Geppa

Vigny Halgarsdottir's page

199 posts. Organized Play character for rdknight.


Full Name

Vigny Halgarsdottir

Classes/Levels

CG Human (Ulfen) Female Warpriest 1 | HP: 14/14 | AC: 17 (11 Tch, 16 Fl) | CMB: +3, CMD: 14 | F: +4, R: +1, W: +4 | Init: +1 | Perc: +2, SM: +6

Size

Medium

Age

23

Alignment

CG

Deity

Cayden Cailean

Location

Absalom

Languages

Common, Skald

Occupation

Traveler / Righter of Wrongs / Drinking Game Champion

Strength 16
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 14
Charisma 13

About Vigny Halgarsdottir

Statistics:
Female Human Warpriest 1
CG Medium Humanoid (Ulfen Human)
Init +3; Senses Perception +2
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DEFENSE
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AC 17, touch 11, flat-footed 16 (+5 armor, +1 dex, +1 buckler)
hp 14
Fort +4, Ref +1, Will +4
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OFFENSE
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Speed 30 ft.

Melee +3

Ranged +1
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STATISTICS
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Str 16, Dex 12, Con 14, Int 10, Wis 14, Cha 13
Base Atk +0; CMB +3; CMD 14
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Traits

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

Affable:
You have a genial personality and make it a point to befriend and help people wherever you go. In your travels, you stop to aid others, tell interesting stories, and often buy rounds of drinks for patrons at the local taverns. You bring good cheer to those you encounter, and for this reason, you often find yourself attending important events or fruitful gatherings, and have even become an honorary member of many families. People find you trustworthy, and they are willing to share information with you.
Benefit: You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.

Splash Attack
You catch others off-guard when a confrontation escalates. As long as you are standing in or adjacent to water, or holding at least a pint of liquid (including insoluble liquids like oil or alchemist’s fire), you can perform a dirty trick combat maneuver to blind a foe within reach without provoking an attack of opportunity. If you select the Improved Dirty Trick feat, you gain a +2 trait bonus on dirty trick combat maneuvers to blind foes as long as you are standing in or adjacent to water or holding a pint of liquid.

Weapon Training
Requirement(s) Human - Ulfen
As soon as you were old enough to hold it, you were trained to defend yourself with traditional Ulfen weapons. You gain a +1 trait bonus on damage rolls with the following weapons: bastard sword, battleaxe, greataxe, greatsword, handaxe, light hammer, longbow, longsword, shortbow, short sword, throwing axe, and warhammer.

Feats

Toughness
Extra Traits
Weapon Focus (Longsword)

Skills (2 points; 2 class, 0 INT)
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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 +1 = CHA 1+0+0
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Climb* +3 = STR 3+0+0
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Craft +0 = INT 0+0+0
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Diplomacy +7 = CHA 1+1+3+2
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Disable Device*† +1 = DEX 1+0+0
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Disguise +1 = CHA 1+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† +1 = CHA 1+0+0
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Heal +2 = WIS 2+0+0
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Intimidate +1 = CHA 1+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)† +0 = INT 0+0+0
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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)† +0 = INT 0+0+0
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K (Religion)† +4 = INT 0+1+3
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Linguistics† +0 = INT 0+0+0
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Perception +2 = WIS 2+0+0
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Perform +1 = CHA 1+0+0
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Profession† +2 = WIS 2+0+0
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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 +2 = WIS 2+0+0
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Swim* +3 = STR 3+0+0
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Use Magic Device† +1 = CHA 1+0+0
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ACP -4

*ACP applies to these skills
Non-Standard Skill Bonuses

Affable Trait: +2 Diplomacy to Gather Information / K Local Class Skill

Languages Common, Skald

Special Abilities:

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SPECIAL ABILITIES
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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. 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.

Spells:

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Spells
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0th (3 at will)

Resistance
Spark
Detect Magic

1st (2/day)

Protection From Evil
Shield of Faith

Gear/Possessions:

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GEAR/POSSESSIONS

Wayfinder
Scale Mail
Buckler
Longsword
Dagger
Club
Sling
Bullets (20)
Pewter Tankard (Holy Symbol)
Backpack
Bandolier
Pathfinder's Kit
Grooming Kit
50' Hemp Rope
Bottle Ale
Bottle Mead
Potion Magic Weapon
Flask Holy Water
Antiplague
Vermin Repellent
Alchemists Fire
Acid Flask (2)
Alkali Flask
Lamp Oil (2)
Torches (3)

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

Money360 GP 3 SP 4 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 9, the danger caught up to her family. Less than a day into a journey north to buy winter supplies, a group from the hamlet, Vigney 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 saw through the ruse and surprised them by agreeing. The raiders actually had nothing to offer in trade except Vigny, for which the canavaner traded away most of his food supplies and other materials as well. He 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.

The merchant caravaner 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. After becoming a warpriest, Vigney decided that it was time for her to travel and help liberate others as she had been liberated.

Appearance and Personality:

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

Appearance
Vigny is tall 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. Vigney is attractive, but in an athletic and pretty way rather than being strikingly beautiful. Her clothing is Varisian rather than Ulfen.

Personality
Vigny's capture, rescue, 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 a stranger saved her. She has rejected her family's views because she knows firsthand the value of a stranger's kindness.

Life with the Brothers and Sisters of Cayden Cailean in Varisiana was an altogether sunnier experience for Vigny than Southmoor was and her affable demeanor shows the effect it had on her.