About Vivianne de Tregan
Vivianne was born to a pair of humble farmers in the Galtian town of Tregan. She was their second daughter and fifth child over all. They lived a meager life, but a happy one, far from the troubles that plagued the rest of Galt. Her childhood was spent doing chores around the farm, taking care of the animals, playing with the other children, and listening to whatever bard or other storyteller happened to stop by in town.
The stories she liked best were the tales of Iomedae and other paladins. The Shining Crusads and the Crusades of Mendev called to her, and she wished with all her heart to be on par with those great heroes. She even managed to make herself a toy shield out of a discarded barrel lid, with a stick for a sword, and would get into all sorts of mayhem while pretending to be a holy warrior. Her parents let it be, considering it just a child being a child, and figured she'd grow out of it eventually.
She didn't, she merely got more realistic. Her plans soon fell to figuring out how to get a proper education as a paladin, and how to get the proper equipment. She worked as much as she could at the town's inn during her spare time, saving the coppers and occasional silver piece for months until finally, she managed to afford a sword. She quit her job at the inn and started sneaking off to practice with the blade, making a target dummy out of old burlap sacks stuffed with loose dirt.
Eventually, she grew even older and bored of practicing on her makeshift dummy. She wanted to be a real paladin, not a farmer’s daughter with dreams of grandeur! So one night, she wrote out a message as best as she could with her meager education explaining why she was leaving her. She packed her bag with the supplies needed for the journey, and set off south, the general direction of the Andoran and Taldor, two places she figured had to have loads of paladins!
She didn't make it very far before getting jumped by bandits. In all her infinite and grand wisdom, decided to try fight them off. It went about as well as expected, with her being disarmed and bleeding on the ground by the time help arrived. This help came in the form of Sir Reginald Siegwar and his squire, Pendrick Hornback. The two charged in against the bandits from horseback, and saved her… though at the cost of Pendrick's life. All the events together shook Vivianne to her core, but not in the way most would expect. It didn't make her want to run home and never leave her bed again, it made her want to become a paladin even more, so she could actually help!
As the two buried the young squire, Vivianne tearfully requested to take his place, to learn how to be a paladin and prevent such things from happening around her again. Sir Reginald, impressed with the conviction she showed, agreed, and thus the two began heading north, for the Worldwound, Sir Reginald teaching her all the while. She wouldn't allow someone else to die for her sake again, or at all if she could help it. She would shoulder all the pain if need be.
By the time the two were nearing Mendev, Vivianne had acquired plenty of training, and was an inexperienced paladin. It was in Dravod Knock that the two finally went their separate ways. Sir Reginald intended to go to Mendev and aid the defenders against the Worldwound. Vivianne had chosen a more humble path, aiding the barbarians of Numeria in their struggle to survive. They wished each other luck, the last Vivianne seeing of Reginald being him waving from the deck of the ship as it went up the river. She left Dravod Knock that day, heading towards the town of Torch, having heard of trouble in that area. It would be a good place to start as any.
Vivianne de Tregan
Human Martyr Paladin of Iomedae 7
LG Medium Humanoid (Human - Galtian)
Init +3; Perc +0
Aura Courage (20ft), See/Hear No Evil (20ft), Health (20ft)
AC 18, Touch 12, FF 16 (+6 armor, +2 Dex)
HP 61 (7d10+12)
Fort +7; Ref +4, Will +5
Spd 30ft (20ft in armor)
Melee; +1 Longsword +11/+6 (1d8+4/19-20)
Special Attacks Channel Positive Energy (DC 15, 4d6),Stigmata 12/day (countersong, distraction, inspire courage +2)
Spell-Like Abilities (CL 6th; concentration +8)
At will—detect evil
Paladin Spells Prepared (CL 4th; concentration +7)
1st—grace, lesser restoration
Str 17, Con 14, Dex 14, Int 10, Wis 10, Cha 16
Base Atl +7; CMB +9; CMD 21
Feats Quick Draw, Flagbearer, Reward of Life, Power Attack, Hands of Valor
Skills Diplomacy +12, Handle Animal +12, Heal +9, Sense Motive +9
SQ Aura, Bonus Feat, Code of Conduct, Lay on Hands (3d6+1, 6/day), Mercy (Sickened, Diseased), Skilled, Agathion Bond (1/day)
Traits Robot Slayer, Blessed Touch
Other Gear +1 longsword, breast plate, banner, paladin’s kit (backpack, bedroll, belt pouch, cheap holy text, flint and steel, iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), waterskin, wooden holy symbol), x2 healer's kits
Gold Total; 473 GP, 14 SP, 10 CP
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.
Stigmata: As a standard action, the martyr can chant hymns of faith and cause bleeding stigmata to visibly appear on his body; at 7th level, he can manifest stigmata as a move action, and at 13th level, he can do so as a swift action. He can use this ability a number of rounds per day equal to 4 + his Charisma modifier at 1st level, plus 1 additional round per day for each level beyond 1st. While his stigmata are active, he takes 1 point of bleed damage, which automatically ceases when he ends this ability but otherwise does not relent, even in the face of magical healing or Heal checks. His stigmata assist his allies, duplicating the effect of the countersong, distraction, or inspire courage bardic performance of a bard of his paladin level, though both countersong and distraction use Heal skill checks instead of Perform skill checks. At 10th level, he can choose to duplicate the effects of inspire greatness. At 16th level, he can choose to duplicate the effects of inspire heroics.
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 Mastery (Su): The martyr’s aura of courage, aura of resolve, and aura of righteousness have a radius of 20 feet instead of 10 feet, but the martyr does not gain immunity to fear, charms, or compulsions from those abilities.
This ability alters aura of courage, aura of resolve, and aura of righteousness.
Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
Martyr's Mercy (Su): At 3rd level, a martyr can apply any of the mercies for which he qualifies based on his paladin level to his lay on hands, even if he didn’t select that mercy (or its prerequisites). However, when he uses a mercy he didn’t select, he transfers the condition to himself for the remaining duration (ignoring any immunity he might have to the condition), and he can’t use this ability if he already has that condition. If he transfers a condition to himself in this way, he can’t remove it from himself with a personalonly ability. The martyr can use lay on hands on any ally within 30 feet, rather than needing to touch the ally, but using lay on hands on himself is a standard action, not a swift action.
Agathion Bond As a standard action, the paladin can call forth an agathion spirit that bonds to her healing hands for 1 minute per paladin level, causing her to manifest physical traits evocative of one kind of agathion. This bond allows the paladin to add her Charisma bonus to the amount of hit points that she restores with her spells, her lay on hands ability, and her channel energy ability. For every 3 levels beyond 5th, she restores 1 additional hit point with those abilities, up to a maximum of 5 + her Charisma modifier at 20th level. The paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level.