About Vard PendengasStatistics:
STR: 14 = Base: 16; Racial: (-2) Halfling
DEX: 13 = Base: 11; Racial: (+2) Halfling CON: 12 = Base: 12 INT: 12 = Base: 12 WIS: 10 = Base: 10 CHA: 16 = Base: 14; Racial: (+2) Halfling AC: 18 = Base: (+10); Dexterity: (+1); Armor: (+5) +1 Chain shirt; Shield: (+1) Masterwork Buckler; Size: (+1) Small
Fort: 9 = Base: +3; CON: +1; Racial: (+1) Halfling Luck; Resistance: (+1) Cloak of Resistance +1; Misc: (+3) Divine Grace
BAB: 3
Initiative: +1 = +1 DEX
Attacks:
Melee:
MW Warhammer: +7 (1d6+2, x3) MW Warhammer, Power Attack: +6 (1d6+4, x3) MW Warhammer (2H): +6 (1d6+3, x3) (lose 1 AC from using buckler arm) MW Warhammer (2H), Power Attack: +5 (1d6+6, x3) (lose 1 AC from using buckler arm) Halfling Slingstaff (melee): +6 (1d4+2) Ranged:
+3 Attack, +3 to Damage vs Smite Evil target Skills:
[spoiler=Skills]
Acrobatics: 4 = +1 DEX; Trait: (+1) Acrobat; Racial: (+2) Sure-Footed Appraise: 1 = +1 INT Bluff: 3 = +3 CHA Climb: 10 = +3 ranks; +2 STR; Misc: (+3) Skill Focus; Racial: (+2) Sure-Footed Diplomacy: 9 = +3 ranks; +3 CHA; Misc: (+3) Class Skill Disguise: 3 = +3 CHA Escape Artist: 1 = +1 DEX Fly: 3 = +1 DEX; Size: (+2) Size Modifier Heal: 4 = +1 rank; +0 WIS; Misc: (+3) Class Skill Intimidate: 3 = +3 CHA Knowledge (geography): 2 = +1 rank; +1 INT Knowledge (nobility): 6 = +2 ranks; +1 INT; Misc: (+3) Class Skill Knowledge (planes): 2 = +1 rank; +1 INT Knowledge (religion): 5 = +1 rank; +1 INT; Misc: (+3) Class Skill Perception: 2 = +0 WIS; Racial: (+2) Keen Senses Profession (Coach): 6 = +3 ranks; +0 WIS; Misc: (+3) Class Skill Ride: 1 = +1 DEX Sense Motive: 6 = +3 ranks; +0 WIS; Misc: (+3) Class Skill Stealth: 8 = +1 DEX; Size: (+4) Size Modifier; Misc: (+3) Familiar (Centipede, House) Survival: 0 = +0 WIS Swim: 2 = +2 STR Traits:
Armor Expert (APG 327): When you wear armor of any sort, reduce its armor check penalty by 1*, to a minimum check penalty of 0.
Acrobat (UCa 59): You gain a +1 bonus on Acrobatics checks*, and only take a -2 penalty instead of the normal -5 when using the Climb skill to attempt an accelerated climb. Race Features:
Fearless: You have a +2 racial bonus on all saves against fear.
Halfling Luck: You have a +1 racial bonus on all saving throws.* Keen Senses: You have a +2 racial bonus on Perception checks.* Sure-Footed: You have a +2 racial bonus on Acrobatics and Climb checks.* Weapon Familiarity: You are proficient with slings and treat any halfling weapon as a martial weapon. Class Features:
Aura: You have a faint aura of Good.
Detect Evil (Sp): As a move action, you can concentrate on a single item or individual within 60ft and determine if it is evil and the strength of its aura as if having studied it for 3 rounds with the Detect Evil spell. Smite Evil (Su): Once per day as a swift action, you choose one target within sight to smite. If the target is evil, add +3 to attack rolls and +3 to damage rolls (or +6 damage for first successful attack against outsider with evil subtype, evil dragon or an undead creature). You gain a +3 deflection bonus to AC against the target of your smite. Smite Evil bypasses any DR the target has. Lay on Hands (Su) (Core 61) (4 /day): As a standard action (or a swift action if healing yourself), you can heal 1d6 points by touch. You can also use this ability to harm undead - doing so requires a touch attack and does not provoke an attack of opportunity. Undead do not receive a saving throw against this damage. You can use Lay on Hands 4 times a day. Divine Grace (Su) (Core 61): You receive your charisma modifier (+3) as a bonus on all saves.* Feats:
Skill Focus (Climb): You gain a +3 bonus on Climb checks.*
Power Attack (Core 131): 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 to +3 with two-handed weapons, a one handed weapon using two hands, or a primary natural weapon that deals 1.5 strength damage. This bonus to damage is decreased to +1 if you are making an attack with an off-hand weapon or secondary natural weapon. These effects last until your next turn. Equipment:
Offense: 4 javelins, masterwork warhammer (nicknamed Ringer), 1 halfling sling staff, 8 sling bullets, Tanglefoot bag
Defense: +1 chain shirt, MW buckler, cloak of resistance +1 Other: Masterwork backpack, belt pouch, bedroll, wooden holy symbol, flint and steel, iron pot, mess kit, 2 torches, 5 halfling trail rations, waterskin, 50ft silk rope, Climber's Kit Cash: 53g 8s Appearance:
Height: 3' 2"
Weight: 36lbs Vard has brown hair and brown eyes, with a robust physique. When adventuring, under his armor he wears a short white toga with cloth pants; over it a golden sash bearing Kurgess's holy symbol. Like many halflings, he does not wear non-magical shoes. Abidged 10min Background:
Concept, Life Events, Personality:
* Vard was born in a fishing village, from a family of dockworkers. * Growing up, he was an athletic youngster, always interested in sports and other physical games. * He is a bit of a show-off and likes to be the centre of attention. * As a teenager, Vard went to the harvest fair in a larger town nearby. At the "Test your Strength and Ring the Bell", he realised that the carny running it was cheating - there was something blocking the ringer's path. He not at all subtly called out the man, climbed up the pole and removed the obstruction, waving it about. Coming down, he got into a shouting match with a number of the carnies, when he was suddenly backed up by a half-elf cleric of Kurgess who had been quietly observing the affair. Unbeknownst to either Vard or the cleric, there were some necromancers involved in running parts of the fair - the claims of dishonesty forced them to hasten their plans and they unleashed a number of undead upon the fairgoers. Thrust into combat, Vard grabbed the Ring the Bell hammer to use as a makeshift weapon, and was able to assist the cleric (and the town guard) in beating back the undead. Seeing his potential, the cleric offered to take Vard with him, and mentor him in the teachings of Kurgess - Vard eagerly agreed. They also took the makeshift hammer to a smith, and had it forged into a proper weapon - this is his signature weapon and is a reminder of how he started on his current path. * Vard traveled with the cleric for a while, eventually growing into a paladin and later setting out on his own. He travels the land, visiting fairs and carnivals. He sometimes competes, sometimes acts as an judge, sometimes just keeps a lookout for frauds and cheaters. Motivation:
Quirks and Mannerisms:
Why is he is in Illsurian
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