine Master Vampire. He keeps a journal, like all his predecessors, detailing his hunts and battles so that future generations can learn from his endeavors. Today, his investigation has brought him to the County of Barovia at the foot of the Ustelav mountains. The Count, Strahd, is an old friend of the Ravencourt family, another descendant of the shard-bearers who admittedly concerns himself more with governing his lands than with the destruction of evil. Nevertheless, the Count has always had valuable information, sending the Ravencourts the occasional letter or courier with a lead to follow. Simon has never known the Count to be wrong. Many of the Ravencourt's successes over the years have been a result of information provided by the Von Zarovitch family. Some months ago Simon began hearing rumors of unexplained disappearances and odd behavior from a number of young women in the villages in Barovia. After so much help from the good Count, Simon decided that it was time to return the favor. Whatever the trouble was, Simon would find it. It was the least he could do for such a good man. Initiative: +4
Defenses:
53 HP (10 first level, 20 fighter, 11 monk, 12 con) 22/25 AC: (+5 Armor, +4 dex, +1 dodge, +1 Expertise, +1 Buckler) (+3 from Crane Style when fighting defensively)
22 CMD (+5 BaB, +4 dex, +1 str, +2 fighter)
Hit Points: +9 Fort (+4 fighter, +3 monk, +2 con) +7 Ref (+1 fighter, +3 monk, +4 dex) +7 Will (+1 fighter, +3 Monk, +3 wis)
Combat:
BaB +5 CMB +8 (+5 bab, +2 Lore Warden, +1 Str)
Melee
Penance (+1 Consecrated Scorpion Whip) +11, 1d4+1 damage, x2 crit, 15' reach Quill (Masterwork Silvered Rapier), +10, 1d8 damage, 18-20 x2 crit Retribution (Consecrated masterwork light mace, white oak haft, Cold Iron, Silver, Adamantine nails and studs adding piercing damage, weapon cord) +10, 1d6 damage, x2 crit, bludgeoning, piercing Unarmed, +10 1d6, x2 crit Ranged
Bola, +5, trip Combat Net, +5, Entangle Feats and Traits:
traits Threatening Defender Heirloom Weapon: Whip Feats
Skills:
Skill Points per level: +14 fighter, +8 monk, +18 int, +6 race, +2 Favored Class
+14 Acrobatics (6 ranks, +3 class +4 dex)
Class Abilities:
Scholastic (Ex): Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens. This ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields. Expertise (Ex) At 2nd level, a lore warden gains Combat Expertise as a bonus feat, even if he would not normally qualify for this feat.
Maneuver Mastery (Ex) At 3rd level, a lore warden gains a +2 bonus on all CMB checks and to his CMD. This bonus increases to +4 at 7th level, +6 at 11th level, and +8 at 15th level.
Redirection (Ex): At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex DC = 10 + 1/2 the monk’s level + monk’s Wisdom modifier to halve the duration), plus 1 additional round at 4th level and for every four levels afterward (to a maximum of 6 rounds at 20th level). The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply.
Unbalancing Counter (Ex): At 2nd level, a flowing monk’s attacks of opportunity render a struck creature flat-footed until the end of the flowing monk’s next turn (Reflex DC 10 + 1/2 the monk’s level + Wisdom modifier negates).
Evasion (Ex): At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion. Special Abilities:
Black tentacles that surround and curl about your body. (You gain the use of Black Tentacles as a spell like ability usable once per day. In addition to the normal use of the Black Tentacles ability, they can act as weapons, dealing 1d8+Str damage (ranged touch, range of 10 ft), and they give a +2 to any Disarm, Trip, or Grapple checks. ) Equipment:
-Weapons-
-Worn- Armor: Mithril Chain Shirt sewn into long leather coat (acts as chain shirt with kilt) (1100 gp)
-Belt and Pouches-
-Tool Kit Satchel-
-On Horse-
Cash
Spoiler:
10500 equipment worth- 10,200
Simon's Journal
Spoiler:
"In the crypts you will see, tears of blood shed for thee, love corrupt with hate he bound, power he sought to pull her down. The sky was alight when she fell, her power he used to bring upon hell." |