Wymond Dwerryhouse's page

1,692 posts. Alias of Archpaladin Zousha.


| Focus: 1 | Spells: DC 19 | Attack +14


Skills Acro +0, Arcn +0, Athl +12, Crft +0, Dcptn +1, Dplmcy +11, Intim +11, Lore: Farming +8, Med +3, Nature +3, Occult +0, Prfrmnc +1, Rel +11, Society +0, Stlth +0, Surv +11, Thvry +0


LG | Dwarf Champion (Paladin) 6 | AC 23 | HP 99/99 | Resistance: 2 Fire | Fort +14 | Ref +8 | Will +13 | Hero Points 3 | Perc: +11

About Wymond Dwerryhouse

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.
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) 6
LG, Medium, Dwarf, Strong-Blooded Dwarf, Humanoid
Perception +11
AC 22;
Fortitude +14;
Reflex +8;
Will +13;

Hit Points 99/99
Focus Points 1
Hero Points 3
Speed 25 feet
STR +4
DEX +0
CON +4
INT +0
WIS +3
CHA +1

Common, Hallit

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.


[dice=Bardiche (1)]1d20+15[/dice]
[dice=Bardiche (2)]1d20+10[/dice]
[dice=Bardiche (3)]1d20+5[/dice]
[dice=Bardiche (P/S)Damage]2d10+4[/dice]
[dice=Shortsword (1)]1d20+14[/dice]
[dice=Shortsword (2)]1d20+9[/dice]
[dice=Shortsword (3)]1d20+4[/dice]
[dice=Shortsword (P/S)Damage]1d6+4[/dice]
[dice=Mace (1)]1d20+14[/dice]
[dice=Mace (2)]1d20+9[/dice]
[dice=Mace (3)]1d20+4[/dice]
[dice=Mace (B)Damage]1d6+4[/dice]
[dice=Dagger (1)]1d20+14[/dice]
[dice=Dagger (2)]1d20+9[/dice]
[dice=Dagger (3)]1d20+4[/dice]
[dice=Dagger (P/S)Damage]1d4+4[/dice]
[dice=Composite Shortbow (1)]1d20+10[/dice]
[dice=Composite Shortbow (2)]1d20+5[/dice]
[dice=Composite Shortbow (3)]1d20+0[/dice]
[dice=Composite Shortbow (P)Damage]1d6+2[/dice]


[dice=Acrobatics (U)]1d20 +0 [/dice]
[dice=Arcana (U)]1d20 +0 [/dice]
[dice=Athletics (T)]1d20 +12 [/dice]
[dice=Crafting (U)]1d20 +0 [/dice]
[dice=Deception (U)]1d20 +1 [/dice]
[dice=Diplomacy (E)]1d20 +11 [/dice]
[dice=Intimidation (T)]1d20 +11 [/dice]
[dice=Lore:Farming (T)]1d20 +8 [/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 +11 [/dice]
[dice=Society (U)]1d20 +0 [/dice]
[dice=Stealth (U)]1d20 +0 [/dice]
[dice=Survival (T)]1d20 +11 [/dice]
[dice=Thievery (U)]1d20 +0 [/dice]


Explorer's Clothing
Full Plate +1 (Flaming Star Spellheart)
Belt Pouch
Boots of Bounding
Halberd +1 Striking
Composite Shortbow
Arrows (40)

Backpack(Belt Pouch):

Flint and Steel
Religious Symbol (Erastil)
Religious Text (The Parables of Erastil)
Torches (10)
Rations (5 days)
[dice=Healing Potion (Minor)]1d8[/dice] (2)
[dice=Healing Potion (Lesser)]2d8+5[/dice] (4)
Barkskin Potion (2)
Oil (10 pints)




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.


  • 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.[/list

    Champion's Reaction
    Your cause gives you a special reaction. See specific causes for more information.

    Deific Weapon
    You zealously bear your deity’s favored weapon. If it’s uncommon, you gain access to it. If it’s an unarmed attack with a d4 damage die or a simple weapon, increase the damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12).

    Deity and Cause
    Champions are divine servants of a deity. Choose a deity to follow; your alignment must be one allowed for followers of your deity. Actions fundamentally opposed to your deity’s ideals or alignment are anathema to your faith. A few examples of acts that would be considered anathema appear in each deity’s entry. You and your GM determine whether other acts are anathema. You have one of the following causes. Your cause must match your alignment exactly. Your cause determines your champion’s reaction, grants you a devotion spell, and defines part of your champion’s code.


    Paladin 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.

    Mature Animal Companion (Boar)(6th level)
    Size Medium, Minion
    AC 12
    Fort +7
    Ref +6
    Will +7
    Melee Single Action tusk, Damage 1d8 piercing
    Str +4, Dex +2, Con +3, Int -4, Wis +3, Cha +0
    Hit Points 48
    Skill Acrobatics +6, Athletics +8, Intimidation +2, Stealth +4, Survival +7
    Senses low-light vision, scent (imprecise) 30 feet
    Speed 35 feet
    Support Benefit Your boar gores your foes. Until the start of your next turn, your Strikes that damage a creature in your boar's reach also deal 1d6 persistent bleed damage. If your boar is nimble or savage, the persistent bleed damage increases to 2d6.