Blackmarch
Hochnor Half-Hand
Do you want the eyes of the Inquisition on you? Then by all means continue.
Description:
Human Paladin of the Age / Commander of Men
Level 8
Stats
Attribute | Rating | Modifier | Mod + Lvl |
Strength | 19 | +4 | +12 |
Constitution | 15 | +2 | +10 |
Dexterity | 14 | +2 | +10 |
Intelligence | 12 | +1 | +9 |
Wisdom | 8 | -1 | +7 |
Charisma | 18 | +4 | +12 |
Hit Points: 152
Initiative: +10
Defenses
AC | 27 |
PD | 20 |
MD | 21 (22) |
Recoveries
Number | Die |
9 | d10+4 |
One Unique Thing
I sacrificed two fingers to learn the causes of the ends of the previous Ages.
Backgrounds
Imperial Inquisitor | 5 |
Cloistered Historian | 3 |
Orphan Street Thug | 2 |
Icon Relationships
Emperor | Positive | 2 |
Crusader | Conflicted | 1 |
Prince of Shadows | Conflicted | 1 |
Equipment
Heavy Armor + Shield
Longsword
Shortbow
Magic Items
Helm of the Relentless Inquisitor
Attuning to the helm requires reciting the Inquisitor’s Creed and the Seven Secret Vows, then opening your mind to the intelligence within the helm so it can ensure that you are a loyal servant of the Emperor. It then introduces itself as Brother Theobald, a servitor spirit bound to the helm long ago by a wizard of the Inquisition. He will gladly help you with your investigations.
+1 to MD
Consulting with Theobald gives you +2 bonus to Intelligence-based skill checks on topics related to the Empire, diabolism and druidism.
Quirk: You are drawn to libraries and informational archives, and once in them, you bury yourself in the stacks and don’t want to leave.
Dragon’s Thunder | 1x/battle, nearest enemy hit is Dazed (-4 to attacks) until start of your next turn |
Dragon’s Blessing | Spend a (6) Icon roll with the Emperor to re-roll an attack with an additional +2 |
Dragon’s Sacrifice | Spend a (5) Icon roll with the Emperor to re-roll an attack with an additional +2, but take miss damage equal to level |
Attacks
Attack | Mod | Dmg | Miss |
Basic Melee Attack | +12 | d8+12 | Lvl |
Basic Ranged Attack | +10 | d6+6 | 0 |
Emperor’s Peace (Ranged) | +11 | d8+8 to d3 nearby enemies or d10+8 to one enemy |
Racial Power
Fast To Fight: Roll initiative twice, choose better roll.
Class Features
Smite Evil | 1 time per battle, do +2d12 Damage. Maximum 4x per day |
Fight from the Front | +d4 Command Points on a melee hit +1 command point on natural even miss |
Weigh the Odds | Standard Action: Gain +d4 Command Points |
Talents
Sword of Victory | Gain 1 command point when I drop a non-Mook or when I drop 2+ mooks |
Paladin’s Challenge | When I hit an enemy, I can challenge them – target and I both get -4 against other targets and -4 to Disengage checks from each other |
Cleric Training | Cast Hammer of Faith once per day (Hammer of Faith: Basic Melee does d12+11 for this battle) |
Bastion | AC is +1, Can take half damage for a Nearby ally once per battle |
Combat Maneuver | See “Carve an Opening” in Maneuvers |
Feats
Smite Evil | Adventurer | +4 to hit on Smite Evil attack |
Further Backgrounding | Adventurer | +2 Points in Backgrounds |
Fight from the Front | Adventurer | Accounted for in the Class Feature above |
Linguist | Adventurer | Speak all normal languages “Well Enough.” |
Linguist | Champion | Speak, read, and write all humanoid languages; understand other languages with a bit of effort |
Sword of Victory | Adventurer | Already accounted for in the Talent above |
Fight from the Front | Champion | Accounted for in the Class Feature above |
Smite Evil | Champion | Accounted for in the Class Feature above |
Fight from the Front | Epic | 2x/day, gain +8 Command Points on successful hit |
Maneuvers
Carve an Opening | Flexible Melee Attack |
Trigger | Natural Odd Roll |
Effect | Crit range increases by a cumulative +1 until a critical hit is scored |
Spells
Hammer of Faith | Daily | Quick Action |
Until end of battle, basic melee attacks use d12s as their base damage die, and you deal half-damage on misses |
Tactics
Swordwork | Lv 3 | 4 CPs | Free action | May make Basic Melee attacks as Quick Actions once per turn until end of battle. Recharge 16+ | Escalation Die 4+ |
Just Stay Calm | Lv 1 | 0 CPs | Free Action | Decrease Escalation Die by 1. 1d3 Allies can heal with a Recovery. Recharge 16+ | Escalation Die 2+ |
Advanced Tactical Strike | Lv 5 | 0 CPs | Quick Action | One nearby ally can make an at-will attack as a free action. Recharge 16+ | |
On Your Feet, Maggots! | Lv 7 | 0 CPs | Quick Action | 2 allies who are Staggered or at 0 HP (or below) can roll two Recoveries, but are Dazed on their next turn. Recharge 16+ |
Commands
Rally Now | Lv 1 | 1 CP | Interrupt Action | One nearby ally can Rally as a Free action. |
Try Again | Lv 1 | 2 CPs | Interrupt Action | One nearby ally can re-roll an attack roll. |
Hit Harder | Lv 3 | 1 CP | Interrupt Action | Nearby ally can re-roll any of their damage dice. |
You Set Them Up, I Finish | Lv 1 | 1 CP | Interrupt Action | One nearby ally can add +6 to damage on a hit |
Hit ’Em From Here | Lv5 | 1 CP | Interrupt Action | A Nearby ally can hit a Far Away target with an ability that normally only targets Nearby enemies |
Incremental Advances
NONE