Duke Twovanny Tlol-asdo of Venehwa

### Class (PF1)

cavalier in the order of the monument *(daring champion, strategist)* 6/Good *(Peace)* cleric 2/noble scion 7

### Class (5e)

princess of a diplomatic lineage 7/mariner battle master *(commanding presence, rally, tactical assessment)* fighter 6/Peace cleric 2

## Family

### Spouse(s)

Hwaggesna Tlol-asdo

A Venehwady statesman of the prominent Tlol-asdoti family who was elected as the 51st duke of Venehwa 11 years ago, after service as a Procurator of Persuasion's Shrine and as an admiral during the war with Tlenoa. 10 years ago, his son-in-law, Nihhol Gwelini was exiled for life from Venehwa for taking part in Badamoste Twebol's conspiracy three years beforehand to overthrow the state. Nonetheless, Twovanny governs Venehwa evenhandedly and well. His policy of peace makes him popular with the merchant families.

## Statistics (Dungeons & Dragons, 5th edition)

### Ability Scores & Core Statistics

**Strength** 10**, Dexterity** 14**, Constitution** 8**, Intelligence** 10**, Wisdom** 14**, Charisma** 20

***Proficiency.*** +5

***Hit Points.*** 53***. Hit Dice:*** 1d8+6d10+7d6

***Armor Class.*** 18 (unarmored) or 20+1d4 (uncanny presence) or 16 (scale mail) (***Mariner fighting style.*** As long as you are not wearing heavy armor or using a shield, you gain a +1 bonus to Armor Class. ***Charismatic Armor.*** Your mere presence exudes a charismatic aura that is difficult to strike to most creatures. You always have an Armor Class that is at least equal to 10 + your Dexterity modifier + your Charisma modifier, even if you currently have another Armor Class from other means. Your Charismatic Armor cannot increase in value by wearing shields or armor but can from wearing magical items. Creatures who are immune to being charmed or who have advantage against the charmed condition have advantage to attack rolls against you when using this armor class.)

### Proficiencies

Acrobatics +2 (+1d4)**,** Animal Handling +2, Arcana 0, Athletics 0 (+1d4)**, bear game set, Charisma saving throws** +10, Constitution saving throws -1**, cook's utensils**, Deception +5, Dexterity saving throws +2**,** **History** +5 (tactical assessment)**, Holbytlatlo** (language)**,** **Insight** +7 (+1d4; advantage to notice if someone is enchanted or possessed; tactical assessment), Intelligence saving throws 0, Intimidation +5 (commanding presence), Investigation 0 (tactical assessment)**, light armor, martial weapons,** Medicine +2**, medium armor,** Nature 0, Perception +2**, Performance** +10 (commanding presence)**, Persuasion** +10 (commanding presence)**, Religion** +5**, shields, simple weapons,** Sleight of Hand +2, Stealth +2, Strength saving throws 0, Survival +2**, Syringial** (language)**, Wisdom saving throws** +7**, Zatanich** (language)

***Passive Perception.*** 12.

### Spellcasting

***Clerical cantrips:*** *mending*, *resistance*, *spare the dying*. 3 1st-level spell slots. 3 clerical spells prepared (*heroism* and *sanctuary* always prepared, as domain spells), commonly *bless*, *ceremony*, and *detect magic*.

***Clerical spell save DC:*** 15***. Clerical spell attack modifier:*** +7.

***Ritual Caster.***

### Maneuvers

***Commanding Presence.*** When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.

***Rally.*** On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

***Tactical Assessment.*** When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.

***Superiority Dice.*** You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

***Maneuver save DC.*** 15.

### Other Statistics

***Speed.*** 25 feet. (***Mariner fighting style.*** As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed.)

***Lucky.*** When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.

***Brave.*** You have advantage on saving throws against being frightened.

***Nimble.*** You can move through the space of any creature that is of a size larger than yours.

***Retainers.*** You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.

***Emboldening Bond.*** You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus (=5). You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

***Channel Divinity: Turn Undead.*** As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

***Channel Divinity: Harness Divine Power. Y***ou can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up = 3rd level). Once you use this feature, you must finish a short or long rest before you can use it again.

***Channel Divinity: Balm of Peace.*** You can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (2d6+2; minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.

***Second Wind.*** You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level (1d10+6). Once you use this feature, you must finish a short or long rest before you can use it again.

***Action Surge.*** You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again.

***Extra Attack.*** You can attack twice, instead of once, whenever you take the Attack action on your turn.

***Attendant.*** You are always accompanied by an attendant to take care of all tasks you desire him or her to take care of. Your attendant's role in your life could vary. Based on your chosen noble lineage, your attendant may alter or perform certain actions. Your attendant is always with you, obeys your commands to the best of their ability, but will only put themselves at risk when it is directly related to your well-being. Should your attendant ever die, you receive another within one month's time from your noble house or from some other source, assuming you take to the proper channels to request, recruit, or demand one. Your attendant is of your race, a gender of your choice, but lack any exceptionalities. They are proficient in light armor and daggers. Attendants take their turn on your initiative, though they don't take an action unless you command them to. On your turn, you can verbally command them where to move (no action required by you). You can use an action to verbally command them to take the Attack, Dash, Disengage, Dodge, or Help action.

* Small humanoid (halfling)***. Armor Class*** 14 (leather)***. Hit Points*** 12 (2d8 + 2)***. Speed*** 25 ft***. Strength*** 10 (0)***, Dexterity*** 15 (+2)***, Constitution*** 12 (+1)***, Intelligence*** 12 (+1)***, Wisdom*** 13 (+1)***, Charisma*** 14 (+2)***. Skills*** Perception +2***. Senses*** passive Perception 13***. Languages*** Holbytlatlo and one other***. Actions*** Dagger*. Melee Weapon Attack:* +4 to hit, reach 5 ft., one target*. Hit* 5 (1d4 + 2).

***Encouraging Words.*** You may use your words to bolster morale in your allies. You gain a pool of hit points that you can use to impart temporary hit points to an ally, equal to your levels in noble x 5 (=35). As an action, you encourage an ally within 5 feet of yourself and instill a portion of the temporary hit points or all of it, at your choice. You must be within 10 feet of an ally, due to the intimacy of these encouraging words. You cannot give an ally temporary hit points in this way if they do not already have at least 1 hit point. You cannot use your encouraging words on yourself. Your pool of hit points for encouraging words fully replenish after a long rest.

***Noble Guardian.*** You gain an additional attendant that acts as a guardian for you. This may be an individual assigned to protect you or someone you or your family hired. Regardless, they are loyal to you and seek to help you in any way they can. They will even risk their life to protect your well-being. Treat your guardian exactly as a normal attendant, except they are proficient in light and medium armor and simple and martial weapons. You may add your proficiency bonus to your guardian's attacks, damage rolls, and saving throws so long as you are within 120 feet of them and they are aware of your presence. Your guardian has Extra Attack.

* Medium humanoid (any race)***. Armor Class*** 16 (breastplate)***. Hit Points*** 31 (4d10 + 7)***. Speed*** 30 ft***. Strength*** 15 (+2)***, Dexterity*** 14 (+2)***, Constitution*** 16 (+3)***, Intelligence*** 10 (0)***, Wisdom*** 10 (0)***, Charisma*** 10 (0)***. Senses*** passive Perception 10***. Languages*** Holbytlatlo***. Noble Synergy*** Whenever a guardian finishes a long rest in the presence of the noble they serve, they gain temporary hit points equal to the noble's Charisma modifier x their levels in the noble class (=35)***. Actions*** Longsword*. Melee Weapon Attack:* +4 to hit, reach 5ft., one target*. Hit* 5 (1d10 + 2).

***Majesty Score.*** You gain a majesty score that you use to express your influence on others. When you finish a short or long rest, roll 1d4 per your Charisma modifier (=5d4). Use this result, applying bonuses or penalties based on the Majesty Score Table below, to formulate your majesty score. Any saving throw DC to resist a class feature using your majesty score is 18. You may use your majesty score to do the following:

* *Affecting Persona.* You may reduce your majesty score to affect others in a fashion similar to any of the following spells, except the effect is non-magical: *calm emotions* (1 point), *command* (1 point), and *suggestion* (2 points). Thus, if you had a majesty score of 12 and you used *calm emotions* you would have a majesty score of 10 until you could reroll your majesty score. The only components required is a verbal component. Otherwise, treat the spell as normal except it is a non-magical effect and requiring no concentration.
* *Bolstered Spirits.* You may use your Encouraging Words class feature to heal your allies, instead of instilling temporary hit points. You can only do so when your majesty score equals 14 or greater. You cannot heal a creature in this way unless they have at least 1 hit point.
* *Persuasive Aristocrat.* Whenever you roll a Charisma (Persuasion) or Charisma (Deception) check, your result can never be lower than your majesty score so long as your majesty score equals 6 or higher.
* *Uncanny Presence.* As a bonus action or reaction to being targeted by an attack, you may reduce your majesty score by 4 to have an Armor Class equal to your Charisma score + 1d4. This Armor Class lasts until the end of your next turn. Creatures immune to or who have advantage to resisting the charmed condition roll attacks against this Armor Class with advantage.
* *Destroy Morale.* You utilize the defeat of a foe to change the tide of battle by declaring you and your allies victorious, devastating the morale of your foes. As a reaction to an ally defeating a hostile creature, and by reducing your majesty score by 4 points, all other hostile creatures within 30 feet of you and the defeated creature who consider that defeated creature an ally must make a Wisdom saving throw or lose half of their current hit points (rounded down). Creatures who have advantage against charmed conditions may roll the saving throw with advantage. Creatures who are immune to being charmed are immune to this effect. You may choose, instead, to target one creature within 30 feet of you or the defeated creature that is an ally of the defeated creature and they must make a Wisdom saving throw or suffer the same effect. If you choose only one creature for the ability, you reduce your majesty score by 2.
* *Assess Persona.* By taking a moment to assess your opponent, you discover their weaknesses and may later act to exploit it. As a bonus action, you interact with them in some way to glean their weaknesses. Roll a Charisma (Persuasion) or Charisma (Deception) check against their Wisdom (Insight) roll. If you are equal or higher than their check, you gain the following information: their saving throw bonuses, all Charisma-based skill proficiencies, and whether they are friendly, neutral, or hostile towards you, as well as their general emotional state. You must have a majesty score of at least 8 to use this feature.
* *Worthy to Save.* Your guardian would sacrifice their life to save you and they often prove it. As a reaction to being targeted by an attack while your guardian is within 5 feet of you, you may sacrifice their ability to move and take action on your next turn to gain +2 to your Armor Class. If you have this bonus and are hit by an attack within 2 points of your Armor Class, your guardian takes the damage instead of you. For example, if you have an Armor Class, with this bonus, of 18 and you are hit with an 18 or 19, your guardian would be hit by the attack instead of you. Using this ability reduces your majesty score by 2 points.
* *Demand Action.* You can exert your presence in a situation to force an ally to act. As an action, you may force an ally to use their reaction to take an action. Using this ability reduces your majesty score by 1.

Majesty Score Table
 +2
 +1
 -3
 -2
 +/-

***Contrive Defense.*** You have the ability to cause your allies or enemies to react in a way that benefits them or exploits their weaknesses. As a reaction to a creature making a saving throw, or as a bonus action on your turn, you may have them trade their physical saving throws for a different physical saving throw and mental saving throws for a different mental saving throw. For purposes of this feature, physical saving throws are Strength, Dexterity, and Constitution and mental saving throws are Intelligence, Wisdom, and Charisma. So, if an enemy is facing a fireball and must roll a Dexterity saving throw, you may attempt to convince them to use their Constitution instead to simply stand there and withstand the flames with their sheer presence. For a creature to resist this, have the target creature roll an opposed Wisdom (Insight) check against your Charisma (Persuasion) or Charisma (Deception) check, your choice. If you win, they must use a different physical or mental saving throw of your choice. You cannot replace a physical saving throw with a mental saving throw, however, or vice versa. Once you use this feature, you cannot do so again until you finish a short or long rest.

### Equipment

The ducal crater *(bowl of commanding water elementals*), the ducal crown (*helm of comprehend languages*), Olne Hitlonis the ducal bird (*sillver raven figurine of wondrous power*), *pearl of power*, a mace, scale mail, dagger, a priest's pack, a shield, a holy symbol, a set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 6500gp

## Statistics (Pathfinder, 1st edition)

### Ability Scores & Core Statistics

**Strength** 7**, Dexterity** 13**, Constitution** 8**, Intelligence** 13**, Wisdom** 16**, Charisma** 23

240,000 gp (PC) OR 34,800gp total 12,000gp weapons 10,500gp protection 9000gp magic 2800gp limited use 500gp gear (NPC)

Bowl of conjuring water elementals (90,000 gp)

Figurine of wondrous power (silver raven) (3800 gp)

Helm of comprehend languages and read magic (5200 gp)