Irabeth Tirabade

Grelthe, the singing Paladin's page

375 posts. Organized Play character for Khouri P..


Full Name

Grelthe Hraustligr, the Singing Paladin of Kurgess and vassal of White Estrid

Race

| HP:24*/24* | AC:21*/11*/20* | CMD:17*/16* (+1 vs grapple) | Saves: F8*/R3/W7* (+2 vs fear effects; additional +2 to 1st fear save/day)

Classes/Levels

| Init:1 | Senses: Darkvision, Perception:5 | Sense Motive:4 | Speed in Armor: 20' | Raging Songs 5/5 | Lvl.1 Spells 2/2 | Messenger bag reroll 1/1 | Faction Pin 1/1 | Active Conditions: None

Gender

alternate portrait | Female Half-Orc Paladin (Holy Tactician) 2 / Skald (Dragon Skald) 1

Special Abilities

Darkvision, Unflinching Valor, Human-raised, Aura of good, Detect evil, Weal's Champion 1/day, Power Attack, Raging Song (Inspired Rage), Wind Whistler, Sea Legs

Alignment

LG

Deity

Devout of Kurgess (also favors: Torag, Desna, Cayden Cailean, Shelyn, Gorum, Iomedae, Milani, Gozreh, Falayna, Arqueros, Seramaydiel, Marishi, Mrtyu)

Location

currently: Yua’s Fingers (Lastwall)

Languages

Common, Skald

Strength 18
Dexterity 12
Constitution 13
Intelligence 8
Wisdom 10
Charisma 15

About Grelthe, the singing Paladin

Hraustligr: dauntless, strong of heart

Four "Masters": Kurgess, White Estrid, Pathfinder Society, Self.

CHARACTER DESCRIPTION
Appearance
She is a towering but incredibly affable half-orc with a shock of firey red hair, and facial features that lean more toward her human side. She's clad in shiny new masterfully-worked full plate, wearing a simple but stout gold chain around her throat.
Personality:
Most people expect half-orcs to be savage and violent, and Grelthe's used to working a little harder to overcome their assumptions. Unfortunately, she's still working on keeping patient when they ignore her efforts. However, Grelthe's easygoing demeanor allows her to sometimes recover from potentially awkward social situations or even condemnatory faux pas.

The holy tactician inspires her allies on the field of battle. Her place is at their side against overwhelming odds, and her guidance brings out their true potential. Dragon skald performances involve song, whistling, or blowing mighty horns, and viking sailors often talk about having a skald along to whistle up a wind or sing away the mists on the morning of a momentous raid. Skalds are prized on sea raids and linnorm hunts.

History/Background:
(fluffed more as Celtic flavor than traditional Golarion Viking flavor)

Grelthe wasn’t so much raised as left to fend for herself somewhere in the northern Lands of the Linnorm Kings. She has no memory of her parents and moved around wherever she could find scraps and work, turning to some pretty desperate acts before she was captured by Ulfen and sold as a Thrall-slave on a ship in the Ironbound Archipelago. It had been the best thing to ever happen to her. Not only was she able to learn practical skills that would serve her throughout her later life, but she was also met a druid of Desna, which led to her current faith. She learned many of the local folksongs and sea shanteys from her travels, which Ulfen sailors often appreciated having a skald along to sing away the mists on the morning of a momentous raid. Once she had worked off her servitude, she was free to leave the country, but she had nowhere else to go and the Ironbound Isles had felt like home.

As a free woman she made her way to the capital city of Halgrim, where those of her kind were more than tolerated, but (so she heard) treated as equals. After a series of small adventures through the area, she was pleasantly surprised to be summoned to the unconventional woman-King White Estrid’s palace. The King was pleased with her report, and throughout the next few years slowly earned the trust of the King. The quests from the King started small and ordinary, but grew over time. Estrid found her unique combination of affable confidence and brute strength a winning combination; if Grelthe couldn’t talk her way out of a situation (which happened more often than not), she could definitely fight her way out alone if needed or lead a small warband to victory. Since Grelthe never had a formal education, Estrid also made sure she had access to whatever learning she required, in order to serve her King more effectively. That said, a sailor was a sailor and she couldn’t sit still for too long on dry land, so Grelthe took every opportunity allowed to continue her travels upon the sea. As her wanderlust grew, and local people started to take note of her position with the King, White Estrid sent her to help the Pathfinder Society to build a stronger relationship with the organization.

Religion (Kurgess):
A Paladin of Kurgess, she generally travels between sporting events, fairs, and tournaments (think Scottish Highland Games). Followers of Kurgess carry with them small, brightly-colored portable shrines in the form of puppet theaters or wooden podiums, usually with a place for depositing donations. While at these competitions, priests treat sports injuries, and make sure that events are run as cleanly as possible. They also provide minor healing to adventurers for free, providing they regale them with stories of their brave and just accomplishments, or beat them in a test of strength.

Paladin Code
Paladins of Kurgess are jovial in nature but firm in conviction, and brook no cheaters or liars among their ranks. Their tenants include the following affirmations.
- Fairness and good sportsmanship are testaments to one’s virtue. I must set the finest example of what it means to be sporting and noble in challenges of strength and honor.
- A challenge that is won unfairly is not a challenge won. I am no cheat, and I will lose any contest of brawn, honor, or mettle rather than resort to knavery or trickery.
- Frauds have no place among true competitors. In contests of import and high-stakes trials, I will unrelentingly reveal the untruthful and deliver them to their proper justice.
- Winning and losing are two sides of the same coin, and both are worthy of acknowledgment. I treat champions with respect, but honor losers for their courage and willingness to challenge themselves.
- I respectfully seek tutelage from my betters, give honest guidance to the less accomplished, and cherish most of all my friendships with rivals whose skill matches my own.
- Every day is a contest to better oneself, and every deed undertaken is an opportunity to condition my allies and myself for the trials ahead.

Samples of Writing Style:
It has been a good day, Grelthe thought as drowned the last of her ale. Got to have a fight, defend some innocents… well, mostly innocent anyway; she grinned at the memory of the surprised look on the lovers faces when she jumped through the hedge to charge a boar they hadn’t seen. She chuckled a bit to herself and looked around the tavern, to see if there was anyone worth challenging to a friendly feat of strength - not only did her God encourage it, but she thought it was damn fun as well. Her eyes passed over a table of drunken town guards - no, too easy - and alighted on a group of adventurers who just entered - perfect. She ordered a round of drinks from the bartender and boldly strode over to introduce herself and offer a friendly arm wrestle to their beefiest companion. Maybe she’d make some local friends tonight, too. Yes, a good day indeed.

Usage of Diplomacy trait special abilities

Singing

Moral values & placing the strengths of others above her own desires

----------------------------------------------------------------

Weapon and Armor Proficiency - all simple and martial weapons, all armors (see below), and with shields (except tower shields). A skald can cast skald spells while wearing light or medium armor and even using a shield without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes (Paladin). Like other arcane spellcasters, a skald wearing heavy armor incurs a chance of arcane spell failure if the spell in question has somatic components.

STAT BLOCK:
Half-Orc Holy Tactician Paladin of Kurgess 2 / Dragon Skald 1
LG Medium humanoid (half-orc)
Initiative +1
Senses: Perception +5, Darkvision 60ft

Defensive stats & abilities:
AC 23*, touch 11*, flat-footed 22* (+10 armor, +2 shield, +1 DEX)
hp 24* (2d10+1d8+3)
Fort +8, Ref +3, Will +7* (+2 vs fear effects; first fear roll per day +2 morale bonus from Book of War Prayers)
CMD 17* (FF 16*) (+1 vs grapple only)

Lay On Hands (3x/day) 1d6 touch heal (standard action others; swift action self)

Unflinching Valor (racial): gain a +2 racial bonus on saving throws against fear effects, and a +1 racial bonus to CMD to avoid being grappled.
Book of War Prayers (equipment): You can read aloud prayers from the book before battle to hearten others for the trials to come. Reading prayers for this effect takes 10 minutes. You grant those who hear your prayers a +2 morale bonus on the next saving throw against fear they attempt, as long as that saving throw is made in the next 24 hours.
Divine Grace (class feature): +CHA to all saving throws
*=Inspired Rage Raging Song (class feature): +2 morale bonus to Strength and Constitution (so +1 CMB/CMD & +1hp/level) and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC.
+1 Full Plate armor (equipment): +10 armor class, max DEX +1

Offensive stats & abilities:
Speed 20 ft. in armor
Base Atk +2; CMB +6*
Melee: Morningstar 1-h, +6* on attack rolls (1d8+4*) B&P
Morningstar 2-h, +6* on attack rolls (1d8+6*) B&P
Morningstar Power Attack 2-h, +5* on attack rolls (1d8+9*) B&P
Longsword 1-h, +6* on attack rolls (1d8+4*/19-20) S
Longsword 2-h, +6* on attack rolls (1d8+6*/19-20) S
Longsword Power Attack 2-h, +5* on attack rolls (1d8+9*/19-20) S
Ranged: Javelin w/ Ammentum (range 50ft), +3 on attack rolls (1d6+4*/x3) P

Special Attacks:
Weal's Champion (modified Smite Evil attack; 1/day, lasts 1 rounds): swift action, +CHA on attack rolls against evil creatures, and if she hits gains +1/2 paladin level on weapon damage rolls too. For 1 round after this attack hits, all non-evil allies within 30 feet gain a competence bonus on attack rolls equal to 1/2 her Charisma bonus against that creature as well as a +1 competence bonus on damage rolls.
Power Attack (feat) -1 to hit, +2 damage (+3 if 2-h)
Lay On Hands (3x/day) 1d6 damage to undead; melee touch attack

*=Inspired Rage Raging Song (class feature): +2 morale bonus to Strength and Constitution (so +1 attack & damage) and other stuff

Spells:
Paladin Spell-Like Abilities
At will— Detect Evil

Paladin Spells (CL 0; concentration +3; DC_+sp)
Level 1—
(other good choices to prepare: )
Spells/day = _+1 = _
Level 2—
(other good choices to prepare: )
Spells/day = _+1 = _

Skald Spells (CL 1; concentration +3; DC12+sp)
Level 0— at will (Cantrips)
Spells known = Know Direction, Mending/Resistance, Read Magic, Unwitting Ally
Level 1— Spells/day = 1+1 = 2
Spells known = Chord of Shards, Moment of Greatness

Scrolls (Level 1):
Wands (see equipment): Cure Light Wounds (50 charges)
Potions: Cure Light Wounds (1)

Wind Whistler (Dragon Skald; Su) At 1st level, a dragon skald adds alter winds, fog cloud, and obscuring mist to his class spell list, at the same levels the wizard gains them. He still must add these spells to his spells known as normal.

Feats/Traits:
Feats:
Power Attack (Combat) You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
(additional features when BAB reaches +4, and every 4 points thereafter)
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
[LEVEL THREE FEAT]
(`=teamwork feat)

Traits:
Amiable Blunder (Social) Your easygoing demeanor allows you to sometimes recover from potentially awkward social situations or even condemnatory faux pas. Once per day when you fail a Diplomacy check by 5 or more and would cause an NPC’s attitude toward you to worsen, you can immediately attempt another Diplomacy check against the same DC as a free action. If you succeed at this second Diplomacy check, the character’s attitude doesn’t change, as though you had failed the original check by 4 or less.
Irritable Diplomat (Racial; half-orc) Most people expect half-orcs to be savage and violent, and you’re used to working a little harder to overcome their assumptions. Unfortunately, you’re still working on keeping patient when they ignore your efforts. Once per day, you may choose to gain a +5 trait bonus on any Diplomacy check, but if it fails, you take a –2 penalty on all Charisma-based checks for the next 10 minutes.

Other Abilities:
Half-Orc Racial Abilities:
Unflinching Valor (Fear Saving Throws, Grapple CMD) gain a +2 racial bonus on saving throws against fear effects, and a +1 racial bonus to CMD to avoid being grappled.
Human-Raised (skills) Some half-orcs raised as humans lack their cousins’ ferocity and training in orc weapons, but pick up a bit of their human parents’ skills. They gain the human’s skilled racial trait.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Darkvision (senses) see in the dark 60ft in black & white
Favored Class Bonuses:
Human Paladin - Add +1 to the paladin’s energy resistance to one kind of energy (maximum +10). (taken 0x)
Half-Orc Paladin - Add +1/3 on critical hit confirmation rolls made while using smite evil (maximum bonus of +5). This bonus does not stack with Critical Focus.
Generic - +1 hit point (taken 0x) or +1 skill point (taken 1x)

Holy tactician Paladin Class Abilities:
Aura of Good (Ex) The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Spell-like Ability; at-will) A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. (same rules as spell)
Weal’s Champion (modified Smite Evil attack; 1/day, lasts 1 rounds) Once per day as swift action, a holy tactician can call on the powers of good to aid her against evil. Against evil targets, the holy tactician gains her Charisma bonus (if any) on her attack rolls against evil creatures, and if she hits, she adds 1/2 her paladin level on her weapon damage rolls as well. These bonuses last for 1 round for every two paladin levels the holy tactician has attained (minimum 1 round). In addition, for 1 round after the holy tactician successfully strikes an evil creature, all non-evil allies within 30 feet of her gain a competence bonus on attack rolls equal to 1/2 her Charisma bonus against that creature as well as a +1 competence bonus on damage rolls. The bonus on damage rolls increases by +1 for every five levels the holy tactician attains (to a maximum of +5 at 20th level). She can grant this bonus against more than one creature at a time. To gain this benefit, the holy tactician’s allies must be able to see or hear her, and she must be conscious.
At 4th level, and every three levels thereafter, the holy tactician may use weal’s champion one additional time per day (to a maximum of seven times per day at 19th level).
Divine Grace (Saving Throws bonus) At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay On Hands (1d6 touch heal; 1+2x/day) Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
(All other abilities not marked are (Su))

Dragon Skald Skald Class Abilities:
Wind Whistler (Su) At 1st level, a dragon skald adds alter winds, fog cloud, and obscuring mist to his class spell list, at the same levels the wizard gains them. He still must add these spells to his spells known as normal. This ability replaces Scribe Scroll.
Sea Legs (Ex) A dragon skald adds 1/2 his class level (minimum 1) on all Profession (sailor) checks, Survival checks while at sea, Acrobatics and Climb checks made while aboard a boat, and Swim checks. This ability replaces bardic knowledge.
Raging Song (Su; 5/day)
A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level thereafter, he can use raging song for 2 additional rounds per day.
Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard’s bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces.
A raging song has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to raging songs.
If a raging song affects allies, when the skald begins a raging song and at the start of each ally’s turn in which they can hear the raging song, the skald’s allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song’s effects last for that ally’s turn or until the song ends, whichever comes first.
(additional features at 7th & 13th level)
- Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. (additional features at 4th level and every 4 levels thereafter) Unlike the barbarian’s rage ability, those affected are not fatigued after the song ends. If an ally has her own rage class ability (such as barbarian’s rage, bloodrager’s bloodrage, or skald’s inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

Skills:
Acrobatics^ +1 (additional +1 while aboard a boat)
DEX (1) + 0 ranks (+ 3 class bonus)
Appraise -1
INT (-1) + 0 ranks (+ 3 class bonus)
Bluff +2 (Sovereign Court Faction Pin +1d4)
CHA (2) + 0 ranks
Climb^ +4* (additional +1 while aboard a boat)
STR (4*) + 0 ranks (+ 3 class bonus)
Craft (_) untrained -1
INT (-1) + 0 ranks
Diplomacy +7 (see traits irritable Diplomat & Amiable Blunder)
CHA (2) + 2 ranks + 3 class bonus
Disable Device
DEX (1) + 0 ranks

Disguise +2 (Sovereign Court Faction Pin +1d4)
CHA (2) + 0 ranks
Escape Artist^ +1
DEX (1) + 0 ranks (+ 3 class bonus)
Fly^ +1
DEX (1) + 0 ranks
Handle Animal
CHA (2)+ 0 ranks (+ 3 class bonus)

Heal +0
WIS (0) + 0 ranks (+ 3 class bonus)
Intimidate +2
CHA (2) + 0 ranks (+ 3 class bonus)
Knowledge (Nobility) +3 (additional +2 circumstance to heroic lineages from Tome of Epics; Sovereign Court Faction Pin +1d4))
INT (-1) + 1 rank + 3 class bonus
Knowledge (Religion) +3
INT (-1) + 1 rank + 3 class bonus
Linguistics
INT (-1) + 0 rank (+ 3 class bonus)

Perception +5
WIS (0) + 2 ranks + 3 class bonus
Perform (Oratory) untrained +2 (additional +2 Tome of Epics)
CHA (2) + 0 ranks (+ 3 class bonus)
Perform (Sing) +6 (additional +2 Tome of Epics)
CHA (2) + 1 rank + 3 class bonus
Profession (Sailor) +5 (includes Sea Legs bonus)
WIS (0) + 1 rank + 3 class bonus + 1 Sea Legs
Ride^ +1
DEX (1) + 0 ranks (+ 3 class bonus)
Sense Motive +4
CHA (2) + 1 ranks + 3 class bonus
Sleight of Hand^
DEX (1) + 0 ranks

Spellcraft
INT (-1) + 0 ranks (+ 3 class bonus)

Stealth^ +1
DEX (1) + 0 ranks
Survival +0 (additional +1 while at sea)
WIS (0) + 0 ranks
Swim^ +5* (includes Sea Legs bonus)
STR (4*) + 0 ranks (+ 3 class bonus) + 1 Sea Legs
Use Magic Device
CHA (2) + 0 ranks (+ 3 class bonus)

Armor check penalty (^) -5 (+1 Full Plate)
*=Inspired Rage Raging Song (class feature): +2 morale bonus to Strength (so +1 climb & swim) and other stuff

Amiable Blunder: (1/day) if you fail Diplomacy by 5+, reroll to not change attitude
Irritable Diplomat: (1/day) +5 to one diplomacy check, if fail then -2 on all CHA based checks for 10 mins
Sovereign Court Faction Pin (1x per session) +1 to any skill check, OR 1d4 to Bluff, Disguise, and Knowledge (nobility) (treat as if trained).
Tome of Epics (equipment): After consulting the book for 1 hour, for the next 24 hours you gain a +2 bonus on Perform (oratory) and Perform (sing) checks and a +2 circumstance bonus on Knowledge (nobility) checks pertaining to heroic lineages.
Sea Legs (Dragon Skald feature; Ex): A dragon skald adds 1/2 his class level (minimum 1) on all Profession (sailor) checks, Survival checks while at sea, Acrobatics and Climb checks made while aboard a boat, and Swim checks. This ability replaces bardic knowledge.

Equipment/Magic Items:
+1 Full Plate Armor
Heavy wooden shield
(3) Cold Iron Javelins w/ ammentum
morningstar
longsword
paladin kit
(1) healing potion
(3) holy water
Alchemist's Fire
Tome of Epics
Book of War Prayers
wand of CLW (50 charges)

1246g-1200g = 46g

Party Items:
Dust of illusion
Wand of vanish (CL 4, 24 charges; carried by Agirran?Shamus?)
Waterproof Backpack (Grelthe)

Previous Scenarios Played & Boons:
#5-11 Library of the Lion
The Godsmouth Heresy (Pharasma's Blessing)
-> Pharasma’s Blessing (1 use): Pharasma blesses you for your service to the Godsmouth Cathedral. You may reroll any single attack roll targeting an undead creature or any single saving throw against an undead creature’s ability or effect, always taking the result of the second roll. You must make this reroll before the results of the first roll are known. If Pharasma is your patron deity, you receive a +4 bonus on your reroll. Once this ability has been used, cross it off the Chronicle.
#9-18 Scourge of the Farheavens (Guardian of the Farheavens)
-> Guardian of the Farheavens (3 uses): You successfully reunited Dolok Darkfur with the last god caller of the Farheavens, earning the gratitude of the mighty eidolon. You can check one of the boxes that precede this boon as a standard action to affect a single bear or owlbear with a charm monster effect (DC 19; CL 8th). Alternatively, you can check a box that precedes this boon as a standard action to use bear’s endurance as a spell-like ability with a caster level equal to your character level.
#10-12 Breath of the Dragonskull (Champion of the Farheavens, Firebreaker)
-> Champion of the Farheavens (3 uses): Once again the Pathfinders have proven themselves to be the Farheavens’ greatest allies. You can check a box next to this boon as a standard action to conjure a small, feathered bear to aid you (use the statistics for a dire badger as though casting summon monster II with a caster level equal to your character level).
-> Firebreaker (2 uses): You not only stopped the flames raging around Mishkar, but you also put a stop to simmering regional conflicts that had long targeted the local Dragonskull goblin tribe. One of the Dragonskull goblins has decided to follow you back to the Pathfinder Society and help you in your journeys. When you would fail a skill or ability check related to putting out a fire, or a saving throw against an effect that deals fire damage, you can check a box that precedes this boon to reroll the check. This reroll represents the goblin rushing to your aid.

Organized Play Accessory Perks:
Rise of the Runelords: "Burnt Offerings" Messenger Bag (1x/scenario) after you roll the dice, you can reroll 1d20 die; you must take the new result.
Sovereign Court Faction Pin (1x per session) +1 to any skill check, OR 1d4 to Bluff, Disguise, and Knowledge (nobility) (treat as if trained).

-------------------------------------------------

Botting Instructions:
Grelthe always tries to solve issues using diplomacy first, if it's reasonable. (Not if they are already charging me with weapons drawn)
[Dice=Diplomacy]1d20+7[/dice]

In combat, she tries to get into a melee position where she can protect less-armored allies. Her Morningstar & shield is her preference, but she also has a longsword if the B/P damage isn't doing as much as it should, and 3 cold iron Javelins if she can't get within melee at all. If the enemy seems easy to hit but has a lot of HP (or is close to dead but doing a lot of damage to us) then she will transfer to 2-handed power attack.
[Dice=Morningstar 1-h attack]1d20+6[/dice]*
[Dice=Morningstar 1-h damage]1d8+4[/dice]*

[Dice=Morningstar 2-h power attack]1d20+5[/dice]*
[Dice=Morningstar 2-h power attack damage]1d8+9[/dice]*

Backup ranged weapon: Cold Iron Javelin
[Dice=Cold Iron Javelin attack]1d20+3[/dice] (50' range due to ammentum)
[Dice=Cold Iron Javelin damage]1d6+4[/dice]* (x3 on crit)

*=Inspired Rage Raging Song (class feature): +2 morale bonus to Strength and Constitution (so +1 attack & damage) and other stuff