Geppa

Vigny Einarsdottir's page

161 posts. Alias of rdknight.


Full Name

Vigny Einarsdottir

Race

Female Human Warpriest 4 | ♥️ 7/35 | AC: 19 (T: 11, F: 18) | CMB: +7, CMD: 18 | F: +6, R: +2, W: +7 | Init: +1 | Perc: +4, SM: +6 | Speed 20' | Blessings 5/5 | Fervor 3/4

Size

Medium

Age

20 (Birthday: 12 Pharast)

Alignment

CG

Deity

Cayden Cailean

Location

Sandpoint, Varisia

Languages

Taldane, Skald, Varisian

Occupation

Traveler / Righter of Wrongs / Drinking Game Champion

Strength 18
Dexterity 13
Constitution 14
Intelligence 10
Wisdom 14
Charisma 10

About Vigny Einarsdottir

Vigny Character Art

Dinner Date Vigny

Statistics:
Female Human Warpriest 2
CG Medium Humanoid (Ulfen Human)
Init +1; Senses Perception +4
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DEFENSE
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AC 19, touch 11, flat-footed 18 (+6 armor, +1 dex, +2 shield)
hp 35
Fort +6, Ref +2, Will +6
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OFFENSE
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Speed 30 ft.

Melee +7 (+8 Longsword)

Ranged +4
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STATISTICS
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Str 18, Dex 13, Con 14, Int 10, Wis 14, Cha 10
Base Atk +3; CMB +7; CMD 18
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TRAITS

Childhood Crush:
You’ve never had the guts to act on it, but for as long as you can remember, you’ve had a crush on one of the NPCs. Someday, maybe you’ll be able to earn the NPC’s love, but for now, you’re content to spend time in the NPC’s proximity, or even to do things for the NPC that might earn you a word of thanks or a smile. Once per day, you may attempt to earn a kind word or a smile from the NPC whom you have a crush on by making a DC 15 Charisma check. If you’re successful, the elation and joy at the attention gives you a +1 trait bonus on all saving throws for the remainder of the day. If you’re ever lucky enough to win the NPC’s love, this +1 trait bonus on saving throws applies at all times, as long as your relationship remains active. Note that gender isn’t an issue in the case of these three NPCs. Unless your GM says otherwise, all three of these NPCs are considered to be bisexual as far as this trait’s implications are concerned. Note that if you take this trait, you’ll likely want to coordinate NPC choices with any other player who chooses this trait as well, since choosing the same NPC could cause unwanted party strife. Of course… if that’s what you and the other player are looking for, go for it! In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your crush. NPC Choice: Sandru

Fate's Favored:
The fates watch over you.
Benefit: Whenever you are under the effect of a luck bonus, that bonus increases by 1.

Empathic Diplomat:
You have long followed the path of common sense and empathic insight when using diplomacy. You modify your Diplomacy checks using your Wisdom modifier, not your Charisma modifier.

DRAWBACK

Overprotective:
In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done. If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

FEATS

Cunning:
You are particularly devious, and can master more skills than others in the same amount of time.
Benefit(s): You gain 1 additional skill point per Hit Die. When you take this feat, you gain a number of skill points equal to your Hit Dice right away, and every time your Hit Dice increase in the future, you will gain an additional skill point as well.

Weapon Focus (Longsword):
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Power Attack:
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: 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 by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Furious Focus:
Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

Skills (18 Points; 6 Class, 0 INT, 3 Skilled, 3 Cunning, 6 Background)
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Acrobatics* +1 = DEX 1+0+0
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Appraise +0 = INT 0+0+0
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Bluff +0 = CHA 0+0+0
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Climb* +8 = STR 4+1+3
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Craft +0 = INT 0+0+0
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Diplomacy +7 = WIS 2+2+3 (WIS for Skill - Trait)
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Disable Device*† +1 = DEX 1+0+0
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Disguise +0 = CHA 0+0+0
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Escape Artist* +1 = DEX 1+0+0
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Fly* +1 = DEX 1+0+0
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Handle Animal† +6 = CHA 0+3+3 (+3 Background)
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Heal +7 = WIS 2+2+3
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Intimidate +0 = CHA 0+0+0
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K (Arcana)† +0 = INT 0+0+0
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K (Dungeoneering)† +0 = INT 0+0+0
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K (Engineering)† +5 = INT 0+2+3 (+1 Background)
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K (Geography)† +0 = INT 0+0+0
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K (History)† +0 = INT 0+0+0
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K (Local)† +0 = INT 0+0+0
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K (Nature)† +0 = INT 0+0+0
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K (Nobility)† +0 = INT 0+0+0
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K (Planes)† +3 = INT 0+3+0
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K (Religion)† +5 = INT 0+2+3
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Linguistics† +1 = INT 0+1+0 (+1 Background)
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Perception +4 = WIS 2+2+0
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Perform +1 = CHA 1+0+0
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Profession (Bar/Tavern Staff)† +7 = WIS 2+2+3 (+2 Background)
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Ride +1 = DEX 1+0+0
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Sense Motive +6 = WIS 2+1+3
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Sleight of Hand*† +1 = DEX 1+0+0
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Spellcraft† +0 = INT 0+0+0
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Stealth* +1 = DEX 1+0+0
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Survival +6 = WIS 2+1+3
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Swim* +8 = STR 4+1+3
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Use Magic Device† +0 = CHA 0+0+0
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ACP -4

*ACP applies to these skills
Non-Standard Skill Bonuses

Empathic Diplomat Trait: WIS to Diplomacy

Languages Common, Skald, Varisian

Special Abilities:

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SPECIAL ABILITIES
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HUMAN

Skilled:
Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.

Military Tradition:
Several human cultures raise all children (or all children of a certain social class) to serve in the military or defend themselves with force of arms. They gain proficiency with up to two martial or exotic weapons appropriate to their culture. This racial trait replaces the bonus feat trait. Broken-Back Seax, Katana

WARPRIEST:

Aura (Ex):
A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity's alignment.

Blessings (Su): Travel / Good
Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier.

Good Blessing
Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it's treated as good for the purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special ability.

Travel Blessing
Agile Feet (minor): At 1st level, as a swift action you gain increased mobility. For 1 round, you ignore all difficult terrain (including magical terrain) and take no penalties for moving through it.

Focus Weapon (Longsword)
At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity's favored weapon).

Sacred Weapon (Su)
At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon's base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon's base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs, or other weapons that only deal energy damage.
At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.
These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost (see Table 15–9 on page 469 of the Core Rulebook). Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.
If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest’s possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest’s turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.

Fervor (Su):
At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier.
By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.
As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

Channel Energy (Su):
Starting at 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to deal or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability and doesn’t provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability.
A good warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undead creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure spells or negative energy if he chose to spontaneously cast inflict spells.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. The save DC is 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect.

Spells:

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Spells
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0th (at will)

Create Water [can create simple ale or wine, 1 cup/level]
Guidance
Light
Stabilize

1st (3+1/day)

Bless
Divine Favor (x2)
Protection from Evil

2nd (2+1/day)

Burst of Radiance
Ironskin

Gear/Possessions:

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GEAR/POSSESSIONS

MWK Chainmail
Buckler
Longsword
Broken-Back Seax (Cold-Iron)
Dagger
Club
Sling
Pewter Tankard (Holy Symbol)
Grooming Kit
Equipment Maintenance Kit
Warpriest's Kit:
-Backpack
-Bedroll
-Belt Pouch
-Flint & Steel
-Iron Pot
-Mess Kit
-Rope 50'
-Soap
-Spell Component Pouch
-Waterskin

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Consumables:

Alchemists Fire
Torches (10),
Trail Rations (5 days)
Sling Bullets (10)

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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 29 GP 9 SP 8 CP

Background:

Vigny was born in Southmoor, the most southern part of the Lands of the Linnorm Kings. When she was barely 4, her parents decided with some friends and relatives to establish a small hamlet in the wild lands close to the Varisian border. It was a perilous place to try to live, but her parents had no use for overlords or taxes, and wanted to be well outside the reach of the regional capital at Jol. When Vigny was 13, the danger caught up to her family. Less than a day into a journey north to buy winter supplies, a group from the hamlet, Vigny among them, was set upon by a band of Nolanders who had crossed over into Southmoor to raid. In a short and brutal fight, Vigney's parents, along with an uncle and her teenaged cousin were killed.

The raiders took Vigny, the only surviver, south as a captive into the Nolands. After a couple of days of travel, the band spied a caravan. They decided to probe its strength by approaching with an offer to barter. The caravan's owner Sandru Vhisky saw through the ruse and surprised them by agreeing. The raiders actually had nothing to offer in trade except Vigny, for which Sandru traded away much of his food supplies and other materials as well. Sandru was careful that the raiders found no exploitable weaknesses, and since they had done far better in the exchange than they expected, the raiders left the caravan in peace.

Sandru reassured the frightened girl, and took her with the caravan to Riddleport. There, he placed her in the care of Caylenite priests who ran an orphanage. Vigny spent the rest of her childhood there, going from ward and student to temple tavern worker. Eventually Vigny joined the church formally as a warpriest. During those years she only saw Sandru a couple of times when he stopped by to check in on her (she's pretty sure that's why he stopped by. Surely that's why he stopped by...). After becoming a warpriest of the church, Vigny decided that it was time for her to travel. She wanted to find Sandru and travel with him if possible. Knowing he was from Sandpoint and stops there regularly, she went to the town hoping to catch him there when he next passes through.

Appearance and Personality:

Height: 5'8" | Weight: 140 | Hair: Butter Blond | Eyes: Medium Blue

Appearance

Vigny is on the tall side and has the sturdy build and light coloration typical among Ulfen people. Living outside The Lands of the Linnorm Kings for many years and from an early age, she lacks many of the mannerisms common there. She is far more open and approachable than the gruff, guarded Ulfen of her homeland. Vigny is attractive, but in an athletic and outdoorsy way rather than being strikingly beautiful. Her clothing is Varisian rather than Ulfen.

Personality

Vigny's capture, rescue by Sandru, and subsequent life with the Caydenite priests affected her strongly in several ways. Her family had been insular and suspicious. Their lesson to Vigny was to never trust strangers or stick your neck out for them. But then Sandru, a stranger, saved her. She has rejected her family's views because she knows firsthand the value of a stranger's kindness. Over time Vigny has probably mythologized Sandru's altruism beyond what it actually was. Sandru acted both in kindness and as a canny way out of a dangerous situation. Vigny tends to forget about that second part.

She has come to love him based on her view of events. He saved her from several possible fates worse than death, and probably death too. He gifted her with her entire life since her capture, and even if he never loves her back, she believes she could never repay him for what he did. She also sees Sandru as a prototype of the roguish do-gooder type she is modeling herself on.

Life with the Brothers and Sisters of Cayden Cailean in Varisia has been an altogether sunnier experience for Vigny than Southmoor was, and she has embraced their values. She is optimistic and usually cheerful. She's quite brave really, and a fierce enemy of slavery and oppression. One tendency from her early life in Southmoor has persisted. Growing up so near the Grungir Forest, Vigny heard many stories about the forest's fey inhabitants, all of them to some degree grim and cautionary. She still views fey anything with suspicion and some degree of fear.

She is good at getting to know other people, and skilled at talking up strangers due to her time serving in the Caydenite tavern. Vigny is confident and assertive, but somewhat naive in her idealistic, open views and opinions. She sees the world as mostly white, with some irritating black spots that can certainly be dealt with given enough determination. Grays are something she's not yet accustomed to seeing all that well. Vigny isn't a genius, and isn't particularly subtle in her thinking. She can also be a bit day-dreamy and absent-minded, and therefore clumsy from not paying attention to her surroundings.

Vigny is NOT a loner. She is much happier when around other people. Games, stories, drinking, telling stories about drinking games, whatever will keep her interacting with people is her go to means of steadying herself.

While she's not a perfectionist, she appreciates the value of having the right equipment, and keeping it in excellent condition. Weapon, armor, and equipment maintenance can be a relief for nervous hands or boredom. While she is not much of an art and craft hobbyist in the usual sense, Vigny may find wagon repair to be something interesting. Certainly it would keep her in proximity to Sandru.

Exercise is a good way for her to get her mind off troubles. Weapon practice, swimming, whatever gets her moving and sweating is a good balm. She's not given to sitting around and perseverating about doubts or problems.

Vigny is very much a woman of the common people. Class and hierarchies bother her. She finds them distasteful at best, and usually harmful. Such things run against her communitarian instincts. This could present her with a dilemma later, how does she justify working to enthrone an empress, even one who is a friend, given her social and political leanings?

On the other hand, Vigny is less concerned with tinkering with the "good enough" aspects of the world than with eliminating the bad. She isn't radically anti-establishment in an anarchic sense. She is happy to leave the questions of exactly how a society, polity, or community should work to the philosophers as long as it meets a minimum criteria of not promoting greater suffering.

A Bit About Me:

I’m fairly old myself I guess, my son will be starting college next year. But more importantly, I first started playing RPGs with Advanced D&D back around 8th and 9th grade. Mostly we made characters and read the books. I eventually bought most all of them and wish I still had them. The actual gameplay never amounted to much since it was hard to get together and our perma-DM would get bored with a module before we could finish it and start a new one.

There was a very long gap from my mid-teens to about forty when I completely forgot about RPGs. Then I came across an article called All I Needed to Know about Life I Learned from Dungeons & Dragons and it reminded me how much fun playing D&D had been. By then course I had no idea how to get started again. It turned out the game store down at the end of the block hosted PFS one night a week and I started going to those. I enjoyed it, but the randomness of parties one evening to another and the time limit on sessions meant there wasn’t really much in the way of RP involved. That’s what I missed the most. When I found PbP games on the Paizo messages boards, I switched over to PbP and never looked back. I got into my first game, RotRL in 2016 and it ran for 7 years. We didn’t finish, but it was one of the greatest APs I’ve played here. So I’ve been playing here about 9 years now, and been in a lot of games. I have dipped my toes into a few other RPGs here and there, but aside from Pathfinder the only one I've really loved is Call of Cthulhu.

Otherwise… I live in Portland, OR and work for the state as a case manager in the Department of Human Services. I can generally post every day of the week, though weekends can be more hit and miss. Being a social worker tends to be a fairly steady thing in terms of workload, but there are a couple of times during the year when things can get crazy, the beginning of a new school year (I work at a couple of schools and my office is at one of them), and the time between Thanksgiving and New Year.

A Little More about Vigny:

I think I’ve covered my character motivations for choosing the Childhood Crush: Sandru campaign trait fairly well in Vigny’s BAP sections. But, there is one thing I’ll add. One of the attractions for me is in the setup I’ve created for it. Vigny doesn’t actually know Sandru in any real way. What she loves is an idealized version of him that she’s created in her mind. I won’t make any decisions for Sandru since he’s yours to play with, but I doubt Sandru’s coming around the Caydenite ale-church when he happened to be in Riddleport had a thing to do with Vigny. When she spends time around him and actually gets to know him compared to the Sandru in her head, things may change (or not). If they do, it may take a long time for it to happen. Hope can sustain itself on very little for a long time. Vigny literally has a crush in its horrible teenage version, so I expect the odds favor failure eventually. But who knows? Maybe she can do some growing up with her feelings for him remaining intact. She’s kind of a toned down version of Mable Pines from Gravity Falls crossed with Kara Thrace from Battlestar Galactica with a few dashes of the surfers I knew when I lived on the Oregon coast.

For the record, I don’t play Caydenites as drunks. Vigny likes her booze or course, but the focus is on fighting oppression when one can, and figuring out how to carve out some freedom while sticking it to The Man when the opportunity comes around when one can’t. Or, to steal some lyrics from Tubthumping, which could practically be Caydenite liturgical music: I get knocked down. But I get up again. You’re never gonna keep me down. Besides, the Caydenite religion is rich in comic potential without resorting to the alcohol aspect.

A few build and advancement things:

1. I took Katana as one of Vigny's exotic weapons proficiencies since Martial Tradition gives two of them and I wanted the Broken-Back Seax because it's cool. It could save me a feat later, but Vigny doesn't know about and won't be using Tian weapons until she's exposed to them later.

2. I'd love to figure out how to make Cayden's Blade and Tankard fighting style work, but I haven't gotten there yet, so many feats and so much DEX needed. If Vigny gets selected, would you consider allowing her to trade her shield proficiency for it like the Swashbuckler and Fighter can? It seems like a super fun combat style to play if it can be viable.

3. The trait Empathic Diplomat is a regional trait for Qadira. Is it alright to use it anyway? It's the only trait that will switch CHA for WIS for a social skill that I know of. It would be nice to be able to participate in the social parts of the adventure without tanking outcomes for the party. It's not like Vigny would be stealing the Bard's or Oracle's lunch either, she doesn't have the skill points for that.

4. If Blade and Tankard can't be used without eating up too many feats, Vigny will probably go with a big two-hander for beating on things. She can pick up archery as well since two-handing a weapon doesn't take a ton of skills. However, if there's no better healer in the the party than Vigny, I'd be happy to go the a two-handed weapon (she's gonna love the Nodachi when she discovers it) and take the non-magical healing feats. Warpriest magic alone might not cover party needs.