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
|William de Wendenal, High Sheriff of Nottinghamshire, Epic Toll Warden of Mammon|
|Rogue 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)|
|Armor Class||34 (+11 Dexterity, +1 size, +7 armor, +5 deflection), touch 27, flat-footed 23|
|Attack||+5 wounding dagger +33 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)
|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 ft.|
|Special Attacks||Demand toll 4/day, master of misappropriation, sneak attack +8d6|
|Special Qualities||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 Device +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 Silently +47, Open Lock +29, Sleight of Hand +59, Sense Motive +10, Tumble +45, Rope Use+17 (+19 to bind someone)|
|Feats||Cheat, Deft Hands, Devotee of Darkness (Mammon), Improved Initiative, Skill Focus (Appraise), Skill Focus (Sleight of Hand), Weapon Finesse|
|Epic Feats||Epic Skill Focus (Sleight of Hand), Lord of Legerdemain|
|Environment||Any land or underground|
|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|
William has received a +4 inherent bonus to his Dexterity score.
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.
Devotee 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 Resistance 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 Resistance 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 (Su): 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 (Su): 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.