Vendrik zon Kurgenmarcher

Jovial Mercenary Captain

Vendrik at a Party This is like killing babies. No, that is unfair to babies. Bring me some real opponents.

The first impression of Vendrik was that of expansive size. Not just sheer mass, for he was a indeed very large, towering a good head above most of the others around him. But as well he seemed to fill the room, his frequent loud laugh rattled glasses on the nearby table. He wore a fine suit, of a cut fashionable in the far western empire, but even well tailored it did not hang easily on his broad shoulders and ample waist. There were rumours that the families of the Kurgenmarches have more than a little Ogre blood in their lineage, and in Vendrik it was certainly easy to believe. His smile was a bit too wide, beneath a short broad nose and a heavy brow, and showed teeth with quite some point to them. Like a large predator, his great strength was masked by a seemingly lazy demeanor. It would not be hard to imagine him in his full harness, in the midst of battle, switching a huge blade back and forth like a young boy with a cat-tail, barking orders.

Background

Vendrik Portrait

Core parts are mercenary from a freecompany/landsknecht sort of deal, comprised mostly of exiled/disposessed/youngest sons of noble houses. Since said company has noble connections, they get called on a lot by the Inquisition/WitchFinders, the Crusaders, and even the orders of the Great Gold wyrm. So he's rubbed up against anti-demon fighting pretty regularly. He himself is a shameful "exile" on account of being an atavistic throwback; he's "ogre blooded". He's big, real big, and likes his food a LOT. And he's definitely a bit bestial looking, with sharper than normal teeth, a short, high, broad nose, etc. So he's rough and violent, but very jolly about it.

I am using the half-ogre kit, as it meshes with what I want for stats. However, "half" is not necessarily exact in this case. I figure it's something in the family background. A shameful sort of secret, that pops up every few generations, especially if typically not-as-distant-as-probably-should be cousins marry.

Iron Sons

Mercenary Free Company. Cadre is primarily younger sons of nobles. Often indirectly in service to the Empire, Golden Army, the Witch Hunters, and/or the Crusaders. Thus popular hire among nobles and commanders in those military orders.

Character Sheet

Race Class Level
Half-Ogre Vanguard 9

Attributes

Str Dex Con Int Wis Cha
Bonus +5 -1 +4 0 +1 +3
Total 20 8 18 10 13 16
Base 15 8 14 10 12 15
Race +3 0 0 0 0 0
Class 0 0 +2 0 0 0
Level +2 0 +2 0 +1 +1

In Combat

In Combat

HP AC PD MD Initiative Recoveries Recovery Dice
250 28 24 22 8 8 12d10+13 (drop 3 lowest)
  • HP: (8 + Con) x 20 + 10 (Shield)
  • AC: 16 + level + middle of Con/Dex/Wis (Heavy+Shield) + 2 magic
  • PD: 10 + level + middle of Str/Con/Dex + 1 Magic
  • MD: 10 + level + middle of Int/Wis/Cha + 2 Magic
Melee: +17 base (+9 Level, +5 Str, +3 Sword), 9d10+18 damage (+5 Str x3, +3 sword)
Ranged Axe: +8 base (-1 Dex, +9 Level), 8d8

(Replace E with escalation number)
base: [[d20+9+5+3+E{attack}  9d10+15+3+3d8{damage}]]
pierce{a}: [[d20+9+5+3+1+E{attack} 9d10+15+3+3d10{damage}]] (vs pd)
cleave{a}: [[d20+9+5+3+E{attack} 9d10+15+3+3d10{damage}]] (vs ac, half on 2 secondary, full if
primary dies)
riposte{c}: [[d20+9+5+3+E{attack} 9d10+15+3+3d10{damage}]] (vs ac, half on miss)
recovery: [[12d10H9+13{recovery}]]
shove: [[d20+9+5+E{maneuver} (with Str)]]
icons: [[d6x2{Diabolist} d6x3{Crusader}]]
init: [[d20+9-1{init}]]
shout{q}: (if engaged target attacks any other, may attack first, moving if necessary)
effort{S}: (use at 0 or less HP, recover and regain consciousness)
assault{S}: (pre-battle, move to top of init+1)
when engaged: targets are -1 to hit (shield) and -5 to disengage (Stem Tide)
cloak{q}: use recovery with +4
ring: on hit grant equal temp hp divided to upto ChaMod targets
ring2: injure 3 or more foes add [[8d6{bleed}]] on next successful attack
boots: 2d8 damage on charge if target is not yet been charged, hit or miss.

Backgrounds And Relationships

Background Level Icon Relationship
Mercenary Captain +5 Crusader Conflicted (3)
Son of Nobility +2 Diabolist Negative (2)
Big Game Hunter +1
Military Logistics +2
Secrets of Fellgarden +1

Class and Race Features

  • Wartempered: +2 War related background.
  • Brutal: 1/battle, take disadvantage on attack but deal double damage.
  • Resolve: 8, Max 5/turn, Regain on standard action, nat 20 to hit, or begin staggered 1st time/battle. Regain 1 resolve if miss on spend.
  • Technique: 8 known.

Vanguard Talents

  • Stem the Tide: -5 penalty to disengage checks moving away from vanguard.
  • Voice of Authority:
    • Gain Bardic Battle Cry, Pull it Together Flexible Atack, on 11+ natural roll, 3/battle, nearby ally rolls recovery
    • When failing Background roll relating to giving orders etc, on a natural even, may reroll once.
  • Warmaster: 2 targets per Stand Firm or Fight On.

Techniques

  • Pierce: Augment, 1R. Attack PD not AC, +1 if with 1h axe or sword.
  • Cleaving Blow: Augment, 1R. Deal half damage to additonal target on hit
  • Riposte: Counter, 1R. when missed, make a basic melee attack that deals half damage on hit
  • Stand Firm: Move, 1R. Ally with 1 or more hp spends recovery, (#/times = Cha mod)
  • Defiance: Move, 1R. Immediately spend recovery. times/battle = Con Mod
  • Challenging Shout: Quick, 1R. Engaged takes attack if not target self, may move to attack.
  • Heroic Effort: Special, 2R. Use when at 0 or less HP, spend recovery and regain consciousness.
  • Vanguard Assault: Special, 1R, at begining of battle. Move to top of initiative +1.
  • Fight On: Standard, 2R, ally at 0 or below conscious and rolls recovery, ChaMod/battle

Feats

  • Strong Recovery: reroll 3 dice and keep higher result when making recoveries.
  • Cleaving Blow: Full damage to second target if first goes down.
  • Cleaving Blow (Champion): damages 2 additional targets instead of 1.
  • Riposte: Full damage on hit, half on miss
  • Riposte (Champion): On an even roll hit, also weakens the enemy for one round.
  • Riposte (Epic): You may use Riposte even if the enemy hits you with a melee attack.
  • Technique: Augments on counter-attacks
  • Technique (Champion): 1/day, apply all non-damage effects on a miss
  • Technique (Epic): 1/day, refund entire resolve cost on a successful hit

Gear

  • Bastard Sword - Epic, Haughty +3 Hit and Damage, Power: if hitting most dangerous foe +d10 damage per tier of target. Quirk: Challenge others to improvised contests.
  • Bastard Sword - Epic, Stone Thief Killer, +3 Hit and Damage, Power: Living Dungeons and their spawn are vulnerable to attacks, and able to destroy the Heart of the Stone Thief.
  • Half Plate Heavy Armor of Iron Will - Champion, +2 to AC and MD
  • Shield of Protection - Champion, +10 HP and any foe engaged is -1 to hit allies.
  • Cloak of Recovery - +1 PD. Quick Action: Heal using recovery with +4hp, recharge 16+.
  • Boots of Ferocious Charge: Whenever you move to engage a foe first and then make a melee attack against it during the same turn, you deal +1d6 damage, hit or miss (champion: +2d8; epic: +4d10). Quirk: You like to start fights as much as you like to finish them;
  • Martyr's Ring (Recharge 14+), when you're hit, you may grant temporary hp equal to the damage taken among a number of targets upto your Cha bonus (minimum 1)
  • Ring of Spurting Blood - Once per fight, if you injure or kill 3 or more foes in the same round, add (level)d6 ongoing damage to your next successful attack.
  • Pair of throwing axes
  • Standard Traveller's kit
    • Flint and tinder box
    • Money pouch (small)
    • Pack
    • Rain cloak
    • Road rations (5 days)
    • Sleeping roll
    • Water/wine flask
  • Hooded Lantern and Lantern Oil (x10)
  • 5 +1 Runes
  • Healing Potion
  • Champion Healing Potion
  • Epic Healing Potion
  • 3 Waterbreathing Potions
  • Underwater clothing
  • Precious metal lumps worth 100g
  • Saguhan jewelery worth 200g
  • small gems worth 150gp.
  • 6 Amethyst worth 100gp
  • 6 bloodstones worth 100gp each
  • 7 Onyx gem worth 50gp each.
  • 7 fire opals worth 50gp each.
  • 2 Red Spinel worth 50g each
  • 1 Silver ring worth 25g
  • 13 Copper rings worth 20gp each
  • 16 opals worth 10gp each.
  • 6 moonstone worth 10gp
  • 2 rubies worth 100gp each
  • 1825gp, 90sp, 70pp