Jardin

Nym Vallidorn's page

216 posts. Alias of Fraust.


Race

Blessings: 3/3|

Spells:
oth: Detect Magic, Guidance, Read Magic; 1st: Bless, Summon Monster I

Classes/Levels

Human Traveler | AC: |HP: |Initiative: |Perception: |

Skills:
Acrbtcs +3, Lngsts +4, K geo +1, K hist +1, P guide +7, Swm +7

About Nym Vallidorn

Human Warpriest of Desna 1
Favored Class: Warpriest (+1 hp, 1/6 of a combat feat)
XX Medium Humanoid (human)
-=Attributes=-
Str 16
Dex 14
Con 10
Int 10
Wis 16
Cha 10

-=Feats Skills Traits=-

Feats:

Improved Initiative (b)
Weapon Focus [cestus] (b)
Combat Expertise (1st)

Story Feat: Foeslayer, Gruesome Butcher, or Nemesis. I feel each fits with the background, and I'd like to wait to select mine until I know what others have select so not to double up. My preference is for Nemesis.


Skills:

Acrobatics 1+2+0
Linguistics 1+0+3
Know (geography) 1+0+0
Know (history) 1+0+0
Profession (guide) 1+3+3
Swim 1+3+3

Traits:

Dwarf Trained: Dwarves are well acquainted with the threats posed by giants and orcs, and they have spent centuries honing their techniques for fighting these foes. You have trained with the dwarves and have learned some of the tactics they use against their
hated enemies.

You gain a +2 dodge bonus to AC against creatures with the giant subtype (this does not stack with the bonus granted by the defensive training racial trait of dwarves and gnomes) and a +1 trait bonus on attack rolls against creatures with the orc subtype (this does not stack with the bonus granted by the dwarf hatred racial trait). Dwarves and gnomes can’t choose this trait.

Tactician: You know how to take advantage of enemies who are unprepared for your assault.

You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.

Thrill Seeker Desna has blessed you not just with a love of taking chances, but also the fortune to come out of such risky situations unscathed.

Once per day, when you attempt an Acrobatics check, you can roll twice and take the better result. You must choose to use this ability before making the check.

Overprotective: In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done.

If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

-=Abilities=-

Blessings:

Blessings Per Day: 4
Unless otherwise noted, abilities are a standard action.

Luck
Lucky Presence (minor): At 1st level, you can touch an ally and grant it a lucky presence. The target of this luck can call upon it to roll any one ability check, attack roll, saving throw, or skill check twice and take the better result. The decision to use this ability must be made before the roll is made. Once used, or once 1 minute passes, the effect ends.

Travel
Agile Feet (minor): At 1st level, as a swift action you gain increased mobility. For 1 round, you ignore all difficult terrain (including magical terrain) and take no penalties for moving through it.


Spellcasting:

CL: 1; Casting Stat: Wisdom; Spontaneous: Cure
Spells Prepared
0th: Detect Magic, Guidance, Read Magic
1st: bless, summon monster I

Sacred Weapon:

Damage: 1d6

-=Equipment=-