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Vilma Maldeghem's page

72 posts. Alias of rdknight.


Full Name

Vilma Maldeghem

Race

Human

Classes/Levels

Paladin (Virtuous Bravo) 3

Gender

Female

Size

Medium

Age

19

Alignment

LG

Deity

Mayaheine

Location

Dunwich, Viscounty of Salinmoor, Kingdom of Keoland

Strength 16
Dexterity 18
Constitution 16
Intelligence 14
Wisdom 13
Charisma 16

About Vilma Maldeghem

Vilma Portrait

Maldeghem Coat of Arms

Statistics:
LG Female Human Paladin (Virtuous Bravo) 3
Init +4; Senses Perception +9
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DEFENSE
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AC 21, Touch 15, Flat-Footed 16 (+5 MWK Armor, +4 Dex, +1 Buckler, +1 Nimble)
HP 41
Fort +9, Ref +8, Will +7
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OFFENSE
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Speed 30 ft.

Melee +6 / +7 Finesse / +9 Rapier

Ranged +7
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STATISTICS
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Str 16, Dex 18, Con 16, Int 14, Wis 13, Cha 16
Base Atk +3; CMB +6; CMD 20
.
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TRAITS:

Reckless (Combat):
You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.

Friend In Every Town (Social):
You have no problem making friends and learning information from them wherever you go. You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you.

Scholar of the Great Beyond (Faith):
Your greatest interests as a child did not lie with current events or the mundane— you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you.

Overprotective (Drawback):
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:

Skill Focus (Perception):
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Weapon Focus (Rapier):
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.

Extra Lay On Hands:
You can use your lay on hands ability more often.
Prerequisites: Lay on hands class feature.
Benefit: You can use your lay on hands ability two additional times per day.
Special: You can gain Extra Lay On Hands multiple times. Its effects stack.

SKILLS: (21 points; 6 class, 6 INT, 3 Skilled, 3 FCB, 6 Background)
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Acrobatics* +9 = DEX 4+1+3+1 (+1 trait)
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Appraise +2= INT 2+0+0
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Climb +4 = STR 3+1+0
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Bluff +3 = CHA 3+0+0
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Craft +1 = WIS 1+0+0
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Diplomacy +10 = CHA 3+3+3+1 (+1 trait)
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Disable Device*† +4 = DEX 4+0+0
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Disguise +3 = CHA 3+0+0
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Escape Artist* +4 = DEX 4+0+0
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Fly* +4 = DEX 4+0+0
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Handle Animal† +7 = CHA 3+1+3 (+1 Background)
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Heal +5 = WIS 1+1+3
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Intimidate +3 = CHA 3+0+0
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K (Arcana)† +2 = INT 2+0+0
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K (Dungeoneering)† +2 = INT 2+0+0
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K (Engineering)† +4 = INT 2+0+0
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K (Geography)† +3 = INT 2+1+0 (+1 Background)
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K (History)† +4 = INT 2+1+0+1 (+1 Background) (+1 Trait)
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K (Local)† +8 = INT 2+2+3+1 (+1 Trait)
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K (Nature)† +2 = INT 2+0+0
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K (Nobility)† +7 = INT 2+2+3 (+2 Background)
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K (Planes)† +7 = INT 2+1+3+1 (+1 Trait)
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K (Religion)† +7 = INT 2+2+3
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Linguistics +2 = INT 2+0+0
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Perception +7 = WIS 1+3+0+3 (+3 Skill Focus)
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Perform (Acting) +4 = CHA 3+1+0 (+1 Background)
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Profession† +2 = INT 2+0+0
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Ride +8 = DEX 4+1+3
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Sense Motive +6 = WIS 1+2+3
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Sleight of Hand*† +4 = DEX 4+0+0
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Spellcraft† +5 = WIS 1+1+3
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Stealth* +5 = DEX 4+1+0
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Survival +1 = WIS 1+0+0
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Swim +5 = STR 3+2+0
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Use Magic Device† +3 = CHA 3+0+0
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ACP -2

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Kyolan, Quenya, Oeridian

Special Abilities:

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SPECIAL ABILITIES
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HUMAN:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

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

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

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PALADIN (VIRTUOUS BRAVO):
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Weapon and Armor Proficiency:
Virtuous bravos aren’t proficient with heavy armor or shields (except for bucklers).
This ability alters the paladin’s armor proficiency.

Bravo’s Finesse (Ex):
A virtuous bravo can use her Dexterity modifier instead of her Strength modifier on attack rolls with light or one-handed piercing melee weapons (though if she carries a shield, she applies its armor check penalty to such attack rolls), and she can use her Charisma score in place of her Intelligence score to meet prerequisites of combat feats. This ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites.

Bravo’s Smite (Su):
When using smite evil, a virtuous bravo doesn’t gain a deflection bonus to AC.
This ability alters smite evil.

Nimble (Ex):
At 3rd level, a virtuous bravo gains a +1 dodge bonus to AC while wearing light armor or no armor. Anything that causes the virtuous bravo to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 paladin levels beyond 3rd (to a maximum of +5 at 19th level).
This ability replaces mercy.

Aura of Good (Ex):
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp):
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su):
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Divine Grace (Su):
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay On Hands (Su):
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin 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.

Aura of Courage (Su):
At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex):
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Gear/Possessions:

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GEAR/POSSESSIONS

MWK Rapier (Cold Iron)
MWK Dagger
Battle Aspergillum (Alchemical Silver)
MWK Chain Shirt
MWK Buckler
Boots of the Cat
Silver Holy Symbol
MWK Backpack
MWK Potion Belt
Waterskin
Whetstone
Rope 50'
Bedroll
Belt Pouch
Notebook
Pen & Ink
Flint & Steel
Iron Pot
Mess Kit
Soap
Noble's Outfit
Signet Ring & Jewelry (100 gp value)

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Consumables
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Potion (Monkey Fish)
Potion (Comprehend Languages)
Potion (Feather Step)
Vial: Acid x2
Vial: Holy Water
Torches (10)
Rations (5 Days)
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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 3 GP 7 SP 4 CP

Appearance and Personality:

Height: 5'7 | Weight: 135 | Hair: Dark Brown | Eyes: Blue

Appearance

Personality

Background: