Geppa

Vigny Olafursdottir's page

684 posts. Alias of rdknight.


Full Name

Vigny Olaffursdottir

Race

Ulfen Human Holy Knight 1 | HP: 13/13 | AC: 17 (T: 12, F: 15) | CMB: +4, CMD: 16 | F: +4, R: +2, W: +1 | Init: +2 | Perc: +0, SM: -1 | Speed 30'

Gender

Female

Size

Medium

Age

20 (Birthday: 12 Pharast)

Alignment

CG

Deity

Cayden Cailean

Languages

Taldane, Skald, Varisian

Occupation

Traveler / Righter of Wrongs / Drinking Game Champion

Homepage URL

Vigny Picture

Strength 16
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 8
Charisma 15

About Vigny Olafursdottir

Statistics:
Female Human Holy Knight 1
CG Medium Humanoid (Ulfen Human)
Init +2; Senses Perception +0
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DEFENSE
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AC 17, touch 12, flat-footed 15 (+4 armor, +2 dex, +1 buckler)
hp 13
Fort +4, Ref +2, Will +1 (+4 vs Charms & Compulsions)
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OFFENSE
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Speed 30 ft.

Melee +4 (+5 with heavy blades weapon group)

Ranged +3
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STATISTICS
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Str 16, Dex 14, Con 14, Int 10, Wis 8, Cha 15
Base Atk +1; CMB +4; CMD +16
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Traits
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Childhood Crush (Sandru):
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 Choices: Ameiko, Sandru, Shalelu.

Irrepressible (Faith):
Your hope for a brighter future blessed by the gods, combined with your powerful personality, allows you to force your way free of spells that cloud the mind. You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.

Weapon Training (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.

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
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Cunning
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 (Heavy Blades)
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.

Skills (7 points; 4 class, 0 INT, 1 Skilled, 1 Cunning, 2 Background)
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Acrobatics* +2 = DEX 2+0+0
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Appraise +0 = INT 0+0+0
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Bluff +3 = CHA 2+0+0+1 (+1 Racial)
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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 +6 = CHA 2+1+3 (Add +4 for Gather Information, Racial)
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Disable Device*† +2 = DEX 2+0+0
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Disguise +3= CHA 2+0+0+1 (+1 Racial)
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Escape Artist* +2 = DEX 2+0+0
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Fly* +2 = DEX 2+0+0
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Handle Animal† +2 = CHA 2+0+0
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Heal -1 = WIS -1+0+0
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Intimidate +2 = CHA 2+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)† +4 = INT 0+1+3 (+1 Background)
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K (Local)† +5 = INT 0+1+3+1 (+1 Racial)
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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 +0 = WIS -1+1+0
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Perform +2 = CHA 2+0+0
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Profession (Tavern/Bar Keeper)† +3 = WIS -1+1+3 ( +1 Background)
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Ride +2 = DEX 2+0+0
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Sense Motive +3 = WIS -1+1+3
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Sleight of Hand*† +2 = DEX 2+0+0
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Spellcraft† +0 = INT 0+0+0
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Stealth* +2 = DEX 2+0+0
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Survival +0 = WIS 0+0+0
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Swim* +4 = STR 3+1+0
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Use Magic Device† +2 = CHA 2+0+0
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ACP -2

*ACP applies to these skills
Non-Standard Skill Bonuses

+1/2 Level: All Knowledge Skills (Bardic Knowledge
+1 Level: Linguistics, Profession Scribe, UMD
+2 K Geography (Legacy Bonus)

Languages Taldane, Skald, Varisian

Special Abilities:

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SPECIAL ABILITIES
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Human
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Ability Score Racial Traits:
Hume characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Size:
Humes are Medium creatures and thus receive no bonuses or penalties due to their size.

Type:
Humes are Humanoid creatures with a hume subtype.

Base Speed:
Humes have a base speed of 30 feet.

Languages:
Humes begin play speaking Common. Humes with high Intelligence scores can choose any languages they want. See the Linguistics skill page for more information about these languages.

Bonus Feat:
Humes select one extra feat at 1st level.

Curiosity:
Humes naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.

Integrated:
Humes gain a +1 racial bonus on Bluff, Disguise, and Knowledge (local) checks.

Skilled:
Humes gain an additional skill rank at first level and one additional rank whenever they gain a level.

Sociable:
When humes attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.

Holy Knight:
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The holy knight’s class skills (and the key ability for each skill are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Weapon and Armor Proficiency:
Holy knights are proficient with all simple, martial weapons, and knight swords and with all armor (light, medium, and heavy) and shields (including tower shields).

Limit Breaks (Su):
At 1st level, the holy knight receives the Limit Breaks (Brightest Day and Last Bastion).

Brightest Day (Su):
This Limit Break causes a bright light to erupt around the holy knight and her allies within 30 feet for a duration of 1 round + 1 round per four holy knight levels after 1st. This dispels any concealment granted to any enemies within the area of effect and causes them to be afflicted with the Blind status effect for the duration of the limit break, a Fortitude save (DC 10 + half of the holy knight’s level + her Charisma modifier) to negate this effect.

Last Bastion (Su):
This Limit Break allows the holy knight to use the power of light to protect herself and her allies to reduce harm inflicted. The holy knight and all allies within a 30-ft.-radius of the holy knight take half damage from any source for a duration of 1 round + 1 round per four holy knight levels after 1st. This limit break requires only a swift action.

Oath Stance (Su):
At 1st level, the holy knight swore an oath to guard and fight for the weak. As a swift action, she may choose to be under the effects of either Shield Oath or Sword Oath (see below). She cannot be in both oaths at the same time. If she switches to one oath, the other oath immediately ends.

Shield Oath (Su):
Under this stance, the holy knight gains a +1 (plus an additional +1 for every three levels thereafter) deflection bonus to AC and an insight bonus equal half of her holy knight level to attack rolls. She also gains damage reduction equal to half her holy knight level (rounded down, which stacks with all other damage reduction). However, she receives a -2 penalty (plus an additional -1 for every three levels thereafter) on all damage rolls while under this oath.

Sword Oath (Su):
Under this stance, the holy knight gains a +1 (plus an additional +1 for every three levels thereafter) insight bonus to attack rolls and an insight bonus equal to half her holy knight level to damage rolls. She also ignores damage reduction equal to up to half her holy knight level (rounded down). However, she receives a -2 penalty (plus an additional -1 for every three levels thereafter) to her AC while under this oath.

Lay on Hands (Su):
At 1st level, a holy knight can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to half her holy knight level (minimum 1) plus her Charisma modifier. With one use of this ability, a holy knight can heal 1d6 hit points of damage, increasing by 1d6 for every two holy knight levels beyond the 1st. Using this ability is a standard action, unless the holy knight targets herself, in which case it is a swift action. Despite the name of this ability, a holy knight only needs one free hand to use this ability. Alternatively, a holy knight can use this healing power to deal damage to undead creatures, dealing 1d6 points of holy damage for every two levels the holy knight possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Cover (Ex):
At 1st level, the defensive prowess of the holy knight is second to none, allowing her to focus her actions purely on defending herself and her allies in ways that cannot be replicated. When an ally within 10 feet is targeted with a melee or ranged attack, the holy knight may, as an immediate action, step forward to reposition the ally adjacently to her and forcing the enemy to make the attack roll on the holy knight’s armor class instead. She may move as part of this ability, provided her total movement before her next turn does not exceed her speed (her movement provokes attacks of opportunity as normal). Additionally, while using cover, the holy knight adds her Charisma modifier to her AC for the attack.
At 5th level, the range of cover increases by 5 feet and increases by an additional 5 feet per five holy knight levels thereafter.

Spells:

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Spells
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0th

1st

Gear/Possessions:

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GEAR/POSSESSIONS
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Consumables
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Acid Flask
Alchemists Fire
Torches (10)
Rations (5 Days)
Bottles of Mead (5)

Magical Items
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Mundane
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Chain Shirt
Buckler
Longsword (Cold Iron)
Dagger x2
Light Mace (Alchemical Silver)
Weapon Cord
Spring Loaded Wrist Sheath
Short Bow
Arrows (40)
Pewter Tankard (Holy Symbol)
Backpack
Waterskin
Grooming Kit
Equipment Maint. Kit
Whetstone
Bedroll
Belt Pouch
Notebook
Pen & Ink
Flint & Steel
Iron Pot (at home)
Mess Kit
Soap
Spell Component Pouch
Basic Dress (at home)
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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 30 GP 7 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 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, 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 holy knight. During those years she only saw Sandru a couple of times when he stopped by to check on her (she's pretty sure that's why he stopped by). After becoming a knight 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: 145 | Hair: Light 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 almost certainly 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.

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.

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 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.