Difference between revisions of "Count Peter Selmy"

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(Spells and Features and Feats)
(Weapons and Armor)
Line 146: Line 146:
  
 
==Weapons and Armor==
 
==Weapons and Armor==
 +
 +
*Dragonslayer
 +
**+11 to hit
 +
**1d8+8 damage
 +
**+3d6 damage to draconic beings
  
 
*Longsword (versatile, slashing)
 
*Longsword (versatile, slashing)
**+9 to hit
+
**+10 to hit
 
**1d8+7 damage
 
**1d8+7 damage
 
**1d10+5 damage (if two-handed)
 
**1d10+5 damage (if two-handed)
  
 
*Handaxe x2 (light, thrown, slashing)
 
*Handaxe x2 (light, thrown, slashing)
**+9 to hit in melee
+
**+10 to hit in melee
 
**1d6+7 damage
 
**1d6+7 damage
**+9 to hit at range
+
**+10 to hit at range
 
**1d6+5 damage
 
**1d6+5 damage
 
**Range 20/60
 
**Range 20/60
  
 
*Lance
 
*Lance
**+9 to hit in melee
+
**+10 to hit in melee
 
**1d12+7 damage
 
**1d12+7 damage
 
**Extends reach to +5 feet
 
**Extends reach to +5 feet
Line 168: Line 173:
  
 
*Magic Spear (piercing, magic)
 
*Magic Spear (piercing, magic)
**+9 to hit in melee
+
**+10 to hit in melee
 
**1d8+7 damage  
 
**1d8+7 damage  
 
**1d10+5 (if two-handed)
 
**1d10+5 (if two-handed)
  
*Plate armor (re-worked savage orc)
+
*Adamantium Plate armor (re-worked savage orc)
 
**AC 18
 
**AC 18
  

Revision as of 15:05, 13 November 2016

Ser Peter Selmy is the last public member of his family. The Alliance is good for all in it. It is not insulated from the evils of inter-House politics. House Selmy was used as a pawn in a scheme between Archduke Salazar and Duke Milo in the last round of jockeying for the High King's successor. The former High King was getting on in years. They used House Selmy to propose a known loser, Duke Jonathan of the East Marches. Peter's family was unaware of his religious intolerance. For supporting him, Selmy's family lost trade and social standing. The combination of which bankrupted them. They sold off what they could or gave it to other families, mainly to Archduchess Neega of the Stone Shore and Duke Volerio of the Midlunds. Peter lost contact with his family by their lack of communication, he thinks.

Ser Peter was already a squire to a Pegasus knight when this occurred. The knight let Peter out of his service upon recommendation of a local lord. Peter wandered to the east. He still had two loyal servants. He came upon a Free Count, Gell of Grey's Manor. This Count had lost goods, peasants, and his daughter to a goblin raid. Single-handedly, Peter rescued the count's daughter, most of his goods, and the surviving peasants. The Count knighted Peter on the spot. Since then, Ser Peter has gallivanted about the countryside in the east. He picked up a squire, the fourth son of Hold, Baron of Grey Tower.

After relieving the Wilderlands of the goblins and hobgoblin infestations, he petitioned the High King to become a Free Count. The High King acquiesced and bestowed the Wilderlands upon County Selmy.


Stat Block

STR DEX CON INT WIS CHA
20 10 19/14 8 14 12
+5 +0 +4/+2 -1 +2 +1
  • Level: 12
  • Race: Human
  • Class: Fighter
    • Battlemaster
  • Alignment: Good
  • Background: Noble (Knight)
  • Renown
    • Imperial court 5
    • Pegasus Knights 7
  • Proficiency bonus: +5
  • Total Hit Points: 115/93 (needs to be rolled)
  • Passive Perception: 17
  • Armor Class: 20
  • Speed: 30 ft (6 in)
  • Personality: Despite noble birth, not place self above common folk.
  • Ideal: Noble obligation.
  • Bond: Loyalty to sovereign (since family/house fell).
  • Flaw: Feel as bringing shame to family (contributed to its fall).

Proficiencies and Skills

  • Acrobatics (Dex) +0
  • Animal Handling (Wis) +7
  • Arcana (Int) -1
  • Athletics (Str) +10
  • Deception (Cha) +1
  • History (Int) +4
  • Insight (Wis) +7
  • Intimidation (Cha) +1
  • Investigation (Int) -1
  • Medicine (Wis) +2
  • Nature (Int) -1
  • Perception (Wis) +7
  • Performance (Cha) +1
  • Persuasion (Cha) +6
  • Religion (Int) -1
  • Sleight of Hand (Dex) +0
  • Stealth (Dex) +0
  • Survival (Wis) +2


  • Saving Throws: Strength, Constitution
  • Languages: Common, Halfling, Orc
  • Tools: Chess, Calligraphy
  • Training: ---
  • Weapons and Armor: Simple weapons, Martial weapons, all armor, shields

Spells and Features and Feats

  • Fighting Style: Dueling - +2 damage when using a one-handed weapon.
  • Second Wind: once per encounter regain 1d10+level in HP. Recover at short or long rest.
  • Action Surge (1 use). Gain another Action. Regain at short or long rest.
  • Indomitable. Refill one saving throw if failed. Regain at long rest.
  • Extra Attack x2


  • Combat Maneuvers
    • Superiority Die: 5 d10s
    • DC to resist is 18 (8+proficiency+STR mod)
    • Maneuvers
      • Precision Attack
        • Spend one die before or after attack roll, add die result to attack to see if it hits or not.
      • Riposte
        • Reaction to enemy's missed melee attack
        • Spend die after enemy misses, and add die to damage roll if I hit
      • Disarming Attack
        • When hit an enemy creature with an attack, can expend a die. Add die to damage.
        • Enemy must save versus Strength. If they fail the saving throw, then they drop an item of my choosing.
      • Menacing Attack
        • Hit creature, then expend die. Add die to damage.
        • Enemy makes Wisdom save. Failed save makes enemy Frightened until my next turn.
        • Frightened means Disadvantage on ability checks and attack rolls as well as cannot move closer to source.
      • Goading Attack
        • Hit creature, then expend die. Add die to damage.
        • Enemy makes Wisdom save. Failed save gives enemy disadvantage on attack against anyone besides me.
      • Trip Attack
        • Hit creature. Expend die. Add die to damage.
        • If creature is Large or smaller, then creature makes Strength saving roll. Failure means creature is knocked prone.
      • Maneuvering Strike
        • Hit creature. Expend die. Add die to damage.
        • Choose friendly creature. Friendly can move up to half of its movement without Opportunity Attacks from target creature.


  • Shield Master
    • If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
    • If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
    • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
  • Mounted Combatant
    • Advantage on attacks against enemies smaller than mount
    • Can redirect attacks to self rather than on mount
    • If mount saves on Dex saving throw, no damage. If it fails, half damage.


  • Know Your Enemy
    • Spend a minute out of combat observing or interacting with another.
    • DM tells you if creature is equal, inferior, or superior in regard to two of the following characterics of your choice:
      • Strength score
      • Dexterity score
      • Constitution score
      • Armor Class
      • Current hits points
      • Total class levels (if any)
      • Fighter class levels (if any)


  • ASIs
    • 4th level: STR
    • 6th level: STR
    • 8th level: Mounted Combatant
    • 12th level: TBD

Weapons and Armor

  • Dragonslayer
    • +11 to hit
    • 1d8+8 damage
    • +3d6 damage to draconic beings
  • Longsword (versatile, slashing)
    • +10 to hit
    • 1d8+7 damage
    • 1d10+5 damage (if two-handed)
  • Handaxe x2 (light, thrown, slashing)
    • +10 to hit in melee
    • 1d6+7 damage
    • +10 to hit at range
    • 1d6+5 damage
    • Range 20/60
  • Lance
    • +10 to hit in melee
    • 1d12+7 damage
    • Extends reach to +5 feet
    • Disadvantage to use at enemies within 5 feet
    • 1-handed when mounted
    • 2-handed when dismounted
  • Magic Spear (piercing, magic)
    • +10 to hit in melee
    • 1d8+7 damage
    • 1d10+5 (if two-handed)
  • Adamantium Plate armor (re-worked savage orc)
    • AC 18
  • Shield
    • AC +2

Retainers and Mounts

Ser Jaime, former squire - half-orc from Grey Tower. Son of Baron Holg and Lady Elann.

Branson, the groom

Carson, the valet

Farder "Buddy", 4th level fighter who is loyal to me and we are bonded on our quest

Gringolet - white war horse

  • Size: Large
  • Speed: 60 feet (12 inches)
  • AC: 18 (plate barding)
  • HP: 19 (3d10+3)
STR DEX CON INT WIS CHA
18 12 13 2 12 7
+4 +1 +1 -4 +1 -2
  • Passive Perception: 11
  • Attack(s)
    • Hooves
      • +6 to hit
      • Reach: 5 ft
      • 2d6+4 bludgeoning damage
    • Trampling Charge
      • If he moves at 20 feet and attacks with hooves on the same turn, then the target must make a Strength save at DC 14. If the target fails, then he is knocked prone AND the horse may use a bonus action to attack with its hooves again.

Possessions, Mundane

Explorer's pack

Fine clothes

Signet ring

Scroll of pedigree

Coin purse

Banner (depicting...)

Military saddle with bit & bridle - saddle gives advantage to checks on remaining mounted/in the saddle.

Possessions, Treasure

Gold: 22,208

Silver: 0

Possessions, Party Loot

Possessions, Magical

  • Amulet of Health
    • Attuned
    • Increases Con to 19
  • Saddle of the Cavalier
    • Attacks against mount have Disadvantage.
    • I cannot be unseated while still conscious.

Goals/Things I Want to Do

  • Revenge on Salazar
  • Revenge on Milo
  • Reacquire the family's regalia
  • Unsully the family's name
  • Become a titled noble (Count or above). Apparently there are options: - COMPLETED
    • Free Count of the Wilderlands
    • Need to marry well either into a good family and/or a very competent wife.
  • Knight my squire and then get a new squire (rinse & repeat)
  • Joust someone
  • Get a horse (preferably before the joust) - COMPLETED
    • Get the horse barding! - COMPLETED
  • Become a Pegasus Knight (and get a pegasus)
  • Joust a dragon (preferably from atop a pegasus)

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