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Cashguard Captain Faril is the captain of the Counting House's Cashguard.

Involvement[edit | edit source]

Faril can be found guarding the door to the lower levels of the Counting House in the Lower City. She asks for a Vault Pass, and the party can either obtain one from Bloris Meadhoney Head Clerk Meadhoney and present it or attempt to bribe Faril to access the vaults:

  • [PERSUASION] All that gold you guard, and you never get a taste of it yourself? Seems unfair. (5000) (DC 18)
  • [DECEPTION] You've had stranger visitors than me today. I won't be noticed, and you can make a tidy profit. (DC 18) (if spoken to Meadhoney and learned about the cultists)
  • [DECEPTION] My pass was stolen. Truly. This is all the coin I have left. (5000) (DC 20)
  • [INTIMIDATION] You can make some gold, or die guarding someone else's. Choose. (1000) (DC 30)

Combat[edit | edit source]

Attacks and abilities[edit | edit source]

Backbreaker Backbreaker ()   –  Maul +1
Damage: 5~8

Put extra force behind your strike to possibly knock your enemy Prone Prone.

STR Save
 Range: Normal weapon range
Recharge: Short rest
Blinding Smite Blinding Smite ( +  + )
Damage: 3~24
D8 Radiant.png
Normal weapon damage
+ 3d8Damage TypesRadiant

Evoke a heavenly flare and possibly Blind Blind your target

CON Save
 Range: Normal weapon range
Compelled Duel Compelled Duel ( + )
Force an enemy to attack only you, giving it Disadvantage Icon.png Disadvantage against other targets.
WIS Save
 Range: 9 m / 30 ft
Concussive Smash Concussive Smash ()   –  Maul +1
Damage: 7~17

Hit an enemy with all your might to deal damage and possibly Daze Daze them.

CON Save
 Range: Normal weapon range
Recharge: Short rest
Lay on Hands: Greater Healing Lay on Hands: Greater Healing ( + 2)
Healing:
Paladin Level x 4Healing

Imbue your hands with divine power to heal an ally.

 Melee: 1.5 m / 5  ft
Main Hand Attack Main Hand Attack ()   –  Maul +1
Damage: 7~17

Make a melee attack with your equipped weapon.

 Melee: 1.5 m / 5  ft
Mobile Shot Mobile Shot ()   –  Hand Crossbow +1
Damage: 2~7
D6 Piercing.png
1d6 + 1Damage TypesPiercing

Make a Ranged Attack while moving. Prerequisite: Must have Dashed Dashed or Disengaged Disengaged this turn.

 Range: 15 m / 50 ft
Recharge: Short rest
Piercing Shot Piercing Shot ()   –  Hand Crossbow +1
Damage: 3~8
D6 Piercing.png
1d6 + 2Damage TypesPiercing

Deal regular damage and possibly inflict Gaping Wounds Gaping Wounds which cause extra damage on attacks.

Undead and Constructs can't receive Gaping Wounds.

CON Save
 Range: Normal weapon range
Recharge: Short rest
Ranged Attack Ranged Attack ()   –  Hand Crossbow +1
Damage: 3~8
D6 Piercing.png
1d6 + 2Damage TypesPiercing

Make a ranged attack with your equipped weapon.

 Range: 18 m / 60 ft
Tenacity Tenacity ()   –  Maul +1
Damage: 4

When you miss an attack, deal Damage TypesBludgeoning damage equal to your Strength modifier anyway (minimum of 1).

Notable loot[edit | edit source]