Alain

Vardan Argider's page

323 posts. Alias of Tilnar.


Race

Haalfimar

Classes/Levels

Cavalier (Emissary) of the Star: 4

Thorne's Vitals:
(HP: 31/31; AC: 17/12/15; CMD: 19 [23 vs. trip]; Fort +6, Ref: +7, Will: +2, Percept: +7 [Scent, Low-Light, Blindfight], Init: +1)

Gender

Vardan's Vitals:
(HP: 36/28; AC: 20/12/19; CMD: 18; Fort +7, Ref: +3, Will: +3 [ChildCrusades Re-roll: o], Percept: +8 [Darkvision 60'], Init: +1)
Male

About Vardan Argider

Vardan Argider
Male Aasimar (Angelkin) Cavalier (Emissary) - Order of the Star 4
LG Small Outsider (Native) / Humanoid (Halfling)
Init: +1, Senses: Darkvision, Perception: +7
Languages: Common, Draconic, Sylvan, Abyssal, Undercommon, Aklo.
Deity: Shelyn
Age: 23 Birthday: 14 Sarenith
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DESCRIPTION/BACKGROUND
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A near-giant amongst his kin, Vardan stands almost 3'6" tall with a frame almost broad enough to imply dwarven blood. His skin is fairer than most halflings, and its paleness makes the brightly coloured tattoo of a rainbow plume that starts over his left eye and descends over his high cheekbones stand out that much more. Despite the vibrancy of the tattoo, however, Vardan's sapphire eyes are still, somehow, brighter still, sparking like gems in the sun. Taken together, his frame, colouration, and handsome features create an overall impression reminiscent of a noble Ulfen warrior-bard, despite the pointed ears, but scaled down.

Childhood:

Vardan was born in Kenabres, just before the start of the Fourth Crusade, the child of Crusaders.... and has never been allowed to forget it.
His father Ansil was a planetouched halfling paladin of Erastil, and one of the group that fought against the Storm King alongside the Silver Dragon Terendelev. His mother, Rilka, was a fomer Chelish slave and cleric of Sarenrae was forced to stay behind in order to raise their infant son... despite her desire to take up her scimitar and cut down the Balor's hoarde.
Instead, she worked as a healer, using her divine gifts to save the lives of the Crusaders injured in battle... especially when the Kenteberes Wardstone was damaged and they were forced to flee their home to keep out of danger. Perhaps as a result of not being able to fight herself, Rilka dedicated herself to grooming Vardan to take up arms and fight the righteous fight as a blade of Sarenrae or Iomedae, trying to instil a strong sense of morals and, more importantly, a sense of duty... lessons she only redoubled when she learned of the death of her husband in combat against the Storm King's hoarde.
Vardan was quick to learn the morality, however, he chafed under the pressure to take up arms and march into the Worldwound. He attended the training and drills.. and yet, something in his soul longed for something more than a drab, martial life of duty. The life his mother promoted simply struck him as.... ugly.... somehow, and not only because of the Worldwound and its demons... but there was simply a lack of joy and beauty that he could not reconcile.

On his own:

These feelings came to a head as his training finished... and so, rather than travel to Nerosyan and take his vows to Iomedae, he headed east. Using the money he was to offer to the Inheritor instead to travel across the Lake of Mists and Veils, out of Mendev and into Brevoy, heading toward the River Kingdoms to be the master of his own destiny...
There, he met "Lord" Nastir, a man who claimed to be fighting to create a small, stable pocket in the River Kingdoms. Nastir told the young warrior about his plans to build schools, roads, and even a bardic college -- and these ideas resonated within him. He offered his lance to the man's service, looking to fight the good fight for freedom, rather than face the meat-grinder of the Worldwound.
Unfortunately, the naivety that allowed Vardan to think that he was fighting the good fight for freedom was stripped from him in a rather dramatic fashion, when the "good man" he thought he was working for ordered the destruction of a village that could not pay its "tribute" in fish and textiles.
He objected, but to his own horror, did nothing as the innocent people were put to the sword, and the torch. He watched, horrified, as people he trusted, people he thought were noble of spirit, turned to looting and slaughter... until, finally, it became too much for him to bear. He turned to ride into the forest and away from the horror when he saw two of Nastir's men emerge from a hut with the comely young daughter of one of the weavers... calling her a "spoil of war". Something within him snapped, he could not allow the girl's beauty to be obliterated, and instead, he turned and ran through one of the men. He managed to fell the second, but not before he called out an alarm... Vardan barely had time to get the woman onto his pony and start fleeing before the bolts started to fly.
Thankfully, he managed to make it into the woods and escape, though he rode his poor, overburdened pony past the point of exhaustion to do it. He gave the poor animal a quick death, and brought the girl to the safety of Restov.

Darkest Before the Dawn...:

There, he beagn to drink, wracked by guilt from allowing the death.. and worse.. of the villagers, and mentally re-examining past missions to "collect taxes" or "deal with bandits" with a more critical eye... and he was not pleased with what he found when he did.
He began to spend more and more time in the darker parts of the city, using his coin to buy small escapes from the pain within him... heading out into the wilds, looking for things to sell to buy him a night's peace or release. As his coin began to run out, he began spending more and more time in the woods, eventually moving into the abandoned den of a she-wolf where he found a young cub. He began to raise the thing, hoping to sell it in exchange for a few more bottles or a night or two at the brothels.
It was on his way to the city for such a night that he first heard the song of Shelyn - literally, in the form of a young acolyte singing her praises while admiring a sunset. Something within Vardan made him stop and listen to her song, finding solace in the sad notes... and drawing hope from the messages of a deep, inner beauty that exists within.... By the end of her litany, Vardan found himself weeping. He approached the young priestess, seeking forgiveness and atonement for his past actions, and was shocked to learn that it was the girl he'd rescued a year before.
He offered her his lance and shield in service, for, despite himself, the duty his mother had driven into him would never allow him to sell the gear. She accepted, not for herself, but for the small flock of artisans that worship the Eternal Rose. Vardan returned to civilization, taking the young wolf as a new mount. Unlike the liturgies of his youth, he found himself excited to take in the teachings of Shelyn, to internalize the teachings of love, art, and especially, the inner beauty of the soul, and how it is not so easily tarnished, even from dark acts. Slowly returning to a place where he could love himself once again, he even began to send letters north to his mother. Vardan began to thrive, and started making ready to take his vows to the Eternal Rose, serving as a warrior of the faith, rather than a defender, when he received a letter from Kenteberes -- his mother had taken ill.
Unwilling to risk losing her before he could apologize in person, and worse, allowing her to die before she could see what he had become, Vardan said his goodbyes and headed north, a Cavalier returning home. He managed to meet his mother on her deathbed, and she forgave him for leaving, wishing him redemption... and told him the truth about his father, and how he carried the blood of an Angel... which is why she pressed him so hard.
The realizations rocked Vardan, and yet, hardened something within him to. He knew his duty now, and it was to protect the beauty of this world from the ugliness of what lay beyond the Worldwound... and to find and nurture the inner beauty in those who have lost hope, or allowed themselves to fall into only a grim existence. Now, finally, he was ready and willing to join in the Crusade.

Personality:

Vardan's looking to redeem himself, to atone for his past misdeeds ... and, more importantly, inaction. However, like many converts, he's more zealous that one born into the faith -- as such, he strives to find the beauty and wonder in all things.... possibly even when he shouldn't. He may, also, be willing to put himself at risk in ways that he shouldn't -- partially out of zeal, and partially from his belief that he, like his goddess, is now Incorruptible.
And, based on his part, he's embraced the ideal of the Crusades, but does so as a Shelynite -- thinking it his duty to protect the wonder and beauty of the world from those who would ruin it with their ugliness... ... while still feeling that there is beauty and good in all things which could be nurtured and brought out -- as it was in him. As such, he would rather redeem his opponents, to bring those small few notes of the beautiful song into a loud harmony with everything than he would silence the voice and lose the unique things they could offer.

Party Role:
Vardan has a high charisma and social skills, and would be an excellent face for a party. Beyond that, his mobility and speed make him an excellent skirmisher/striker -- who can, if needed, stand in the front line, or, more effectively, spin through combat, running down enemies from the flank.

Future Plans/Build:

Vardan will two levels as a Paladin of Shelyn (he's a Cavalier of the Star and the order ability to stack half levels with paladin for LoH makes it almost necessary). Beyond that, he's likely to stay straight cavalier -- however, he might head toward the Mammoth Rider PrC -- if only because the thought of a Mythic Cavalier charging into battle on a Huge-sized full-on Battlecat to tear apart demons is just too cool to pass up.

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DEFENSE
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Resists: Cold: 5, Electricity: 5, Acid: 5.
Using Heavy Shield:
AC 20, Touch 12, Flat-footed 19, CMD 18
(+2 Shield, +6 Armour, +1 Dex, +1 Size)
Without Shield:
AC 18, Touch 12, Flat-footed 17, CMD 18
(+6 Armour, +1 Dex, +1 Size)
HP 36 (4HD - 12,8,8,8)
Fort: +6 [+7], Ref: +2 [+3], Will: +1 [+3]
Special: Can reroll save vs. domination/mental incapacity from a demon (1/day); +2 morale (challenge)
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OFFENSE
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Speed: 30 ft. (6 Squares) or Mount's Speed (50 ft/10 squares)
Melee
One-Handed
Longsword +9 (1d6+4/19-20) {Slashing}
Lance +9 (1d6+4/x3) {Piercing, Reach, Double damage on Charge}
Two-Handed
Lucerne Hammer +9 (1d10+6) {Reach, Piercing/Bludgeon, Set against Charge}
Ranged
Longbow +6 (1d6/x3) {Piercing, 100' range increment}
Special: +1 to hit and damage vs. evil outsiders, Challenge, Ride-by Attack, Cavalier's Charge,Spirited Charge
Base Atk: +4, CMB: +7
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STATISTICS
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Str 18, Dex 12, Con 14, Int 13, Wis 10, Cha 15.
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FEATS
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Armour Proficiencies: Light, Medium, Shield.
Weapon Proficiencies: All Simple and Martial.
Mounted Combat:
(Bonus Feat)
Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.

Ride-by Attack:

When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

Spirited Charge:

When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).

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TRAITS
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Child of the Crusades (Campaign Trait) [Marshal]
Your parents were members of the crusade, as were their parents before them. The righteousness of the crusades sometimes feels as if it runs in your very blood, and it bolsters you against demonic influence. Your parents may be alive still, or they may have perished on a mission—that choice is up to you. You grew up knowing them, though, and their zeal and devotion to the crusade is the primary reason you feel the same way. They’ve told you of other family members who have also been involved in the crusade, and it’s not uncommon for you to meet a distant cousin or long-lost aunt, uncle, or other family member while traveling among the border towns of Mendev. This strong family tie bolsters your mind and sense of belonging to the crusade. 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. You must take the second result, even if it is worse.
Seeker (Social Trait)
You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
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RACIAL TRAITS
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Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Alternate Trait: You gain a +1 racial bonus on attack and damage rolls against evil outsiders. This racial trait replaces the spell-like ability racial trait.
Scion of Haliflingity: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (halfling) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for a halfling without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Truespeaker: There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
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SKILLS
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Class Skills are italicized, Trained Skills marked with *
Skill Name [Total] = Rnk + Stat + Misc (Description)
Acrobatics [-3] = 0.0 + 1 + -4 (AC)
Appraise [+1] = 0.0 + 1 + 0
Bluff* [+6] = 1.0 + 2 + 3
Climb [+0] = 0.0 + 4 + -4 (AC)
Diplomacy* [+9] = 4.0 + 2 + 3
Disguise [+2] = 0.0 + 2 + 0
Escape Artist [-5] = 0.0 + 1 + -6
Heal* [+4] = 1.0 + 0 + 3
Intimidate [+2] = 0.0 + 2 + 0
Knowledge (Religion)* [+6] = 2.0 + 1 + 3
Linguistics* [+5] = 2.0 + 1 + 2 (Truespeaker)
Perception* [+8] = 4.0 + 0 + 4 (Seeker Trait)
Perform (Sing)* [+6] = 1.0 + 2 + 3
Ride* [+2] = 4.0 + 1 + 3 -6 (AC)
- (Bonded Mount) [+8] (No AC penalty)
Sense Motive* [+9] = 4.0 + 0 + 5 (Truespeaker)
Stealth [-3] = 0.0 + 1 + -4 (AC)
Survival [+0] = 0.0 + 0 + 0
Swim [+0] = 0.0 + 4 + -4 (AC)
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SPECIAL ABILITIES
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Challenge (Ex) 2/day (oo) [Swift Action]
(General): +4 damage to target of challenge; -2AC vs everyone except the target of challenge; lasts until target is dead or unconscious or until combat ends.
(Order of Star): +2 morale bonus on all his saving throws as long as he is threatening the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.
In or Out of the Saddle (Ex) At 1st level, an emissary can move at normal speed when wearing medium armor. This ability replaces tactician.
Order of the Star (Ex)
An order of the star cavalier can make Knowledge (religion) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves his chosen faith.
Calling (Ex) (Skill o, Ability o, Attack o, Save o)
At 2nd level, the cavalier can make a short prayer as a standard action, filling him with confidence in his abilities. At any point in the next minute, he can receive a competence bonus on an ability check, attack roll, saving throw, or skill check equal to his Charisma modifier. [+2] He must declare that he is using this bonus before the roll is made. He can use this ability up to four times per day, once for each type of check or roll. In addition, the cavalier adds 1/2 his cavalier level to any levels of paladin or cleric he might possess for the purposes of determining the effects of channel energy or lay on hands.
Bonded Mount (Ex) (Thorne, see below)
Mount functions as a druid's animal companion, using the cavalier's level as his effective druid level. A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier's mount does not gain the share spells special ability.
Cavalier's Charge (Ex)
At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.
Expert Trainer (Ex)
At 4th level, a cavalier learns to train mounts with speed and unsurpassed expertise. The cavalier receives a bonus equal to half his cavalier level whenever he uses Handle Animal on an animal that serves as a mount. In addition, he can reduce the time needed to teach a mount a new trick or train a mount for a general purpose to 1 day per 1 week required by increasing the DC by +5. He can also train more than one mount at once, although each mount after the first increases the DC by +2.
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GEAR
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Carried/Equipped
Outfit (Explorer's), Breastplate, Heavy Shield (Wooden), Lucerne Hammer, Longsword, Composite Longbow, 20 arrows, Cape of Free Will (+1/+2).
Masterwork Backpack: [Bedroll, Trail Rations (2 days), Torch, Waterskin (Full), Mess Kit ]
Beltpouch #1: [Chalk (x5), ]
Beltpouch #2: [Flint and Steel, Whetstone]
Coinpurse: [53gp, 17 sp, 18 cp]
Current Load: 53.25lbs (Light) [75 (Light), 150 (Medium), 225 (Heavy)]
Thorne's Saddlebags: [20 Arrows, Trail Rations (5 Days), Feed (7 days), Rope (50 ft.), 9 x Torch, Lance]
Thorne:

Male Wolf Animal 4 (LG Medium Animal)
Init +1; Senses: Low-Light, Scent (Perception +6)
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DEFENSE
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AC 16, Touch 12, Flat-footed 14, CMD 19 (23 vs trip)
hp 31 (4HD - 10,7,7,7)
Fort: +6, Ref: +7, Will: +2
Special: None.
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OFFENSE
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Speed: 50 ft. (10 squares)
Melee: bite +7 (1d6+3) + trip
Base Atk: +3; CMB: +6;
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ABILITIES
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Str 16, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Feats: Armor Proficiency (Light), Weapon Focus (Bite), Blind Fight.
Skills: Acrobatics +6, Acrobatics (Jump) +14, Climb +0, Perception +6, Stealth +6.
Possessions: Barding (Studded Leather);
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Trained for Combat Riding
Knows the tricks: attack, come, defend, down, guard, and heel.
Additional Tricks: Attack II
Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill.
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.