Age of Adventure

Dame Sigrid Of Kerr

Medium Humanoid, Human Lantanna Human, Banalian Knight, New Banalia, Level 9

HP: 0 / 0
PoS: 

HP: 156 (1d6, 1d8, 3d10, 4d12)

DgC/BC: 11/23

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

Skills

Acrobatics: 1, Adventuring: 2, Allure: 1, Block: 10, Bravery: 2, Brewing: 4, Crafting: 1, Diplomacy: 4, Dodge: 1, Exertion: 7, Faith: 7, Focus: 1, History: 3, Insight: 1, Life Force: 6, Medicine: 3, Nature: 1, Perception: 4, Resilience: 2, Sleight: 1, Society: 2, Stamina: 1, Stealth: 2, Toughness: 1

Learned skills

Exertion: ★★☆, Block: ★☆☆, Adventuring: ★☆☆, Stealth: ★☆☆, Society: ★☆☆

Specialisations

Axes: +2, Block Class: +1, Checks Against Stress: +1, Culinary Kit: +1, Dodge Class: -4, Fabricators Kit: +2, Knives: +2, Mystics Kit: +1, Regeneration: +2, Swords: +4

Languages

Common, Dwarvish

Abilities

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, Knives or a Swords it deals one additional die of damage.

Devout of Marg. Whenever Dame Sigrid Of Kerr takes this feature, chose a type of energy damage. Dame Sigrid Of Kerr has resistance to that type of damage.

Miracle. Once per short rest Dame Sigrid Of Kerr can spend 10 minutes in prayer to call upon Marg, the Nature's Wrath. If it does it can immediately cast any divine spell of nature domain that requires 1 DP without using any DP or other resources. If it does not have spellcasting ability from a different feature, it can use Resilience(WIS) as its spell attack modifier and 8 + Resilience(WIS) as its spell difficulty for the purposes of casting this spell

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 Faith(VIT) check and its spellcasting difficulty class equals 8 + its Faith(VIT). When Dame Sigrid Of Kerr takes this feature, it selects a number of divine spells of the chosen domains equal to its Faith. 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 Faith.

Stubborn. Dame Sigrid Of Kerr has advantage on all Focus checks.

Actions

⨂ DP, ◆: Divine Smite. Dame Sigrid Of Kerr's next weapon attack within 1 minute deals additional ⨂d8 holy 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.

Equipment

1x Claymore

Level 0 Weapon, Sword

Coating: 2

Charging Swing. If This creature uses move or reposition actions its next attack with claymore on the same turn deals additional 1d8 damage of the type it already deals.

◆: Pommel Strike. Two-handed melee weapon attack. Exertion(STR) with disadvantage to hit. STR bludgeoning damage. On full hit This creature's next attack during this turn gains one level of advantage.

◆◆: Mordhau. Two-handed melee weapon attack. Exertion(STR) to hit. 1d8 + STR bludgeoning damage.

◆◆: Two Handed Slash. Two-handed melee weapon attack. Reach: 1 m. Exertion(STR) to hit, 2d6 + STR slashing damage.

◆◆◆: Spinning Strike. Two-handed melee weapon attack. Reach: 1 m. Exertion(STR) to hit, 2d6 + STR slashing damage to all creatures in range. Use same to hit against all of those creatures.

◆◆◆◆: Cut In Two. Two-handed melee weapon attack. Reach: 1 m. ⨂d8 slashing damage, where ⨂ is your STR. If you fully hit the target this attack deals 2d8 slashing damage. If the target is dropped to 0 HP it immediately dies and the body is cut in two and counts as destroyed.

, whenever a creature enters This creature's melee range: Cut Legs. Two-handed melee weapon attack. Reach: 1 m. Melee attack with disadvantage. Exertion(STR) to hit, STR slashing damage. The target must make Toughness(AGI) check equal to twice the damage taken, max 40, or all of their movement speeds are reduced to 0 until the end of its turn.

1x Plate Armour

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.