Monday, April 20, 2026

Algernon Popinjay, Giff Knight

 

Algernon Popinjay

Giff Fighter, 7th Level

ANCESTRY: Giff
CLASS: Fighter
LEVEL: 7
SIZE: Large
MOVE: 30 ft.
AC: 19
HP: 74

Attributes

Strength: 18 / +3 / Save: +16
Dexterity: 10 / +0 / Save: +7
Constitution: 18 / +3 / Save: +16
Intelligence: 12 / +0 / Save: +7
Wisdom: 13 / +1 / Save: +8
Charisma: 15 / Save: +1 / Save: +8

Combat

Claymore +1: +11 to hit, 1d10+5 damage, Melee
Short Sword: +9 to hit, 1d6+4 damage, Melee
Pistol: +7 to hit, 1d8+1 damage, Near
Headbutt: +9 to hit, 2d6+4 damage, Melee

Large

Algernon is a massive Giff with a broad, heavily muscled frame.

His Large size does not automatically impose fixed combat modifiers. The Castle Keeper should take it into account when adjudicating squeezing through confined spaces, lifting or moving him, grappling, fitting into equipment, taking cover, and similar physical situations.

Natural Armor

A Giff has a natural Armor Class of 14 + Dexterity modifier when not wearing armor.

If armor is worn, use whichever provides the better base Armor Class. Natural armor and worn armor do not stack.

Magical enhancement bonuses from armor still apply even when the mundane armor would provide inferior protection.

Algernon’s +1 plate armor provides the better protection and raises his final Armor Class to 19.

Headbutt

Algernon may attack with his massive head as a natural melee weapon.

Damage: 2d6 + Strength modifier

Nonmagical Nature

Whenever a spell or magical effect would directly affect Algernon, roll 1d10.

On a result of 1, the magic dissipates and has no effect.

This resistance applies to both harmful and beneficial magic.

Algernon may voluntarily lower this resistance. If he does so, it remains completely suppressed until the beginning of his next turn.

Magic Item Interference

When Algernon attempts to use a scroll, wand, staff, rod, or similar spell-trigger or spell-completion item, roll 1d10.

On a result of 1, the magic fizzles and produces no effect. Any charge, spell, or consumable use that would normally have been expended is still lost.

Magic weapons, armor, shields, gauntlets, girdles, and other passive or straightforward martial magic items function normally.

Two-Handed Weapon Specialist

Algernon is highly trained with two-handed swords and similar heavy melee weapons.

He gains +1 to attack and damage with two-handed swords.

This bonus is already included in the listed statistics for his Claymore +1.

Two-Handed Method

When fighting with a two-handed melee weapon, Algernon may use his size and strength to dominate close combat.

He gains a +2 bonus on Strength checks involving shoving, forcing back, breaking through, or overpowering an opponent while wielding a two-handed weapon.

Endurance

Algernon gains a +4 bonus on Constitution checks involving forced marches, fatigue, prolonged exertion, harsh weather, and similar tests of stamina.

Heraldry

Algernon gains a +3 bonus on checks involving heraldry, military insignia, banners, coats of arms, and recognizing symbols of rank or allegiance.

Intimidation

Algernon gains a +5 bonus on checks involving threats, coercion, battlefield presence, and displays of physical strength.

Leadership

Algernon gains a +4 bonus on checks involving military command, morale, rallying allies, and maintaining discipline.

Claymore +1

Attack: +11
Damage: 1d10+5
Range: Melee

Algernon’s weapon specialization and magical enhancement are already included in these values.

Short Sword

Attack: +9
Damage: 1d6+4
Range: Melee

Pistol

Attack: +7
Damage: 1d8+1
Range: Near

Magic Items

Plate Armor +1: Its magical enhancement is already included in Algernon’s Armor Class.

Girdle of Many Pouches: Functions normally as a passive magic item.

Potion of Healing ×2: Subject to Algernon’s Nonmagical Nature when consumed unless he lowers his resistance.

Potion of Heroism: Subject to Algernon’s Nonmagical Nature when consumed unless he lowers his resistance.

Bottomless Powder Horn: Functions normally as a passive utility item.

Equipment

Algernon carries a pack, canteen, rations, bedroll, torches, oil, mess kit, crowbar, ammunition, military gear, and personal effects.

Notes 

  • Algernon Popinjay is the older brother of Ganjot Popinjay and is a Paladin of Ptah, the Opener of the Way. Although associated with the Netjeru (The Egyptian sometimes known as the Khemti) pantheon, Ptah has garnered a greater following outside of his usual pantheon along with Celestian of Oerth, Selune of Faerun among others. Of special 'Wildspace Pantheon' only Ptah and the Celestial Bureaucracy are considered near universal.
  • Being the eldest son, Algernon not only inherited his father's portfolio with the Von Cortland Rangers Mercenary Company (VCRMC - Cortland for short) he also inherited his father's suit of adamantine plate that was fitted for a Giff.
  • Is being courted by his brother's patron, Giles Blackwood, to join along with a unit of the Cortland regulars on a new expedition to a nearby jungle planet that may house one of the 'Towers of the Elephant' which are said to be rich with treasures from across the multiverse. 

No comments:

Post a Comment

Gnome Vampire

Gnome Vampire Undead supernatural predator Scale: 0D Might: 3D Agility: 4D+1 Wit: 4D+1 Charm: 3D+1 Move: 12 Skills Athletics: 5D Bra...