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About Asgrid Hjalterskell Asgrid Hjalterskell
Defensive Stats:
Init +0; Senses Perception +2; Speed 20ft AC 14, touch 10, flat-footed 14 (+2 armor, +2 shield) AC with icy armor 18, touch 10, flat-footed 18 HP 30 (4d8+4+1) Saves Fort +1, Ref +0, Will +8 (+2 save bonus vs. poison, spells, and spell-like abilities) Special Defenses +4 dodge bonus to AC vs. giants Offensive Stats:
Melee heavy pick +2 (1d8/x2) or shortspear +2 (1d6/x2) or m/w handaxe +3 (1d6/x2) Ranged m/w light crossbow +3 (1d8/19-20) or shortspear +2 (1d6/x2) or m/w handaxe +3 (1d6/x2) Summoner Spells Known CL2nd; concentration +6 1st (3/day) - lesser rejuvenate eidolon, magic fang, summon monster I 0 (at will) - acid splash, daze, mage hand, open/close, read magic Oracle Spells Known CL 2nd; concentration +6 1st (4/day) - cure light wounds, doom, endure elements 0 (at will) - detect magic, guidance. light, stabilize Spell-like Ability CL 2nd; concentration +6 1/day - create water Spell-like Ability CL 2nd; concentration +6 5/day - summon monster I Basic Characteristics:
Abilities Str 10, Dex 10, Con 13, Int 12, Wis 15, Cha 18 BA +2; CMB +2; CMD 12 (16 vs. bull rush or trip) Feats Endurance, Extra Revelation Skills Diplomacy +9, Heal +8, Know (arcana) +6, Know (nature) +5, Know (religion) +6, Sense Motive +7, Spellcraft +7, Use Magical Device +8; Racial Modifiers +2 Appraise checks in certain situations Traits Magical Talent: Either from inborn talent, the whimsy of the gods, or obsessive study of strange tomes, you have mastered the use of a cantrip. Choose a 0-level spell (create water). You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spelllike ability’s save DC is Charisma-based. Failed Winter Witch Apprentice: As a child, you were apprenticed as a winter witch in the frozen land of Irrisen, but you did not complete your training. Perhaps you disagreed with the politics of Irrisen’s White Witches, or you had an altercation with one of your teachers, or maybe you were just ill-suited to the practice of witchcraft. Whatever the reason, you left the ranks of the winter witches and left Irrisen. Whether or not you have continued your training on your own, you still retain some small knowledge of witchery and the magic of the icy north. You gain a +1 trait bonus on Knowledge (arcana) and Spellcraft checks to identify spells or magical effects with the cold descriptor, and one of these skills (your choice) is a class skill for you. In addition, you gain Hallit or Skald (this does not count toward your number of languages). Languages Common, Dwarf, Aklo, Hallit, Skald Equipment:
1 potion/endure elements 1 potion/CLW 1 divine scroll/ remove curse 1 divine scroll/ resist energy (fire) 1 oil/ magic weapon 1 wand/ magic weapon (15 charges) 1 potion/ feather step 6 flasks alchemist's fire 1 flask acid 1 thunderstone 1 flask liquid ice masterwork handaxe from Old Man Dansby heavy pick - 12gp shortspear - from buried chest masterwork light crossbow 37 crossbow bolts - 2gp/25 acquired traveler's outfit - free cold-weather outfit - 8gp snowshoes leather armor - 10gp heavy wooden shield - 7gp backpack - 2gp bedroll - 1sp 1 healer's kit 50ft hemp rope - 1gp grappling hook - 1gp iron pot - 8sp 13 days trail rations - 1gp Carrying Capacity - light load up to 33lbs; medium load up to 66lbs; heavy load up to 100lbs; maximum lift 200lbs; maximum lift over head 100lbs; push or drag 500lbs. Items Used - 1 potion CLW Dwarf Racial Traits:
+2 Con, +2 Wis, -2 Cha Medium Humanoid Slow and Steady - 20ft move Surface Survivalist - Some dwarves have dwelt so long aboveground they have lost their ability to see at night. However, their adaptation to extreme environments allows them to treat wind conditions (when determining whether or not they are checked or blown away) and either hot or cold climates (choose one) as one step less severe. This racial trait replaces darkvision. (From PRD/Advanced Race Guide) Defensive Training - +4 dodge bonus to AC against monsters with giant subtype Greed - +2 racial bonus on Appraise checks to determine price of nonmagical goods that contain precious metals or gemstones Hatred - +1 attack bonus against humanoids with orc or goblin subtypes Hardy - +2 saving throw bonus against poison, spells, and spell-like abilities Stability - +4 bonus to CMD when resisting a bull rush or trip while standing on the ground Stonecunning - +2 Perception check to potentially notice unusual stonework, such as traps and hidden doors, if within 10ft, whether or not they are actively looking Weapon Familiarity - proficient with battleaxes, heavy picks , and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon Languages: Common and Dwarven Favored Class: Oracle Oracle Class Traits:
Weapon and Armor Proficiency - Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies. Mystery - Waves Oracles' Curse - Tongues: In times of stress or unease, you speak in tongues. Whenever you are in combat, you can only speak and understand Aklo. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. Oracle Spells Known - CL 2; concentration +4 1 (5/day) - know 2 2 (at will) - know 5 Oracle Mystery Waves:
Class Skills Acrobatics, Craft, Diplomacy, Escape Artist, Heal, Know (arcana), Know (history), Know (nature), Know (planes), Know (religion), Profession, Sense Motive, Spellcraft, Swim. Revelations Wintry Touch (Su): As a standard action, you can perform a melee touch attack that deals 1d6 points of cold damage +1 point for every two oracle levels you possess. You can use the wintry touch ability a number of times per day equal to 3 + your Charisma modifier. At 11th level, any weapon that you wield is treated as a frost weapon. Ice Armor (Su): You can conjure armor of ice that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/piercing. In cold conditions, the armor bonus (and DR bonus) increases by 2; in very hot conditions it decreases by 2. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments. Grugkt, eidolon:
Grugkt NG Medium Outsider Init +1; Senses darkvision 30ft; Perception +4 ------ AC 15, touch 11, flat 14 (+1 Dex, +4 nat) HD 11 (1d10 + 1) Saves Fort +3, Ref +1, Will +0 ------ Speed 30ft Melee2 claws +4 (1d4+3/x2) or slam +4 (1d10+4/x2) Special Attacks slam (1d10) ------ Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11 BA +1; CMB +4; CMD 15 Feats Power Attack Skills Climb +7, Intimidate +4, Perception +4, Stealth +5 Languages Common, Dwarf, Aklo, Hallit, Skald Evolution Points 3pts SA darkvision 30ft, link, share spells ------ Evolutions (biped base form) Claws (1 point, free) - gains 2 claw attacks. Limbs (arms; 2 points, free) Limbs (legs; 2 points, free) Slam (1 point) Improved Damage (slam; 1 point) increase slam damage one step Improved Natural Armor (1 point) Background:
Asgrid is a dwarf on the run. Growing up among a community of surface-dwelling dwarves just on the Irrisen side of the Kodar Mountains, her people have always been wary of the ire of the winter witches. As a young child Asgrid' was once spent a night lost in a raging blizzard. Afterwards she started to develop strange magical powers, and she always swore she had been saved by some great shaggy snow beast. After her parents passed away suddenly, the attitude of the community of Wyrmstongue began to turn against Asgrid and her powers. They were fearful of her powers, and also fearful that the witches would be angry with them for harbouring her. Even her older brother Rodgrid chose to shun her, and her younger sister Soona followed suit. But it was not her home that forced her to flee Irrisen. It was not long before Asgrid's unusual powers attracted the attention.of the witches. They took her into custody and tested her, experimented on her, tried to understand her particular talents. They tried to mold her into their likeness. In the end they turned her out, arrogantly claiming that she was not gifted enough to be a witch. But it was not the witches that made Asgrid flee. Asgrid is being hunted. Pursued. Tracked. It is always out of sight but she can sense it nearby. The sound of a heavy tread. An exhaled breath. A scent on the wind. Whatever it might be, Asgrid can feel it closing in, hunting her down. In an effort to get away and get on with her life, she keeps moving south, but doesn't settle for long. In her wanderings she fell in with a goblin named Geedra, who has an interesting story of her own. Arriving in Taldor, she has also met some other like-minded adventurers. Asgrid is not quite ready to face this particular, personal demon.
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