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Guillame Ibech

Wearing a midnight black doublet, trousers, laced boots, and a shoulder cloak, Guillaume gives the appearance of a refined and elegant steward. He carries a staff around to conduct some of his duties, along with bracers and several wands to the surprise of many as these are not normal tools of the stewarding trade. He stands at 5’11” with slicked back brown hair and intense brown eyes set in face with a heavy jaw and light skin. He wears a gemstone ring and keeps a pouch on his belt for assess to various important items.


Proficiency Score: +10

Medium; Repute/Individual; humanoid


Armor Class: 28 (+5 Dex, +3 Deflection, +10 Proficiency)

Hit Points: 110 (10d10+10)

Speed: 60 feet

Initiative: +5


STRDEXCONINTWISCHA
12 (+1)21 (+5)12 (+1)14 (+2)14 (+2)8 (–1)

Saves: 

  • Fortitude +11+3d4
  • Reflex +15+3d4
  • Will +12+3d4

Skills: 

  • Acrobatics +15
  • Athletics +11
  • Deception +9
  • Diplomacy +9
  • History +12
  • Insight +12
  • Intimidation +9
  • Lore (Bakianna) +12
  • Perception +12
  • Society +12
  • Stealth +15

Senses: Passive Perception 22, normal vision 60 feet

Languages: Ancient Chealain, Attano, Common


Sneak Attack. The following is on any attack that has advantage or against any enemy Guillame Ibech is flanking with an ally.

  • Add 2d8 damage (reroll any natural 1s once)
  • Opponents cannot take reactions for a round

Actions

Fist. Melee Attack +15/+11/+7 (agile, finesse, flurry, free hand, nonlethal, unarmed) with 3d8+1d6+5 bludgeoning damage.

Flurry of Blows. For a single action, once per round, Guillame Ibech can make three Strikes, all with the same multi-attack penalty, with their Fist.

Quarterstaff. Melee Attack +11/+6/+1 (flurry, two handed d8) with 3d6+1 bludgeoning damage.

Starknife. Melee/Ranged Attack +15/+11/+7 (agile, finesse, flurry, thrown 20 feet) with 3d6+5 piercing damage.

Stunning Fist. As a single, declared action, Guillame Ibech can make a Strike action with his Fist and force his opponent to make a Fortitude DC 21 save or gain one of the following:

  • Stunned for a round
  • Fatigued
  • Sick for 2 minutes
  • Slowed 1 for a minute
  • Blinded or Deafened for 24 hours
  • Paralyzed for 10 minutes

Equipment