Armus d'Deneith

Bodyguard serving House Deneith, now incarcerated in Dreadhold's Golden Ward.

Description:
Character: Armus d’Deneith, Deneith Protector Level 11
Medium human
Initiative: +8; Senses Perception +7
HP 99 (includes Toughness); Bloodied 49, Surge Value 24, Surges/Day: 11
AC 18 (no armor); Fortitude 23, Reflex 19, Willpower 18
Speed 6; Action Points 1
Alignment: Good; Languages Common, Elven
Skills Acrobatics +8, Arcana +5, Athletics +15, Bluff +5, Diplomacy +5, Dungeoneering +7, Endurance +7, Heal +12, History +5, Insight +7, Intimidate +10, Nature +7, Perception +12, Religion +5, Stealth +8, Streetwise +10, Thievery +8
Feats: Action Surge, Human Perseverance, Weapon Expertise (heavy blades), Shield Push, Toughness, Weapon Proficiency (bastard sword), Armor Specialization (scale), Mark of Sentinel
Strength 21 (+5), Constitution 14 (+2), Dexterity 16 (+3)
Intelligence 11 (+0), Wisdom 15 (+2), Charisma 10 (+0)
Proficiencies Cloth, Leather, Hide, Chainmail, and Scale Armor; Simple Melee Weapons, Military Melee Weapons, Simple Ranged Weapons, and Military Ranged Weapons
Equipment prison clothes

Feats

Action Surge
Benefit You gain a +3 bonus to attack rolls mae during any action you gained by spending an action point.

Armor Specialization (Scale)
Benefit Armus gains a +1 feat bonus to AC when wearing scale armor, and he ignores the speed penalty normally incurred by scale armor.

Human Perseverance
Benefit You gain a +1 feat bonus to saving throws.

Mark of Sentinel
Benefit Whenever an enemy provokes an opportunity attack from you, you can shift 1 square as a free action before or after you make the opportunity attack.
You can master and perform the Eye of Alarm (PH304), Eye of Warning lvl14, and Magic Circle (PH309) rituals as if you had the Ritual Caster feat.

Shield Push
Benefit If you hit a foe with an attack granted by your Combat Challenge class feature, you push the target 1 square after dealing damage.
Special You must carry a shield to benefit from this feat.

Toughness
Benefit When you take this feat, you gain additional hit points. You gain an additional 5 hit points at each tier of play (1st, 11th, and 21st).

Weapon Expertise (heavy blades)
Benefit You gain a +1 bonus to attack rolls with any weapon power you use with a weapon from the heavy blades group. The bonus increases to +2 at 15th level and +3 at 25th level.

Weapon Proficiency (bastard sword)
Benefit You gain proficiency with bastard swords.

Class Features

Combat Challenge
Every time you attack an enemy, hit or miss, you can choose to mark that target. The mark lasts until your next turn. While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn’t include you as a target. A creature can be subject to only one mark at a time.
Additionally, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.

Combat Superiority
You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.

Fighter Weapon Talent
Armus gains a +1 bonus to attack rolls when using one-handed weapons.

Rituals

Eye of Alarm (Level 2; Warding; Arcana)
You conjure forth a phantasmal sentry – a slender pillar 6 feet tall, topped with a floating, unblinking eye. The eye watches over your camp as you sleep an cries out an alert if danger approaches.
Component Cost 25gp; Time 30 minutes; Duration 24 hours (special).
This ritual creates a watchful eye that you place in any square within 10 squares of where you perform the ritual. The eye is located in a particular square; it is intangible and can’t be interacted with physically. The eye is nearly invisible and has a Stealth check result of 31 to avoid detection.
Your Arcana check determines how many eyes you can place and what type of vision or sensory ability they possess. See pg 304.
Magic Circle (Level 5; Binding; Arcana)
You inscribe a circle on the ground, emblazoned with arcane symbols of protection.
Component Cost 100gp; Time 1 hour; Duration Until broken.
If drawn correctly, these symbols make it difficult for creatures of a particular origin to enter or pass. When performing the ritual, you choose aberrant, elemental, fey, immortal, natural, shadow, or all. The last option applies a -5 penalty to your check. See pg 309.
Bio:

6’5” and 240 pounds of Deneith Protector.

Light skin, blue eyes, light brown hair (beardless).

Armus d'Deneith

Eberron Adventures SaintBastard