Wen Histani

Adele Dujardin's page

398 posts. Alias of Joana.


Full Name

Adele Poesie Bonchance Dujardin

Race

Halfling

Classes/Levels

Bard/ Paladin (sacred servant) 7 (gestalt)

Gender

Female

Size

Small

Age

48

Special Abilities

Bardic Knowledge, Aura of Good, Detect Evil, Divine Grace

Alignment

Lawful Good

Deity

Shelyn

Location

Taldor

Languages

Taldane, Halfling, Gnome, Hallit, Celestial

Strength 8
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 14
Charisma 19

About Adele Dujardin

Adele Poesie Bonchance Dujardin was born in Isarn, the capital of Galt, just before the time of the Red Revolution. Her father's family had for generations been gardeners and caretakers of the city's parks; during her childhood, her grandfather Claude Dujardin was the head groundskeeper of the largest public garden in Isarn. The position was a highly respectable one, for a halfling, and her early childhood was idyllic.

It was a time of great hope in Galt, the empire of the diabolists shaken off and the excesses of the revolution not yet apparent. Adele's grandfather, in particular, was overjoyed about Galt's independence from Cheliax, where so many halflings were enslaved. She spent a great deal of time with her grandfather, learning not only gardening but folk songs and dances of their homeland. Claude was immensely proud of his country's heritage and of the beauty of its capital city, the history of each building, statue, and park he detailed to his granddaughter as they walked its streets.

Sadly, however, the chaotic and bloodthirsty nature of the leaders of the revolution soon became apparent, and the proud spring in Claude's step became a perplexed grimace on his face. The necks which fed the final blade Madame Margaery changed from those of the corrupt and oppressive nobility to those of innocent citizens who had gotten on the bad side of the revolutionary council -- or whose death would fill their pockets. The public art of Isarn fell victim to neglect or to vandals. Claude Dujardin struggled alone to keep his park well-tended and free of vagrants, but increasingly he found himself at war against hungry squatters and mobs of violent radicals intent on the destruction of artifacts of Galt past as symbols of their former oppressors.

When at last the Grey Gardeners came for Claude Dujardin, guilty of sympathy toward and collaboration with forces of oppression, it was not a surprise. There were citizens enough left in Isarn who harbored affection for the dedicated old halfling that he was repeatedly warned to flee, but he refused to abandon the parks that his forefathers had tended for so long. His son and daughter-in-law bundled up Adele and fled across the border into exile. Claude Dujardin's soul was imprisoned in the blade Madame Margaery before the forbidding black obelisk of the Monolith in his beloved Isarn.

Adele, confused and heartbroken, traveled with her parents to Taldor, where they made their new home. The little halfling girl, however, never felt that any place measured up to the beauty of Isarn, which grew more exaggerated in her mind as she remembered her grandfather's stories. She venerated her heritage and her homeland as it once was, following her grandfather in his devotion to Shelyn, goddess of beauty and art. As well, she identified with her deity's sorrow over the loss of her brother and took hope from Shelyn's unending optimism and embrace of life and love in the face of adverse circumstances. As she came of age, it was a seamless transition to devote her life to Shelyn's service.

.................

Mechanics:

Favored class: Paladin

Traits: Birthmark (+2 vs. charm/compulsion), Charming (+1 to Bluff/Diplomacy, +1 to DC of language-dependent spells)

Skills: Acrobatics +5, Climb +1, Diplomacy +14, Escape Artist +9, Knowledge (arcana) +13, Knowledge (engineering) +12, Knowledge (history) +13, Knowledge (nature) +13, Knowledge (religion) +13, Knowledge (all other) +5, Perception +14, Perform (dance) +14, Perform (percussion) +9, Perform (sing) +14, Profession (gardener) +10, Spellcraft +6, Stealth +7

Feats: Extra Performance, Toughness, Weapon Finesse, Improved Initiative

Initiative: +7
AC: 21 (10 +1 size +3 Dex +5 armor +2 shield), Touch 14, Flatfooted 18
HP: 46/56
Fort +10, Ref +13, Will +12
Speed: 30 ft.
Carrying Capacity: Light <19.5, Medium 20-39.75, Heavy 40-60
Base Attack: +7, CMB +5, CMD 18 (10 +7 BAB -1 Str +3 Dex -1 size)

Combat: +2 rapier +12/+7 d4+1 18-20 (x2)
+1 light crossbow +11 d6+1 19-20 (x2)

Bardic Performance: 24/26 rounds/day (countersong, distraction, fascinate, inspire courage +2, inspire competence +3, suggestion); move action to begin
Versatile Performance: substitute Perform (dance) for Acrobatics/Fly, Perform (sing) for Bluff/Sense Motive
Well-Versed: +4 vs. bardic performance, sonic & language-dependent effects
Lore Master: take 10 on any Knowledge check; take 20 on any Knowledge check as a standard action once/day

Smite Evil 2/day: +4 to attack, +7 to damage (+14 vs. evil outsiders, evil dragons, undead on first attack), bypass DR, +4 deflection bonus to AC
Lay on Hands: 3d6 7/day
Aura of Courage: immune to fear, +4 morale bonus vs. fear to allies within 10 ft.
Divine Health: immunity to disease
Mercy: remove fatigue, disease
Channel Positive Energy: 4d6/2 Lay on Hands (Save DC 17)
Divine Bond: holy symbol 1/day for 7 mins. (+1 caster level to any paladin spell cast, +1 to DC for undead to save vs. positive energy, +1d6 to channel positive energy, or +1 use/day of lay on hands)
Good Domain: Touch of Good +1 to attack rolls, skill checks, ability checks & saving throws 5/day

Spells:
Cantrips (at will): Detect Magic, Light, Lullaby (DC 14), Message, Read Magic, Unwitting Ally
Bard spells level 1 (5/day): Alarm, Eagle's Splendor, Feather Fall, Saving Finale, Unseen Servant
Bard spells level 2 (4/day): Cat's Grace, Enthrall, Honeyed Tongue, Tongues
Bard spells level 3 (2/day): Displacement, Mass Feather Step
Paladin spells level 1 (2/day): Divine Favor, Hero's Defiance
Paladin spells level 2 (1/day): Resist Energy
Good domain spell level 1 (1/day): Protection from Evil
Good domain spell level 2 (1/day): Align Weapon (good)

Equipment: 19 lbs
+2 rapier
+1 light crossbow
10 crossbow bolts
+1 mithral shirt
darkwood shield
silk rope (50 ft.)
boots of striding and springing
spell component pouch
scrolls: dispel magic (A), dispel magic (D), resist energy (D), fly
potion of Alertness
potion of Cure Light Wounds
leather map to Vraath Keep
Larkspur (white pony w/ riding saddle & saddlebags)
3 gp, 8 sp, 7 cp
639 gp voucher