Jask Derindi

Þyrnir's page

227 posts. Alias of Kittenmancer.


Classes/Levels

Warpriest of Frigg 6 | HP 44/44 | AC 29 (31 against evil) (Tch. 16, Ff. 26) | Fort +9/11, Ref +8/10, Will +11/13 | Init. +3, Perception + 8

Gender

Spells:
Level 1 - Bless, Divine Favour, Moment of Greatness, Obscuring Mist, Shield of Faith; Level 2 (DC 15) - Bull's Strength, Burst of Radiance, Ironskin, Protection from Evil (communal)

About Þyrnir

---Þyrnir
Human warpriest of Frigg 6 (Pathfinder RPG Advanced Class Guide 60)
NG Medium humanoid (human)
Hero Points 2
Init +3; Senses Perception +8
--------------------
Defense
--------------------
AC 23, touch 14, flat-footed 20 (+7 armor, +1 deflection, +3 Dex, +2 shield; +2 deflection vs. evil)
hp 44 (6d8+11) (currently 36)
Fort +7 (+5 circumstance bonus vs. cold weather), Ref +6, Will +9; +2 resistance vs. evil
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 light shield bash +9 (1d8+3) or
. . mwk dagger +8 (1d4+2/19-20) or
. . mwk handaxe +8 (1d6+2/×3) or
. . mwk speed seax +7/+7 (1d6+2/18-20)
Ranged mwk longbow +8 (1d8/×3) or
. . throwing axe +7 (1d6+2)
Special Attacks blessings 6/day (Good: holy strike, Protection: increased defense), channel positive energy 3/day (DC 16, 2d6), fervor 6/day (2d6), sacred weapon (1d8, +1, 6 rounds/day)
Warpriest Spells Prepared (CL 6th; concentration +9)
. . 2nd—bull's strength, burst of radiance (DC 15), ironskin, communal protection from evil[UC]
. . 1st—bless, cure light wounds, divine favor, protection from evil, shield of faith
. . 0 (at will)—create water, detect magic, light, resistance, stabilize
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 12, Int 10, Wis 16, Cha 8
Base Atk +4; CMB +6; CMD 20
Feats Improved Shield Bash, Improved Two-weapon Fighting, Power Attack, Shield Focus, Two-weapon Fighting, Weapon Finesse, Weapon Focus (shield, light)
Traits artisan, mentored, simple disciple
Skills Acrobatics +0 (-4 to jump), Climb +3, Craft (sculpture) +12, Diplomacy +3, Handle Animal +5, Heal +7, Knowledge (religion) +9, Perception +8, Profession (farmer) +8, Profession (sailor) +8, Ride +4, Sense Motive +7, Spellcraft +4, Survival +7, Swim +8
Languages Hallit
SQ hero points
Combat Gear potion of cure moderate wounds, potion of levitate, oil (5); Other Gear mwk breastplate, mwk consecrated light wooden shield, arrows (60), mwk dagger, mwk handaxe, mwk longbow, mwk speed seax, throwing axe (2), ring of swimming, backpack, bear trap[APG], bedroll, belt pouch, blanket[APG], candle (2), chalk, cold weather outfit, fishhook (5), flint and steel, folding pole[UE], furs[APG], grappling hook, hammer, hooded lantern, masterwork sculpting tools, mess kit[UE], piton (4), pot, sack (2), silk rope (50 ft.), small tent, snowshoes[APG], soap, spell component pouch, tinder packet (0.5 lb), tindertwig (13), tindertwig (4), torch (5), trail rations (65), twine (50')[APG] (2), waterskin, winter blanket (2), wooden holy symbol of Frigg, 4,493 gp, 4 sp, 7 cp
--------------------
Special Abilities
--------------------
Blessings (6/day) (Su) Pool of power used to activate Blessing abilities.
Fervor (2d6, 6/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Weapon +1 (6 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Warpriest Channel Positive Energy 2d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

=============================

Favored bonus:
- Level 1 - skill point
- Level 2 - hit point
- Level 3 - hit point
- Level 4 - hit point
- Level 5 - hit point
- Level 6 - hit point

10-minute background:
Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character.

- Þyrnir is not native to the Northlands. Born in the lands far to the south, his dark skin and pitch-black hair stand out from the fair-skinned Northlanders. He doesn’t remember anything of his native lands, having been taken by slavers when he was only a little boy.
- He has been serving the jarl for 17 years. His previous masters found him unnerving after a while and traded him off. In the jarl’s household, he started out as a kitchen boy; these days, he is serving the jarl’s wife and her daughters.
- He has an artistic soul and enjoys beauty wherever he can find it. His stone-carving skills have brought him some renown within the household; he can do both large-scale work like standing stones, and delicate work like rune-stone and stave carving.
- He prefers to spend time with the women of the household, even though they boss him around mercilessly. He finds the men a little too rough and bloodthirsty.
- He views the jarl’s daughters as his sisters and is very protective of them.
- He is a devoted follower of Frigg; although he does not enjoy fighting, he sees himself as a protector of the house and those living within it.
- He learned how to read runes by covertly observing the godi of the household when she casts the fortunes for the jarl’s family. He hasn’t revealed to anyone yet that he has this skill.
- His age is unknown, but he is probably in his early thirties.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

- Þyrnir wants to gain the friendship of the jarl’s daughters, particularly Runa.
- It would be nice to have the jarl free Þyrnir at some point in recognition of his deeds.

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.

- He can read runes
- Some of the other thralls are jealous of his status within the jarl’s household (also spooked out by him) and plan to arrange his death.

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile.

- Jarl Olaf Henrikson - his oathmaster. The jarl has kept him around long beyond the time it had taken his other masters to discard him. Þyrnir is unsure what the jarl sees in him, but he is determined to repay loyalty with loyalty.
- Runa Olafsdottir - the jarl’s youngest daughter, to whom Þyrnir feels the most connected among the three sisters. He understands her strange behaviour better than most, and is able to calm her down on most occasions.
- Solveig Ingasdottir - the leader of the thrall conspiracy against Þyrnir

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

- Þyrnir likes singing, a lot. He will often hum to himself while working. He has perfect pitch and a rich, beautiful bariton, so his singing usually doesn't bother people. His favourite songs are hymns for the gods.
- The only thing that he remembers from before his captivity is the smell of a plant - slightly bitter, slightly astringent. He doesn't know what plant it is and hasn't encountered the smell since.
- His most vivid memory is seeing the aurora for the first time. It was a splendid display that night - sheets of green, purple and white light undulating across the skies. Since then, he's made a habit of sneaking out at night in the winter when the cold is fiercest and gazing up in the hopes of seeing it again. He's developed a somewhat reliable method of aurora prediction as a result of this.

Step 6: Describe a fear that you character has.

- He is afraid of the sea; not so much of drowning, or of the creatures living in it, but the sea itself - vast, powerful, linking unknown shores.