npc Sheriff of Nottingham

de Wendenal, High Sheriff of Nottinghamshire(Epic Toll Warden of Mammon)

Heros and Villains


Antonis Mor (1519–1575) Title Portrait of Giovanni Battista di Castaldo Date circa 1550

Antonis Mor (1519–1575) Title Portrait of Giovanni
Battista di Castaldo Date circa 1550

The High Sheriff
of Nottinghamshire, Derbyshire and the Royal Forests is responsible for enforcing
law and order and bringing criminals to justice.

The Sheriff of Nottingham
is the chief official whose task it is to capture outlaws such as Robin Hood,
ensure the safety of trade routes through Sherwood Forest, and to arrest outlaws
for poaching the King’s deer. The Sheriff of Nottingham has a lecherous desire
for Robin Hood’s lady, Maid Marian. He is widely considered to be the main villain
of the Robin Hood stories, appearing in all of them, alongside such enemies
of Robin Hood as Guy
of Gisbourne
and Prince John.

The short-staffed King
of England placed the Sheriff of Nottingham in charge of law enforcement for
much of northern England. The Sheriff’s influence has grown so great he attempts
to take control of the throne. Although physically capable the Sheriff is more
a cowardly schemer while his assistant, Guy
of Gisbourne
is a more competent
and determined physical threat to Robin.

William de
Wendenal, High Sheriff of Nottinghamshire
Epic Toll
Warden of Mammon

de Wendenal, High Sheriff of Nottinghamshire
10, Toll Warden of Mammon 13
Medium humanoid (Kin)
Hit Dice 23d6+23
(106 hp)
Initiative +15 (+11
Dexterity, +4 Improved Initiative)
Speed 40 ft.
(8 squares) with boots of swiftness; base speed 20 ft. (4 squares)
34 (+11
Dexterity, +1 size, +7 armor, +5 deflection),

touch 27, flat-footed 23
Base Attack/Grapple +16/+12
Attack +5 wounding dagger +33 melee or +33 ranged (1d4+5 plus 1 Constitution/19-20); or +2 frost light
(with +1 keen bolts) +16 ranged (1d8+2 plus 1d6/17-20)
Full Attack +5 wounding dagger +33/+28/+23/+18 melee or +33 ranged (1d4+5 plus 1 Constitution/19-20); or
+2 frost light crossbow (with +1
keen bolts) +16 ranged (1d8+2 plus 1d6/17-20)
Space/Reach 5 ft./5
toll 4/day, master of misappropriation, sneak attack +8d6
20% concealment,
greater collect, improved evasion, improved uncanny dodge, nondetection,
trapfinding, trap sense +3, uncanny dodge, vanishing vault, weigh the wealth
Saves Fort +9,
Ref +27, Will +8
Abilities Strength 10,
Dexterity 32, Constitution 12, Intelligence 14, Wisdom 10, Charisma 16
Skills Appraise +31, Balance +40, Bluff +10, Climb +27 (+29 to a rope), Diplomacy +7, Disable
+26, Disguise +10 (+12 when
acting in character), Escape Artist +40 (+42 when escaping rope bonds), Hide +54, Intimidate +13, Jump +29, Listen +11, Move
+47, Open Lock +29, Sleight
of Hand
+59, Sense Motive +10, Tumble +45, Rope
+17 (+19 to bind someone)
Feats Cheat, Deft Hands, Devotee
of Darkness
(Mammon), Improved
, Skill Focus (Appraise), Skill Focus (Sleight
of Hand
), Weapon Finesse
Epic Feats Epic
Skill Focus
of Hand
), Lord of Legerdemain
Environment Any land
or underground
Organization Solitary
Treasure 58,726
gp, +2 frost light crossbow, +5 wounding dagger, +5 greater slick leather armor, Backpack,
belt pouch (with 100 sp), boots of swiftness, crowbar, Nobles outfit, mantle of great stealth, masterwork thieves’ tools, ring of invisibility, ring
of protection
+5, silk rope (50 ft.), trail rations (x2), quiver
(with 50 +1 keen bolts), waterskin
Alignment Lawful

William has received a +4
inherent bonus to his Dexterity score.

The Sheriff of Nottingham Rhead, Louis. "Bold Robin Hood and His Outlaw Band: Their Famous Exploits in Sherwood Forest". New York: Blue Ribbon Books, 1912, page 129

The Sheriff of Nottingham Rhead, Louis. “Bold Robin
Hood and His Outlaw Band: Their Famous Exploits in Sherwood Forest”.
New York: Blue Ribbon Books, 1912, page 129

Demand Toll (Sp): 1/day, William can command that an item or sum of money be surrendered to him.
This affects one target within range of his voice, who is entitled to a Will
save (DC 26). Success means that the target is dazed for 1d3 rounds, whilst
failure means acceding to the demand as well as being dazed for 1d3 rounds.
Should the target not have the specified item or sum of money, or should the
toll warden not specify which item is to be paid, the target automatically succeeds
(and is dazed for 1d3 rounds). The most valuable item possessed by the target
grants the target a +4 bonus on his saving throw; the second most valuable item
grants a +2 bonus; and lesser items grant no bonus. This is a mind-influencing,
language dependent ability.

of Darkness
: Once per day, William can call upon the aid of Mammon,
granting him a +3 profane bonus to any one roll. Against chaotic or good foes,
William gains a +1 profane bonus to Armor Class, and once per day can gain a +2
profane bonus on saving throws against a spell with the chaotic or good descriptor.
He also gains Spell
23 against chaotic and good spells and spell-like abilities.

Whenever dealing with a
higher-ranking servant of Mammon (or the Lord of the Avarice himself), William takes a –2 penalty on attacks,
checks, and other rolls, a – 3 penalty to Armor Class, and a -6 penalty
to saving throws. In addition, no Spell
William obtains is ever effective against such creatures.

Greater Collect (Ex): William is exceptionally skilled at “collecting taxes”, gaining a +11
profane bonus on Sleight of Hand checks. He may always take 10 on Sleight
of Hand
checks. Furthermore, he can take items one size category larger
than normal, and hide them on his person as a supernatural ability. The base Sleight of Hand DC to lift a larger
object from an individual is 30, and the opponent gains a +5 circumstance bonus
on the opposed Spot check to notice the ‘collection’.

Master of Misappropriation
William has become an accumulator of others’ wealth
par excellence. Any creature targeted by his demand toll ability that fails
its saving throw must continue to make a saving throw round by round; William continues
to make demands until a successful save is made, although the save DC decreases
by -1 each round. This still counts as only one use of demand toll. Additionally,
he can discern location 1/ week
to find any object he has touched.

Tincture of Treasure
William hates the thought of wealth in the hands
of others, and constantly detects nearby objects worth at least 333 gp (as though
by a detect spell with a 10 foot radius, centered on himself). By concentrating
on the effect (a move action that does not provoke attacks of opportunity),
William can discover more information. The first round (always active) allows
him to ascertain whether there are objects at least 333 gp in the vicinity (items
or coins kept in the same container count as one object). The second round shows
him the approximate location and number of places where such wealth is kept.
The third round gives an approximation of the value of the item(s), as long
as William succeeds on an Appraise check
(increase the DC by 10 if the items cannot be seen) as a free action. A separate
check is required for each aura. William can only use the Appraise skill to determine the mundane (non-magical) value of an item.

Vanishing Vault (Su): William stores his wealth in an extraplanar vault, akin to a bag
of holding
, which only he can access. There is no weight limit, but there
is a space limit (William’s vault is a 130 foot cube). The vault cannot be entered;
its only purpose is to store items until they are needed. William can access
his vault as standard action, using the opening to any container or bag, so
long as said container or bag is either his own or is unattended.

Weigh the Wealth (Su): William hates the thought of wealth in the hands of others, and constantly
detects nearby coins or items (as though by a detect spell with a 30 foot radius,
centered on himself). William can instinctively assess the approximate value of
the nearby treasure (as per Table above). He may make on Appraise check on each aura as a free action to gain a more accurate indication of the
treasure’s worth. If the item is magical, he can assess the value of the item
but does not gain any insight as to what enchantments are in effect. Assume
that magical items have a base Appraise DC
of 20 +1 per 2,000 gp of value.

William has become so attached
to his ill-gotten gains that the loss of even a copper penny will not go unnoticed.
Should William lose or surrender any item he has had on his person for more than
3 hours, he is able to use locate object at will to find said item.


Heros and Villains

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