Battle Herald

Varda Beardedheart's page

1,155 posts. Alias of Oladon.


Full Name

Varda Beardedheart

Race

Human

Classes/Levels

Paladin (Holy Tactician) 14 [ HP 137/140 (0 NL) | AC 35 Tch 18 FF 30 | Fort +18 Ref +16 Will +20 | CMD 37 | Init +10 | Perc +12 | 13/13 LoH | 12/15 Mythic | Effects: 1 str damage, 6 cha damage ]

Gender

Female

Size

4'9", 128lbs

Age

33

Special Abilities

Detect Evil (Sp), Weal's Champion (Su), Lay on Hands (Su), Battlefield Presence (Su), Channel Energy (Su; 7d6), Heavenly Fire (Sp; 1d4+9)

Alignment

LG

Deity

Torag

Languages

Common, Dwarven, Gnome

Strength 20
Dexterity 20
Constitution 14
Intelligence 14
Wisdom 10
Charisma 19

About Varda Beardedheart

Varda Beardedheart
Female Human Paladin (Holy Tactician) 14, Mythic 6 (Marshall)
LG Medium Humanoid (human)
Age: 33, 4'9", 128lbs.
Init: +10, Perception: +12

Basics:
Defense:
AC 35, Tch 18, FF 30 (14 armor, 5 dex, 3 natural, 3 deflection)
CMD 37 (10+14bab+5str+5dex+3deflection)
HP 140 (12+8+8+8+8+8+8+8+8+8+8+8+8+8+4+4+4+4+4+4)
resist fire 14, acid 13, cold 14, electricity 5, sonic 3
Fort +18, Ref +16, Will +20

Offense:
BAB +14/+9/+4, CMB +19
Melee: Radiance, +24 (1d6+12, 20/x2, B, monk/double)
Club, +19 (1d6+7, 20/x2, B)
Ranged: Dagger, +19* (1d4+5*, 19-20/x2, P or S, 10ft)
Radiance, +22*/+22*/+17*/+12* (1d8+10*/1d8+10*, 19-20/x4, P or B, 110ft)
Radiance, +24*/+19*/+14* (1d8+10*, 19-20/x4, P or B, 110ft)
*(+1 to attack/damage within 30 feet)
*(+2d6 damage to evil creatures)
*(good-aligned)

Speed: 30ft
Languages: Common, Dwarven, Gnome

Stats:
Str: 18
Dex: 18
Con: 14
Int: 14
Wis: 10
Cha: 17

(Includes human adjustment(s): Cha+2)
(Includes Mythic adjustment(s): Str+2, Dex+4)
(Does not include equipment adjustment(s))

Feats & Traits:
Feats: Skill Focus (Heal), Point Blank Shot, Precise Shot, Eldritch Heritage (Celestial), Shake It Off, Squire, Rapid Shot, Broken Wing Gambit, Clustered Shots, Escape Route, Power Attack, Combat Expertise, Word of Healing, Spirit of the Corps, Improved Critical (longbow), Unsanctioned Knowledge (Shadow Step, Good Hope, Silence, Timely Inspiration)
Mythic Feats: Eldritch Heritage (Mythic, Celestial), Extra Path Ability (Words of Hope), Mythic Improved Critical (longbow)

Traits:
Child of the Crusades: Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action.
Defensive Strategist: You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don't get to act in, and before you get to act at the start of a battle.
Unscathed: Each type of energy resistance you have (if any) increases by 2 points.
Armor Expert: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
Child of the Crusades (Mythic): You gain a +2 trait bonus on will saves. At tier 4, this increases to +4, At tier 7, this increases to +6. Whenever you successfully save against a mind-affecting effect from a demon, as an immediate action you may expend one use of mythic power to cause the demon to become staggered for a number of rounds equal to the PC’s mythic tier. The demon can reduce this effect to 1 round by making a successful Will Save (DC = 10 + Mythic tier + Cha modifier).

Alternate Racial Traits: None

Class Archetypes: Holy Tactician

Skills:
Acrobatics (III): +5
Appraise: +2
Bluff (VII): +11
Climb: +3
Diplomacy (IX): +16
Disguise: +4
Esc. Art.: +2
Fly (II): +4
Handle Animal: —
Heal (II): +8
Intimidate: +3
Know. Arcana: —
Know. Dung. (I): +3
Know. Eng. (I): +3
Know. Geo.: —
Know. Hist. (I): +3
Know. Loc.: —
Know. Nat.: —
Know. Nob. (I): +6
Know. Planes (VIII): +10
Know. Rel. (II): +7
Linguistics: —
Perception (XII): +12
Profession (Soldier) (V): +8
Ride: +2
Sense Motive (IX): +12
Sleight of Hand: —
Spellcraft (IV): +9
Stealth: +2
Survival: +0
Swim: +2
Use Magic Device (III): +7

(70/70 ranks; current ACP -2)

Spells & Abilities:
Level 1 Spells (4/day):
bless weapon
ghostbane dirge
hero's defiance
timely inspiration (+2)

Level 2 Spells (2/day):
paladin's sacrifice
righteous vigor
silence

Level 3 Spells (2/day):
sanctify weapons
good hope

Level 4 Spells (2/day):
shadow step
(empty)

Weal's Champion (Su; 5/day, 7 rounds): As a swift action, Cha bonus on attack rolls against evil creatures, and 1/2 paladin level on damage rolls. 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 +3 competence bonus on damage rolls.
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 (Sp): At will, a paladin can use detect evil, as the spell. 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.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay on Hands (Su; 9d6, 13/day): 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.
Mercy (Su): sickened, dazed, nauseated, paralyzed
Tactical Acumen (Ex): Shake It Off, Escape Route, Spirit of the Corps
Battlefield Presence (Su): At 3rd level, a tactician can direct her allies in battle, granting each ally within 30 feet one teamwork feat she possesses as a bonus feat as a standard action. All allies must receive the same feat, but do not need to meet the prerequisites of this bonus feat. This ability does not function if the paladin is flat-footed or unconscious. Allies must be able to see and hear the holy tactician in order to gain this benefit. Changing the bonus feat granted is a swift action.
Channel Positive Energy (Su; 7d6, 6/day*): Each channel expends two uses of lay on hands
Guide the Battle: At 8th level, the paladin can direct her allies into an advantageous position once per round as a move action. Each ally (if physically able to) can move 5 feet without expending an action. This movement does not provoke attacks of opportunity. The allies must be able to see or hear the paladin in order to make this movement and cannot be flat-footed.
Weal's Wrath (Su): At 11th level, a tactician can expend two uses of her weal’s champion ability at once to enhance its effects. This functions as weal’s champion, except the bonus she provides to her allies lasts until each creature she strikes is slain, her weal’s champion ability expires, or the paladin herself is slain or knocked unconscious, whichever happens first.
Aura of Faith (Su): At 14th level, a paladin's weapons are treated as good-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming Damage Reduction. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Heavenly Fire (Sp; 1d4+9, 7/day): Ray of heavenly fire (divine damage or healing) as ranged touch within 30'. A good creature cannot benefit from your heavenly fire more than once per day.
Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.
Wings of Heaven (Su, 16 minutes/day): At 9th level, you can sprout feathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.
Conviction (Su, 1/day): At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse.

Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (Su; 15/day): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su; 1d8): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Mythic Saving Throws (Ex): At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn't come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal.
Force of Will (Ex): At 7th tier, you can exert your will to force events to unfold as you would like. As an immediate action, you can expend one use of mythic power to reroll a d20 roll you just made, or force any non-mythic creature to reroll a d20 roll it just made. You can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.

Advance (Ex): As a swift action, you can expend one use of mythic power to inspire a tactical advance on the field of battle. This allows you and each of your allies within 30 feet to take either a single move action of the character's choice or a 5-foot step, as long as you or your ally has the ability to take such an action (for example, an unconscious character still can't take an action). The action granted by this ability doesn't count toward the number or type of actions a creature is allowed to take on its turn.
Stand Tall (Su): Before you attempt a saving throw against a spell or effect that also targets one or more allies within 30 feet, you can expend one use of mythic power as an immediate action to allow your allies to use your saving throw result or their own, whichever is higher.
Focus (Su): Your mighty and inspiring presence enhances the power of your companions' heroic surges. Whenever a mythic ally that is within 30 feet uses the surge ability, it rolls its bonus die twice and takes the higher result.
Words of Hope (Su): As a standard action, you can expend one use of mythic power to inspire allies within a 30-foot radius, granting each of them the ability to roll twice and take the higher result on one attack roll, saving throw, skill check, or ability check. An ally can use this ability once per round for a number of rounds equal to half your tier, and must choose whether to roll twice before rolling the die. This is a language-dependent emotion effect.
Directed Assault (Ex): By finding a gap in your enemy's defenses, you allow your allies to take advantage of your discovery. When you confirm a critical hit with a melee or ranged weapon against an opponent, allies within 30 feet of that opponent add your tier to their critical confirmation rolls against that opponent. This bonus lasts for a number of rounds equal to your tier. During this duration, you can expend one use of mythic power to convert an ally's successful attack into a critical threat. The ally must be within 30 feet, and can also gain the bonus to its confirmation roll. Only one opponent can be the focus of your directed assault at a time. If you confirm a critical hit against another creature, you may make it the new focus (immediately ending the previous focus) or maintain the current focus.
Perfect Aid (Ex): Whenever you successfully use the aid another action, your ally also adds your tier to the aid another bonus. If you use your surge ability on the aid another roll, add the result of the surge die to this bonus as well.
Fight On (Su): With an order or a determined look, you spur a wounded ally to keep fighting. As an immediate action, you can expend one use of mythic power to allow a creature other than yourself that is reduced to fewer than 0 hit points to remain conscious and alive. The creature can't die from hit point damage until after the start of your next turn. You can extend this effect for 1 round at the start of your next turn by expending another use of mythic power as a free action. Though the creature can't be killed by hit point damage, any damage it takes still applies to its current hit points. When this ability's effect ends, the creature falls unconscious or dies if its current hit points or other circumstances would otherwise cause it to do so. The creature must be within 30 feet for you to start or extend this effect.

Equipment:
Total Weight: 56.85lbs. (light encumbrance)

Weapons and Armor:
angelic plate (25lbs)
composite (+1) longbow (3lbs) (carried by NPC)
Radiance (+5 holy adaptive composite longbow w/ permanent bowstaff [cold iron]) (4lbs)
arrows x25 (4.5lbs)
arrows x8 (1.2lbs) (carried by NPC)
arrows, blunt x20 (3lbs)
arrows, alchemical silver x19 (2.85lbs)
arrows, cold iron x220 (more than 6lbs)
arrows, cold iron ghost-blanched x16 (3lbs)
guisarme (12lbs) (carried by NPC)
dagger (.5lb)
sap (2lbs)

Magic Items:
cloak of resistance +3
amulet of natural armor +3
pearl of power I
pearl of power II
Bracers of the Merciful Knight
Robe of Arcane Heritage (Celestial)
Belt of Physical Might +2 (Str/Dex)
Headband of Charisma +2
Ring of the Planet (fire)

Various:
monk's outfit (2lbs)
alchemist's fire (1lb)
holy water x2 (2lbs)
tanglefoot bag (4lbs)
CMW potion x1 (—)

Cash: 24221gp, 8sp, 0cp

Capital: 6 Goods, 2 Labor

Description:
Standing about 4'9", Varda possesses thick, corded muscles and a swarthy complexion uncommon on humans. Her hands are calloused from long hours in the mines and forges, though the bits of soot that usually cling to her clothing have been carefully removed for the holiday.

Backstory:
"Hmm, shouldn't the Templar be positioned fifty yards north of there if we want him to acquire the silk weasel in time?"

The others in the room, four young dwarves barely into their third decade, turn to look at the speaker. Jutting her chin out a bit in emphasis, she continues, "See, if he's here where Bronzechin put him, he'll have to move through the edge of the enemy's territory. If we don't move the others until he's farther north, he'll have a better chance of completing our mission without being seen by the rabid halflings!"

Varda grins as understanding begins to dawn on her students. The human woman stands nearly a head above her dwarven friends, and the same amount below her human peers. Found* as a babe by the dwarves, Varda has dedicated her life to aiding the fight against the Worldwound's incursions. Though considered too young to go off on her own by her dwarven family, she has nonetheless managed to secure an assistantship in Kenabres teaching tactics to young would-be crusaders.

* Varda wasn't in good shape when the dwarves found her. She'd been hurt badly and left for dead in the wilderness, with no one nearby. They never found her human parents, and so the dwarves raised her as one of their own, though they made sure to recognize and teach her that she was and is human, and equip her to live in either society.

Among the dwarves she is known lovingly as No-Beard, though that would be a grave insult from anyone else. Her second name, Beardedheart, is symbolic of the fact that though her face is smooth, for her heart she is honored as a dwarf. She has one dwarven brother, and her dwarven parents are dealing with her "early" maturity as well as any parent can.

Misc:
FCB (paladin): +7 fire resistance, +1 acid resistance, +2 cold resistance, +3 electricity resistance, +1 sonic resistance

Header: Paladin (Holy Tactician) 14 [ HP 140/140 (0 NL) | AC 35 Tch 18 FF 30 | Fort +18 Ref +16 Will +20 | CMD 37 | Init +10 | Perc +12 | 13/13 LoH | 15/15 Mythic | Effects: none ]

Payouts:
Second Payout:
Evil Outsider Bane Arrows +1 (10)
Cold Iron arrows x100
Spiked Full Plate +3
Amulet of Natural Armor +2
Cloak of Resistance +2
Pearl of Power II
32264 gold

Angelic Plate:
Angelic Plate
Aura faint transmutation (good); CL 18th
Slot armor; Price 62,200 gp; Weight 25 lbs.
DESCRIPTION
This bright gold suit of +5 mithral full plate very closely resembles those worn by solars. It has a maximum Dexterity bonus of +3, an armor check penalty of –3, and an arcane spell failure chance of 20%. It allows the wearer to cast angelic aspect on command (as the spell) once per day and hallow once per day. You can spend 2 points of mythic power to cast greater angelic aspect in place of either use. This suit of armor fails to function and gives 4 negative levels if the wearer is not lawful good.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, greater angelic aspect, creator must be lawful good; Cost 31,100 gp

Radiance:
Radiance can be used (by Varda) to cast greater dispel magic (area dispel only) 1/round as a standard action.