Fighter

Vardamir, Knight of Dol Amroth's page

295 posts. Alias of Tarondor.


Full Name

Vardamir, Knight of Dol Amroth

Race

Human (Dúnadan)

Classes/Levels

Cavalier 4 (Inspiring Commander) - HP 16 /35 - AC 18/T: 11/FF: 17 - Perception +7 - F: +5/ R: 2/ W: +1 - CMB: +7 - CMD: 18, Speed: 20, Init. +4

Gender

Male

Size

Medium

Age

22

Alignment

Lawful Good

Location

Barad Harn

Languages

Weston (literate), Sindarin (literate), Haradrim (literate), Umbarian (literate), Rohirric (literate)

Strength 16
Dexterity 13
Constitution 12
Intelligence 17
Wisdom 10
Charisma 10

About Vardamir, Knight of Dol Amroth

Statblock:
Vardamir
Male human cavalier 4 (Inspiring COmmander)
LG Medium humanoid (human)
Hero Points 1
Init +4; Senses Perception +7
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Defense
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AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
hp 35 (4d10+8)
Fort +5, Ref +2, Will +1
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +7 (1d4+3/19-20) or
. . lance +7 (1d8+4/x3) or
. . +1 Numenorean longsword +8 (1d8+4/19-20) (+2 and Bane vs. Servants of the Enemy)
Rangedcomposite shortbow +5 (1d6+3/x3)
Special Attacks challenge 2/day (+3 damage, allies gain +2 to hit), rapid tactician 2/day (5 rds)
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Statistics
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Str 16, Dex 13, Con 12, Int 17, Wis 10, Cha 10
Base Atk +4; CMB +7; CMD 18
Feats Combat Reflexes, Intercept Charge[ACG], Lookout, Power Attack
Traits friend in every town, inspiring rush
Skills Acrobatics -5 (-9 to jump), Bluff +4, Diplomacy +10, Handle Animal +4, Intimidate +7, Knowledge (local) +9, Linguistics +12, Perception +7, Perform (oratory) +4, Profession (Sailor) +4, Ride +1, Sense Motive +8, Survival +4 (+5 to provide food and water for allies or to protect allies from harsh weather); Racial Modifiers dragon's skills
Languages Weston (literate), Sindarin (literate), Haradrim (literate), Rohirric, Umbarian, Custom Language, Custom Language
SQ aid allies, order of the dragon
Other Gear scale mail, heavy wooden shield, dagger, lance, Numenorean longsword, longsword, composite shortbow(+3 Str), backpack, bedroll, belt pouch, bit and bridle, feed (per day) (5), flint and steel, hemp rope (50 ft.), mess kit, pot, riding saddle, saddlebags, soap, torch (10), trail rations (5), waterskin, heavy horse (combat trained) (named Glosiaeth)(plus feed), light riding horse (named Liatha) (plus feed), hot weather clothing, 2 rubies (worth 250 gp each), 88 gp
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Special Abilities
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Aid Allies +3 (Ex) Aid Another grants +3
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dragon's +3 (2/day) (Ex) +3 to damage target, -2 AC vs. others when used, allies gain +2 to hit the target of your challenge.
Dragon's Skills +1 (Ex) +1 to Survival checks for allies.
Inspiring CommandsThis ability is similar in all respects to bardic performance as used by a bard of the same level. Further, all effects based on Charisma are instead based on Intelligence. The inspiring commander may inspire courage at 1st level, inspire competence at 3rd level, inspire greatness at 9th level, and inspire heroics at 15th level.
In addition, an inspiring commander can use aid another as a move action. Furthermore, whenever an inspiring commander uses aid another to assist one of her allies, she adds her Intelligence modifier (up to her inspiring commander class levels) as a bonus to all aid another bonuses she gives to that ally.
Inspiring Rush Once per day when you make a charge attack, you gain a +1 trait bonus on both your attack and damage rolls, as do any allies who make a charge attack before the beginning of your next turn.
Intercept Charge When opp charges ally with feat, mv up to speed to get in way of charge.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Put Your Heart Into It (Ex) (6/day) At 4th level, as a free action when the inspiring commander uses her rapid tactician ability with a teamwork feat or uses aid another, she can grant affected allies 1d6 temporary hit points per four inspiring commander levels she possesses. These temporary hit points last for 10 minutes or until depleted. An ally can only gain these temporary hit points once per minute. If an ally receives temporary hit points from this ability while still having temporary hit points from a previous use of this ability, the temporary hit points do not stack and they take whichever value is the highest. This ability can be used a number of times per day equal to 3+ the inspiring commander’s Intelligence modifier.
Rapid Tactician (2/day; 5 rounds)At 1st level, as a move action the inspiring commander can grant any teamwork feat she knows to all allies within 30 feet who can see and hear her. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 4th level and for every 3 levels thereafter. Furthermore, the inspiring commander adds her Intelligence modifier to initiative, in addition to her Dexterity modifier.
Teamwork FeatsAt 1st level, an inspiring commander receives a teamwork feat as a bonus feat. She must meet the prerequisites for this feat. At levels 9 and 17, the cavalier receives an additional teamwork feat. (Current Teamwork Feats: Intercept Charge and Lookout]
Numenorean longsword +1 longsword, +2 vs. Servants of the Enemy (also +2d6 Bane weapon vs. Servants of the Enemy).[/b]

Background:
Vardamir is first and foremost a Knight of Dol Amroth. Descended from the line of the princes of Dol Amroth, he is a great, great-grandson of Imrahil, Twenty-Second Prince of Dol Amroth (who reigned during the War of the Ring) , which makes him a third cousin to the reigning Prince.

Vardamir's father Maedhor was a black sheep, a licentious gambler who lost much of the family fortune and was dismissed from the Prince's service. As a youth, Vardamir took service as a squire to Damrod, a knight in the Prince's service. Damrod took him on out of pity for Vardamir's mother and because he had been Maedhor's childhood companion.

Damrod became a father-figure to Vardamir and trained him in the ways of knighthood and the legends of the Gondor and the Reunited Realm. Damrod urged the boy to become a scholar because of his keen intellect, but the stories of heroes and elves, evil demigods and fleets out of the west filled the boy's head. As he matured into a man, Vardamir wanted nothing more than to prove that he was worthy of the ancient heritage of the Dúnedain that ran in his blood.

On his seventeenth birthday, he was introduced to the Prince of Dol Amroth, who knighted him along with a dozen other noble sons richer by far than Vardamir. From that day forth, he has served the prince in many capacities, rising from soldier to knight to a captain in the prince's service.

Vardamir is tall and well-built, reminding those who see him that the blood of the Dúnedain is not completely faded from the world. He is honest and fair in his dealings, and enjoys the company of soldiers, though he views gambling and drunkenness in his men or companions with a particularly vehement displeasure.

Family, Friends and Animals:

Father: Maedhor (deceased)
Mentor: Damrod(deceased)
Mother: Valya
Sister: Aenduilas
Charger (heavy war horse): Glosieaeth
Palfrey (light riding horse): Liatha

Picture of Vardamir