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 has 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.

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, especiall y if typically not-as-distant-as-probably-should be cousins marry.
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.
| Race | Class | Level |
|---|---|---|
| Half-Ogre | Vanguard | 7 |
| Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|
| 20 | 8 | 18 | 10 | 13 | 16 |
| 15+3+2 | 8 | 14+2+2 | 10 | 12+1 | 15+1 |
| +5 | -1 | +4 | 0 | +1 | +3 |

| HP | AC | PD | MD | Initiative | Recoveries | Recovery Dice |
|---|---|---|---|---|---|---|
| 154 | 26 | 23 | 20 | 6 | 8 | 8d10+8 (drop lowest) |
Melee: +12 base (+4 Str, +6 Level, +2 Sword), 6d10+9 damage.
Ranged Axe: +5 base (-1 Dex, +6 Level), 5d8
Melee: +14 base (+7 Level, +5 Str, +2 Sword), 7d10+12 damage (+5 Str x2, +2 sword)
Ranged Axe: +5 base (-1 Dex, +6 Level), 5d8
(Replace E with escalation number)
base: d20+7+5+2+E{attack} 7d10+10+2+2d8{damage}
pierce: d20+7+5+2+1+E{attack} 7d10+10+2+2d8{damage} (vs pd)
cleave: d20+7+5+2+E{attack} 7d10+10+2+2d8{damage} (vs ac, half on 2 secondary, full if primary dies)
riposte: d20+7+5+2+E{attack} 7d10+10+2+2d8{damage} (vs ac, half on miss)
recovery: 8d10H7+8{recovery}
shove: d20+7+4+E{maneuver} (with Str)
icons: d6{Diabolist} d6x3{Crusader}
init: d20+7-1{init}
### Backgrounds And Relationships
| Background | Level | Icon | Relationship |
|---------------------:|:------|-----------:|:---------------|
| Mercenary Captain | +5 | Crusader | Conflicted (3) |
| Son of Nobility | +2 | Diabolist | Negative (1) |
| Big Game Hunter | +1 |
| Military Logistics | +2 |
### Talents
- Stem the Tide (-5 to enemies attempting to disengage)
- Voice of Authority - Pull it Together (trigger 11+ on flexible attack, nearby ally can recover)
- Warmaster (+1 target for Stand Firm or Fight On)
### Techniques
- **Stand Firm**: 1R, _Move_, Ally with 1 or more hp spends recovery, (#/times = Cha mod)
- **Heroic Effort**: 2R, _Special_, use when at 0 or less HP, spend recovery and regain consciousness.
- **Pierce**: 1R, _Augment_, Attack PD not AC, +1 if with 1h axe or sword.
- **Cleaving Blow**: 1R, _Augment_, Deal half damage to additonal target on hit
- **Riposte**: 1R, _Counter_, when missed, make a basic melee attack that deals half damage on hit
- **Defiance**: 1R, _Move_, (#/times = Con Mod) Immediately spend recovery.
- **Challenging Shout**: 1R, _Quick_, Engaged takes attack if not target self, may move to attack.
- **Inspire**: 1R, _Quick_, Allies equal to +Cha gain +1 to attack rolls for 1 round.
### Feats
- Pull It Together (Add +1d4 healing per point on the _escalation die_)
- Strong Recovery (reroll 1 die and take higher 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: Attack deals full damage on hit, half damage on miss.
### Gear
- Bastard Sword - Champion, Haughty +2 Hit and Damage, Power: if hitting most dangerous foe +d8 damage per tier of target. Quirk: Challenge others to improvised contests.
- 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;
- 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
- 7 Onyx gem worth 50gp each.
- 13 Copper rings worth 20gp each
- 16 opals worth 10gp each.
- 7 fire opals worth 50gp each.
- small gems worth 150gp.
- 6 moonstone worth 10gp
- 1 Silver ring worth 25g
- Precious metal lumps worth 100g
- 6 Amethyst worth 100gp
- Saguhan jewelery worth 200g
- Healing Potion
- Champion Healing Potion
- 885gp, 90sp
- 3 Waterbreathing Potions
- Underwater clothing
This version of the page was edited by Dan at 2021-12-10 02:14:13. View the most recent version.