The Fat Woman

Durida Valhig's page

10 posts. Alias of DukeRuckley.


Full Name

Durida Valhig

Race

Dwarf

Classes/Levels

Arcane Duelist 1

Gender

Female

Age

130

Alignment

LG

Deity

Torag, Erastil

Languages

Common, Dwarven, Giant

Strength 15
Dexterity 13
Constitution 12
Intelligence 12
Wisdom 10
Charisma 14

About Durida Valhig

Senses: Perception +4, Darkvision

Initiative: +1

Hit Points: 10/10 (1d8, +1 Con, +1 FC)

Melee: Dorn Dergar +2 (1d10+3, 20/x2, B, reach)
Melee: Morningstar +2 (1d8+2, 20/x2, B/P)
Melee: Whip +2 (1d3+2, 20/x2, S, disarm, nonlethal, 15ft. reach, trip)

Armor Class: 15, 14 flat-footed , 11 touch (+1 Dex, +4 armor)
Saves: Fortitude +1, Reflex +3, Will +2 (+2 on saving throw against poison, spells and spell-like abilities)
Modifiers:
+2 vs. poison, spells, and spell-like abilities.
+1 fortitude when using bardic performance

Resistances:
Immunities:
Weaknesses:

Base Attack Bonus: 0
Combat Maneuver Bonus: +1
Combat Maneuver Defense: 12 (+4 vs. bull rush and trip)

Size: Medium
Speed: 20 ft.

Dwarf Traits:

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) skill checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces the greed racial trait.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Rock Stepper: Many dwarves can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Arcane Duelist Features:
Bard Proficiencies: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Arcane Strike: Arcane duelists gain Arcane Strike as a bonus feat at 1st level.

Bardic Performance (12 rounds/day):

Rallying Cry (Su): At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard’s Intimidate check. Rallying cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Spells:
Level 0 (at will, DC 12): Dancing Lights, Daze, Message, Prestidigation
Level 1 (2/day, DC 13): Expeditious Retreat, Grease

Character Traits:
Warrior Poet (Dwarf): You gain a +1 trait bonus on Knowledge checks related to dwarves (dwarven history, dwarven construction, and so on) and a +1 trait bonus on Fortitude saves in any round in which you use a bardic performance ability.

Heirloom Weapon: Gain proficiency with a chosen simple or martial weapon (Dorn Dergar, dwarven).

Skills:
7 ranks/lvl (6 class, 1 int)

Acrobatics +3 (1 rank, +3 class, +1 Dex, -2 ACP)
Climb +4 (1 rank, +3 class, +2 Str, -2 ACP)
Intimidate +6 (1 rank, +3 class, +2 Cha)
Knowledge (History) +5 (1 rank, +3 class, +1 Int)
Perception +4 (1 rank, +3 class, +0 Wis)
Perform (Sing) +6 (1 rank, +3 class, +2 Cha)
Stealth +4 (1 rank, +3 class, +2 Dex, -2 ACP)

Note: +2 to Knowledge: History regarding Dwarves
Note: +1 to every Knowledge regarding Dwarves

Languages:
Common, Dwarven, Giant

Feats:
Arcane Strike: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Extra Performance: You can use bardic performance for 6 additional rounds per day.

Weapons: Dorn Dergar, Morningstar, Whip
Armor: Chain shirt, Shield (heavy Wooden)
Tools and Skill Kits:
Mundane Gear: Backpack, Traveling Clothes, Pouch (Spell Component)
Magical Gear: None
Potions: None
Scrolls: None

Money and Treasure: 5 gold

Experience Points: 0
To Next Level: 1000

Appearance and Personality:

Background:

Adventuring Companions:

Campaign:

Character Progression:

Level 1: Extra Performance, +1 HP (FC)

Feats of Interest: Toughness, Weapon Focus (Dorn Dergar)