Do you want the eyes of the Inquisition on you? Then by all means continue.
Human Paladin of the Age / Commander of Men
|Attribute||Rating||Modifier||Mod + Lvl|
Hit Points: 76
One Unique Thing
I sacrificed two fingers to learn the causes of the ends of the previous Ages.
|Orphan Street Thug||2|
|Prince of Shadows||Conflicted||1|
Heavy Armor + Shield
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.
The Emperor’s Peace
|Basic Melee Attack||+9||d8+8||Lvl|
|Basic Ranged Attack||+7||d6+4||0|
Fast To Fight: Roll initiative twice, choose better roll.
|Smite Evil||1 time per battle, do +2d12 Damage. Maximum 4x per day|
|Fight from the Front||+d3 Command Points on a melee hit +1 command point on natural even miss|
|Weigh the Odds||Standard Action: Gain +d4 Command Points|
|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 Spell||Cast Hammer of Faith once per day (Hammer of Faith: Basic Melee does d12+3 for this battle)|
|Smite Evil||Adventurer||+4 to hit on Smite Evil attack|
|Further Backgrounding||Adventurer||+2 Points in Backgrounds|
|Strong Recovery||Adventurer||Reroll One Recovery Die, Keep Best|
|Linguist||Adventurer||Speak all normal languages “Well Enough.”|
|Sword of Victory||Adventurer||Already accounted for in the Talent above|
|Fight from the Front||Champion||Accounted for in the Class Feature above|
|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+|
|Basic Tactical Strike||Lv 1||0 CPs||Quick Action||One nearby ally can make a basic attack as a free action. Recharge 11+|
|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|