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About Wymond DwerryhouseBackground: Wymond was born the second child of Eastmund and Mildburg Dwerryhouse, living on the Dwerryhouse Farmstead with them and his two brothers, Osbeorn and Cenhelm. Their lives were like that of many others in the River Kingdoms, making a rough living with their crops and livestock, fending off the predations of various bandit gangs and punting out any goblins who came to raid the chicken coop, before travelling to Thornkeep or Fort Inevitable to sell their harvests and buy the things they needed for the coming year. It wasn't long before Osbeorn married a girl from Thornkeep and Eastmund passed the day to day operations of the farm to him. Wymond realized that there'd be little for him here, and he began chatting with their prize pig Triath, about how he knew Osbeorn and his wife deserved to be happy, but now felt like he'd either have to go off and start his own farm or go to the big cities and lose himself. What surprised him was when Triath spoke back to him. The pig revealed that he was no ordinary animal, but a messenger from Heaven itself. He'd been watching the Dwerryhouses for years, and saw now that Osbeorn had the farm in good hands, it was time to guide Wymond to his destiny. Wymond asked what that destiny was, and Triath informed him he'd need a weapon. Taking an old broken scythe, Wymond fitted it with an axe head, packed his father's old scale shirt and some provisions, and bid his parents, brothers and sister-in-law good-bye as he and Triath set off to the nearest big city. During the trip, Triath began explaining that there was a lot of wickedness in the world that'd harm honest folk like his family, much more insidious or dangerous than any bandit. And Wymond's responsibility was to be their bulwark against such monstrosities, and in the time Triath had been there, he'd felt something stirring in the ground beneath their feet and seen visions of a green knife-like structure piercing the earth. He informed Wymond that that was where they had to go. Botting: Here's what Wymond will do when botted. Wymond Dwerryhouse:
Ethnicity: Dwarf
Nationality: Broken Lands/River Kingdoms Birthplace: Echo Wood Age: 19 Gender & Pronouns: Male/Him-He Height: 4'3" Weight: 192 lbs Physical Appearance: Flowing, Mahogany Hair and Youthful-length Dwarven Beard. Blue Eyes. Farmer's Tan. Dwarf Farmhand Champion (Paladin) 7
Hit Points 113/113
Languages
Reactions:
Retributive Strike
Trigger An enemy damages your ally, and both are within 15 feet of you. 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. Attacks:
[dice=Bardiche (1)]1d20+18[/dice] [dice=Bardiche (2)]1d20+13[/dice] [dice=Bardiche (3)]1d20+8[/dice] [dice=Bardiche (P/S)Damage]2d10+4[/dice] [dice=Shortsword (1)]1d20+17[/dice] [dice=Shortsword (2)]1d20+12[/dice] [dice=Shortsword (3)]1d20+7[/dice] [dice=Shortsword (P/S)Damage]1d6+4[/dice] [dice=Mace (1)]1d20+17[/dice] [dice=Mace (2)]1d20+12[/dice] [dice=Mace (3)]1d20+7[/dice] [dice=Mace (B)Damage]1d6+4[/dice] [dice=Dagger (1)]1d20+17[/dice] [dice=Dagger (2)]1d20+12[/dice] [dice=Dagger (3)]1d20+7[/dice] [dice=Dagger (P/S)Damage]1d4+4[/dice] [dice=Composite Shortbow (1)]1d20+13[/dice] [dice=Composite Shortbow (2)]1d20+8[/dice] [dice=Composite Shortbow (3)]1d20+3[/dice] [dice=Composite Shortbow (P)Damage]1d6+2[/dice] Skills:
[dice=Acrobatics (U)]1d20 +0 [/dice] [dice=Arcana (U)]1d20 +0 [/dice] [dice=Athletics (T)]1d20 +13 [/dice] [dice=Crafting (U)]1d20 +0 [/dice] [dice=Deception (U)]1d20 +1 [/dice] [dice=Diplomacy (M)]1d20 +14 [/dice] [dice=Intimidation (T)]1d20 +12 [/dice] [dice=Lore:Farming (T)]1d20 +9 [/dice] [dice=Medicine (U)]1d20 +3 [/dice] [dice=Nature (U)]1d20 +3 [/dice] [dice=Occultism (U)]1d20 +0 [/dice] [dice=Performance (U)]1d20 +1 [/dice] [dice=Religion (T)]1d20 +12 [/dice] [dice=Society (U)]1d20 +0 [/dice] [dice=Stealth (U)]1d20 +0 [/dice] [dice=Survival (T)]1d20 +12 [/dice] [dice=Thievery (U)]1d20 +0 [/dice] -------------------------- Items: Worn:
Explorer's Clothing Full Plate +1 (Flaming Star Spellheart) Backpack Belt Pouch Boots of Bounding Halberd +1 Striking Shortsword Mace Dagger Composite Shortbow Arrows (40) Backpack(Belt Pouch):
Bedroll Cookware Flint and Steel Religious Symbol (Erastil) Religious Text (The Parables of Erastil) Rope Soap Torches (10) Rations (5 days) Waterskin [dice=Healing Potion (Minor)]1d8[/dice] (2) [dice=Healing Potion (Lesser)]2d8+5[/dice] (4) [dice=Healing Potion (Moderate)]3d8+5[/dice] (2) Barkskin Potion (2) Oil (10 pints) Coin:
3gp 9sp 13cp -------------------- Feats:
Class Features:
Champion's Code You follow a code of conduct, beginning with tenets shared by all champions of an alignment (such as good), and continuing with tenets of your cause. Deities often add additional strictures (for instance, Torag’s champions can’t show mercy to enemies of their people, making it almost impossible for them to follow the redeemer cause). Only rules for good champions appear in this book. Tenets are listed in order of importance, starting with the most important. If a situation places two tenets in conflict, you aren’t in a no-win situation; instead, follow the more important tenet. For instance, as a paladin, if an evil king asked you if you’re hiding refugees so he could execute them, you could lie to him, since the tenet against lying is less important than preventing harm to innocents. Trying to subvert your code by creating a situation that forces a higher tenet to override a lower tenet (for example, promising not to respect authorities and then, to keep your word, disrespecting authorities) is a violation of the champion code. If you stray from your alignment or violate your code of conduct, you lose your focus pool and divine ally until you demonstrate your repentance by conducting an atone ritual, but you keep any other champion abilities that don’t require those class features. If your alignment shifts but is still one allowed by your deity, your GM might let you retrain your cause while still following the same deity. The Tenets of Good All champions of good alignment follow these tenets. [list] Champion's Reaction
Deific Weapon
Deity and Cause
Devotion Spells Your deity’s power grants you special divine spells called devotion spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes. Focus spells are automatically heightened to half your level rounded up. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules are on page 300. You gain a devotion spell depending on your cause, and you are trained in divine spell attack rolls and spell DCs. Your spellcasting ability is Charisma. Divine Ally (Steed Ally) You gain a young animal companion as a mount. Ordinarily, your animal companion is one that has the mount special ability, such as a horse. You can select a different animal companion (GM’s discretion), but this ability doesn’t grant it the mount special ability. Triath
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