Monk

Verris "Eagle Eye" Gerdin's page

292 posts. Alias of Burkadiem.


Full Name

Verris "Eagle Eye" Gerdin

Race

HP 25/25 | Smite 1/1 | LoH 4/4 | Sp Ability: Detect Evil | Speed 30 ft | AC 19 (18), T 14, FF 15 | F +7, R +8, W +6 | CMD 19 (15 FF) | Resist Cold/Acid/Elec: 5 | Init +4 |

Classes/Levels

Perception +6, Darkvision | Acro +3, Bluff +3, Climb +3, Dip +11 (+13 vs Hostile/Unfriendly, retry if fail), Esc Art +3, Han An +8, Heal +4, Intim +3, SeMo +4, Spellcraft +4, Stealth +3, Sur +5

Gender

Female Aasimar Paladin 3 |

About Verris "Eagle Eye" Gerdin

Stats:

Verris “Eagle-Eye” Gerdin
Female azata-blooded aasimar (musetouched) paladin 3 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Bestiary 7)
LG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +6
Aura courage (10 ft.)
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Defense
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AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 insight)
hp 25 (3d10+3) (currently 24)
Fort +7, Ref +8, Will +6; +1 insight bonus vs. the described creature's Ex, Su and Sp abilities
Immune disease, fear; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee longsword +6 (1d8+2/19-20)
Ranged longbow +9 (1d8+1/×3) or
. . mwk composite longbow +10 (1d8+3/×3)
Special Attacks smite evil 1/day (+3 attack and AC, +3 damage)
Paladin Spell-Like Abilities (CL 3rd; concentration +6)
. . At will—detect evil
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Statistics
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Str 14, Dex 18, Con 12, Int 10, Wis 11, Cha 17
Base Atk +3; CMB +6; CMD 20
Feats Point-Blank Shot, Precise Shot
Traits exchange agent, patient optimist, seeker
Skills Craft (bows) +8, Diplomacy +11 (+13 to influence hostile or unfriendly creatures), Handle Animal +8, Heal +4, Knowledge (nobility) +4, Perception +6, Perform (dance) +5, Perform (oratory) +5, Perform (sing) +5, Perform (wind instruments) +5, Sense Motive +4, Spellcraft +4, Survival +5; Racial Modifiers +2 Diplomacy, +2 Perform (dance), +2 Perform (oratory), +2 Perform (sing), +2 Perform (wind instruments)
Languages Celestial, Common, Varisian
SQ lay on hands 4/day (1d6), mercy (sickened)
Combat Gear alchemical silver durable arrow (20), acid (2), alchemist's fire (2), holy water; Other Gear mwk chain shirt, mwk buckler, arrows (53), dagger, longbow, longsword, mwk composite longbow (+2 Str), backpack, bedroll, belt pouch, climber's kit, flint and steel, Flute, hemp rope (50 ft.), holy text (Parables of Erastil)[UE], masterwork bowyer tools, mess kit[UE], pot, soap, sunrod (2), trail rations (5), waterproof bag[UE], waterskin, wooden holy symbol of Erastil, 314 gp, 9 sp, 7 cp
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Special Abilities
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Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (1d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Smite Evil (1/day) (Su) +3 to hit, +3 to damage, +3 deflection bonus to AC when used.

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Background:

Verris originally hails from Nirmathas, the daughter of a priestess of Erastil and a talented hunter. On the day of her birth, her father was out on a hunting expedition when he spotted a magnificent White Stag. The Stag, unafraid, led him back to his home and waited outside while the hunter, recognising that this was no ordinary stag, entered the cottage and found his wife in early labour. Worried for the health of his wife and child the hunter rushed to her side and helped to minister to her. His fears were unfounded as, shortly afterwards, Verris was born, perfectly formed and surprisingly hearty, as her first wailing cries happily proved. Moments later, Verris’ mother gasped in surprise as the Stag gracefully entered the cottage and approached the new parents and their child. Her father, initially wary, began to stand in front of his wife and child but was stopped by his wife’s arm pulling him back. Verris’ wailing cries abruptly stopped as the Stag approached and lowered its head towards her, brushing its snout across her forehead. Verris cooed happily at the beast’s contact. The Stag raised its head back up, looking at the parents, before leaving, just as gracefully as it entered, and disappearing into the forest nearby. The hunter, flabbergasted by the turn of events, looked at his wife, who had tears of happiness flowing down her cheeks. She looked up at him and said ”Our daughter has been blessed by Erastil, our god. He has baptised her as one of his champions and she is sure to have a bright future.”

Verris’ mother’s words were soon proved to be true as Verris grew, clearly different from other children. Hearty, otherworldly beautiful and graceful, Verris took to the bow as a fish took to water and soon began to shoot as capably as her father, an experienced woodsman. Her father also taught her how to craft the bows and arrows necessary for a hunter’s trade. Her blessing had other effects as well, manifesting in how animals would often react differently to her, wild animals approaching much closer than normal, while domesticated animals would follow her lead more readily. Her parents raised her in the faith of Erastil, helping her community and taking pleasures in simple things. She was well liked by the others in her community as she often helped out with their chores and took joy in the simple singing, music and dancing that took place at local festivals. As she reached adulthood, her opinion was highly valued by others, both due to her helpful and optimistic nature and the respect her community had for her parents. Because of this, she was often brought in as one of the mediators in local disputes, her calm and fair reasoning often creating a middle ground both parties could accept.

Shortly after her 24th birthday, Verris has a vivid dream wherein a White Stag appears from the woods around her cottage and speaks to her in a strange and beautiful language, which she somehow understands. It asks her to follow and begins to travel from her home, the landscape blurring past quickly as they went until they arrived at the gates of a magnificent city. The city is split in two by a massive cliff face, attached to a colossal and ancient bridge. The Stag enters the city and leads her through the streets until they arrive at a temple, clearly one dedicated to Erastil. The city is populated with towering monuments, elegant gardens, ostentatious architecture and elaborate sculptures but also sprawling slums located beneath the colossal bridge. When they arrive at the Temple the Stag speaks again ” You must come to the temple here as soon as possible and ask them to lead you to Heidmarch Manor. There you must join the pathfinder society and aid them with their requests. Your aid is needed there by the surrounding communities and innocent people will suffer greatly without your help.” The Stag then looked deep in her eyes saying, ”Remember, Deadeye’s grace goes with you!”, before she wakes suddenly, the dream staying crisp in her mind.

After waking, she speaks to her parents, describing the unusual dream and seeking their advice. Her mother tearfully informs her that Erastil has given her a sacred task and that she must go as soon as possible to try to fulfil this mission. She informs her that the city in her dream is Magnimar, on the west coast of Varisia, many miles away and shows it to her on a map. The temple she saw was the Deadeye lodge, located in the Keystone District. Her father leads her outside and helps her gather the things necessary for the journey, all the while questioning her about all the things he has taught her. When everything is finally gathered, he nods in satisfaction at her answers, a sad smile on his face. Her mother prepares her favourite meal that night and they all speak of happy memories, enjoying their now-limited time together. The next morning, the time of her departure has arrived and her parents give her a hug, her mother crying all the while before giving her a sealed letter and telling her to give it to the head Priest at the temple when she arrives. Her Father gives her his copy of the Parables of Erastil. After many tearful goodbyes from her mother, she finally leaves, excited at the journey yet also sad to be leaving her parents behind, for the time being at least.

Appearance:

Tenets of a Paladin of Erastil:

The paladins of Erastil are gruff, strict traditionalists. They seek to preserve the integrity of rural life and communities. Their tenets include the following affirmations.

-My community comes first, and I will contribute to it all that I can. If I don’t give something back, who will?

-I must offer the poor in my community assistance, but I may not do the work for them—instead, I must teach them to contribute to the settlement. It is only through cooperation that a community grows strong.

-When danger threatens, I am not a fool. I seek first to make sure the weak and innocent are safe, and then I quell the danger.

-I keep to the old ways, the true ways. I am not seduced by the lure of money or power. I remember that true honour comes from within, not from the accolades of others.

-I remember that reputation is everything. Mine is pure and upstanding, and I will repair it if it is broken or tarnished. I stand by my decisions, and live so that none shall have cause to blame me.

-I show respect to my elders, for they have done much. I show respect to the young, for they have much left to do. I show respect to my peers, for they carry the load. And I shall carry it with them.

-I am honest, trustworthy, and stable. If I must leave my lands and community, before I go, I ensure that they will be tended in my absence. Even when duty calls, my duties to my home come first—letting them lapse makes me a burden on my people.

Dice Rolls:

[dice=Save(Fort)]1d20+7[/dice]
[dice=Save(Ref)]1d20+8[/dice]
[dice=Save(Will)]1d20+6[/dice]

[dice=Attack(Longbow)]1d20+9[/dice]
[dice=Damage(Longbow)]1d8+3[/dice]

[dice=Attack(Longsword)]1d20+5[/dice]
[dice=Damage(Longsword)]1d8+2[/dice]
[dice=Attack(Dagger)]1d20+5[/dice]
[dice=Damage(Dagger)]1d4+2[/dice]
[dice=Ranged Touch(Alchemist's Fire)]1d20+8[/dice]
[dice=Damage(Alchemist's Fire)]1d6[/dice]

[dice=Lay on Hands]1d6[/dice]

[dice=Acrobatics]1d20+3[/dice]
[dice=Appraise]1d20[/dice]
[dice=Bluff]1d20+3[/dice]
[dice=Climb]1d20+3[/dice]
[dice=Diplomacy]1d20+11[/dice]
[dice=Disguise]1d20+3[/dice]
[dice=Escape Artist]1d20+3[/dice]
[dice=Fly]1d20+3[/dice]
[dice=Heal]1d20+4[/dice]
[dice=Intimidate]1d20+3[/dice]
[dice=Perception]1d20+6[/dice]
[dice=Ride]1d20+3[/dice]
[dice=Sense Motive]1d20+4[/dice]
[dice=Spellcraft]1d20+4[/dice]
[dice=Stealth]1d20+3[/dice]
[dice=Survival]1d20+5[/dice]
[dice=Swim]1d20+1[/dice]

[dice=Craft(Bows)]1d20+8[/dice]
[dice=Handle Animal]1d20+8[/dice]
[dice=Know(Nobles)]1d20+4[/dice]
[dice=Perform(Dance)]1d20+5[/dice]
[dice=Perform(Oratory)]1d20+5[/dice]
[dice=Perform(Sing)]1d20+5[/dice]
[dice=Perform(Wind)]1d20+5[/dice]