Commander Aldric Vale
Iron Guards
800 gp / day
220 lbs
20

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144 / 144
10
22
30
2
5
4

Helmet
Plate
Bracers, Iron
Clothes, Uniform
Cloak, Cloth
Greaves, Iron
Boots, Iron
Medium Shield
 
Whip

  • Inventory Unequipped:
  • 3 Healing Potion, Major
    100 gp
  • Shortsword
  • Healing Potion, Minor
    15 gp
  • Manacles
    2 gp
  • Signal Whistle
    3 gp


  • Passive Abilities:
  • Magical AC +2
    4000 gp
  • Weapon Enchantment +2
    5000 gp
  • Knightly Presence
    1500 gp
  • Advanced Armor Training - Shields
    2000 gp
  • Advanced Armor Training - Heavy
    6000 gp

  • Quick Abilities:
  • Battlefield Order
  • Focused Assault
  • Hold the Line
  • Bullwhip
    300 gp
  • Solid Armament
    1000 gp

  • Attack Abilities:
  • Ensnaring Whip
    100 gp

  • Reaction Abilities:
  • Interposing Block
    1500 gp
  • Unshakable Defense
    3000 gp

You see broad shoulders under worn half-plate, cloak hanging low. The whip coils at his belt, leather dark and polished smooth. His stare is direct, jaw square, hands gloved—one always near the hilt.

Commander Aldric Vale enforces order in the inner city with iron discipline and a coiled whip always at his side. Clad in half-plate scarred by street conflict, he commands through fear, precision, and an encyclopedic knowledge of the law. His shield and shortsword stay ready, though rarely needed.

Iron Guards
Creature Sub Type

Iron Guards are the hardened backbone of city defense—better trained, better equipped, and far more disciplined than common street guards. Stationed at gates, key intersections, and garrisons, they respond to riots, suppress organized crime, and serve as elite enforcers of local law.

They wear matching uniforms reinforced with chain or scale beneath dark gray surcoats, each marked with the sigil of the city or Iron Guard insignia. Their presence is deliberate and unyielding—boots like anvils, eyes always scanning.

Respected and feared. Iron Guards are known for their discipline, ruthlessness in combat, and lack of tolerance for corruption. While some see them as protectors of peace, others call them “Iron Dogs”—unyielding and cold, more loyal to order than to justice.

Clothes, Uniform
 

  • Inventory Equipped:
  • Clothes, Uniform
    1 gp

  • Inventory Unequipped:
  • Healing Potion, Minor
    15 gp
  • Manacles
    2 gp
  • Signal Whistle
    3 gp

  • Extra Attack: +1

  • Skill Tier 2:
  • Common Language Skill

  • Skill Tier 3:
  • Empathy
  • Influence
  • Law
  • Navigation

  • The attack when rolled is considered to be unhindered, and does not count against your total attacks done this turn while in combat.

d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information