Medium Humanoid, Human Lantanna Human, Banalian Knight, New Banalia, Level 8
HP: 132 (1d6, 3d10, 4d12)
DgC/BC: 11/22
Speed: Normal: 6
Initiative: 6
Carrying capacity: 17
Damage immunity:
Damage resistance:
Damage vulnerability:
Condition immunity:
AGI
2
STR
6
VIT
4
CHA
1
INT
-2
WIS
0
Acrobatics: 1, Adventuring: 1, Allure: 1, Block: 9, Bravery: 2, Brewing: 4, Crafting: 1, Diplomacy: 4, Dodge: 1, Exertion: 5, Focus: 1, History: 3, Insight: 1, Life Force: 5, Medicine: 3, Nature: 1, Perception: 4, Religion: 6, Resilience: 1, Sleight: 1, Society: 1, Stamina: 1, Stealth: 1, Toughness: 1
Axes: +2, Block Class: +1, Culinary Kit: +1, Daggers: +2, Dodge Class: -4, Fabricators Kit: +2, Mystics Kit: +1, Regeneration: +2, Swords: +4
Common, Dwarvish
Blademaster. Whenever Dame Sigrid Of Kerr hits the same creature with an Axe, Dagger or Sword twice in same turn it can immediately make an attack using same weapon costing no more than ◆ against a different target. Whenever Dame Sigrid Of Kerr attacks with Axes, Daggers or a Swords it deals one additional die of damage.
Paladin. Dame Sigrid Of Kerr gains permanent 2 m aura that manifests as divine glow to those it affects but is invisible otherwise and does not light up the space. Creatures of choice that are within this aura can add +2 to all Bravery and Focus checks. The effects of paladin auras from different sources do not stack. You are immune to effects of Paladin auras other than your own.
Primal Regeneration. Whenever Dame Sigrid Of Kerr finishes long rest it regains all hit dice instead of just half. Dame Sigrid Of Kerr has advantage on all hit die rolls. Whenever Dame Sigrid Of Kerr finishes short rest it regains the number of hit dice up to its Life force modifier.
Religious Zaelot. Dame Sigrid Of Kerr gains 4 DP. It regains half of DP at the end of long rest. When taking this feature, select divine domain. Dame Sigrid Of Kerr can use at most 1 DP at once to power divine spells of the chosen domain or war domain. Dame Sigrid Of Kerr's spellcasting attack modifier equals its Religion(VIT) check and its spellcasting difficulty class equals 8 + its Religion(VIT). When Dame Sigrid Of Kerr takes this feature, it selects a number of divine spells of the chosen domains equal to its Religion. It has working knowledge of complicated formulas required to cast those spells. If Dame Sigrid Of Kerr spends 1 hour in prayer and meditation as part of its short rest it can add or exchange one of its spells with another from the chosen domains. The number of prepared spells can never exceed its Religion.
Stubborn. Dame Sigrid Of Kerr has advantage on all Focus checks.
◆, ⨂ DP: Divine Smite. Dame Sigrid Of Kerr's next weapon attack within 1 minute deals additional ⨂d8 divine damage where ⨂ is a number of DP equal or less than number of DP you can use to cast spells.
◆◆: Active Regeneration. Dame Sigrid Of Kerr immediately use up to three of its hit dice, adding its Life force(VIT) to the roll and healing itself for that amount.
Level 0 Armour, Heavy Armour
Uncomfortable Sleep. If This creature sleeps in this armour it must make DC 24 Resilience(VIT) check to gain the benefits of the long rest.
Heavy Movement. While moving This creature has disadvantage on Stealth checks. This creature has disadvantage on all Sleight checks.
10 min: Dress Or Undress. You dress or undress Plate Armour.