Amiri

Asta Ingendotter's page

56 posts. Alias of Bandw2.


Full Name

Asta Ingendotter

Race

Human

Classes/Levels

4 (Mageknight/Shifter) | HP 56/56 | AC 20 13 17 | CMB +9 CMD 21 | (+1 to saves vs magic) F+7 R+7 W+7 | INIT +4 | PERC +11

Gender

Female

Size

Medium

Age

21

Alignment

Chaotic Neutral

Deity

Loki

Homepage URL

SHEET

Strength 20
Dexterity 14
Constitution 18
Intelligence 18
Wisdom 10
Charisma 8

About Asta Ingendotter

Backstory & goals:

Asta never really knew who her parents were, she uses the surname Ingendotter Ironically. Her first memories were growing up in a small hold where she grew up on the streets, she had an older sister, Ulla and a friend named Alto. She remembers that when she was about 10 she was driven out of town for some reason, looking back she understands that it was probably about her condition, she still doesn't know what happened to Ulla and Alto. She was forced to live alone in the wilderness for a longtime, she didn't really understand what had happened but she desired to become strong so that she could get a home of her own and keep it. She was only 10 and forced to survive in the wilderness so things didn't go well for her, she was emaciated quite severely by the time she had discovered what would be her home for years to come. For on her travels she occasionally would overhear things from travellers and she heard of a disgraced warrior who lived a hermit alone in the mountains to the north, he was disgraced because he used cheap tactics but was said to have never been defeated. The small collection of buildings was haphazardly scattered in a small area, a few seemed to be workhouses while others storage sheds, the biggest was probably the actual house.

Asta hadn't noticed but a man was sitting outside the house, she finally noticed him when he said "This is my property, leave.". He said it sternly but not angerly. He was old and worn but still seemed to be physically fit.

Asta immediately responded ignoring her own surprise at having been noticed "Are you the hermit? who has never been defeated? Teach me!"

He looked sternly at Asta for a moment, the child was obviously weak from hunger, he stood up and approached and stopped a few feet away. Asta approached but as she got a few feet away he lept forward and kicked her. She was stunned and in pain lying in the cold snow from the mountain. "why would anyone want me to train them?" He said.

"because you're strong" Asta managed to mumble out in pain.

"I do not fight honourably, I'm a disgrace and a disaster"

"but you ARE strong, I NEED to be strong"

He kicks her again and asks, "why do you need to be strong?"

"so I can keep a home." That's the last thing she remembered before being kicked again and blacking out.

She awoke sometime later hanging from a rope upside-down tied by the leg. She hurt all over and appeared to have several cuts, she wondered what exactly happened to cause her so much discomfort. "HELP!" she yelled out. She looked around she must have been suspended in the middle of one of the storage sheds, several bags and other supplies appeared to be stored in the room with her. She tried to reach her leg but it was hard to bend up that high, it didn't matter though as she quickly heard footsteps.

The hermit opened the door and then sat down on a chest, "I am Ingolf, and you are very interesting, you will indeed need to be strong" he scratched at his beard and then said plainly "you appear to be tainted by Fenrir." Seeing at how the child didn't react to this. "Fenrir is the god of destruction destined to fight and kill Wodin, the King of the Aesir, in Ragnarok". seeing continued confusion "do you not remember anything? while I was testing you, you transformed into a half-wolf"

Asta seemed to understand this much "what? the last thing I remember is falling unconscious"

Ingolf nodded "I'll train you if you can withstand my training, what is in store for you will be much more difficult than just surviving a few kicks. You'll need it if you're going to keep Fenrir under control."
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And so I gained a home and a new master, he forced me not only to train my body, but my mind as well teaching me about everything from the gods, to advanced building techniques, to how magic worked and how to fight it, about all the monsters the roamed the world and how to fight them and most of all how to fight. When we sparred it was always full force when I complained he would kick me and explain that the world is not a soft place and will take advantage of every opportunity if you do not take advantage of your own. He also trained me to control the taint of Fenrir, when I started to lose consciousness and transform he forced me to sniff smelling salts, this blasted me into awareness of what I was. Since then I've always retained consciousness while transformed. That didn't stop the urges though, when transformed it was hard for me to not destroy everything around me I even tried to kill Ingolf a few times, I failed each time obviously. However unlocking Fenrir made me more aware of other parts of me, I began to notice I had some sort of magic that let me control things or manipulate things. Ingold explained that Fenrir's father was Loki and that I had inherited a portion of his magic. I rejected Fenrir but Loki seemed more interesting, being hated but needed might just be how she would obtain a home.

I barely had any time to do what normal kids would do or even young growing women. I was constantly forced into study or learning to fight, and when I tried to mimic how my master fought he would brutally punish me and tell me to learn my own kind of fighting. So I did, I learned to channel Fenrir's destructive might into my fighting.

I stayed under his tutelage for 8 years until I was 18, When he kicked me out saying "You need to go learn from the world yourself from now on". That was three years ago, I've been for the last 3 years going around dealing with peoples issues trying to get payed and make a name for myself. I've also been trying to find my old village, I was too young to really know where it was in the world as of yet I have failed to find it, I really want to find out what happened to Ulla and Alto, I'm not even sure I remember what they look like.
------ GOALS -------
IC - find Ulla and Alto
make a place where I can exist as I am and be needed
Help people who persecuted for who they are
OOC
Use permanent transformation talent at level 10 to represent being more Fenrir than Human at that point.
Find out where my taint from fenrir came from. (i'm leavign this open completely for GM shenanigans)
------ BUILD -------
Focus natural attacks for combat, use other spheres to help utility wise but not much that will be used in combat unless long duration buff.

Appearance:

Of brown hair and fair complexion, She is reasonably beautiful at least if you ignore her sour expression and gruff mannerisms. Of average height, she is fairly athletic and toned. She wears clothing covering most of her body and when prepared for battle wears a Brigandines breastplate. Though she carries no weapon as can be seen she does carry a rather impressively sized Rectangular Box on her back at all times with a just as impressive lock sealing it shut. The box is mostly plain but is sturdily built and looks to be water-proof.

Asta
Human Gestalt(Mageknight/Shifter) 4
CN medium humanoid (human)

crunch:

Init +4; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 20, touch 13, flat-footed 17 (+2 Dex, +6 armor, +1 dodge, +1 nat)
hp 56 (1d10, +4 con)
Fort +8(+2 con, +4 base, +1 resistance, +1 class), Ref +8(+2 ref, +4 base, +1 resistance, +1 class), Will +8(+0 wis, +4 base, +2 feat, +1 resistance, +1 class);
Weaknesses:
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Offense
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Speed 30 ft. (20 in armor)
Claw +7/+7(1d4+5+4(PA)+1(AS))
+8 on non-PA
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Statistics
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Str 21, Dex 14, Con 18, Int 18, Wis 10, Cha
Base Atk +4;
CMB +9(+4 BAB, +5 str);
CMD 21(+4 BAB, +5 str, +2 dex, +10);
These are used for sphere based concentration checks and other checks
MSB +7(+3 CLs, +4 Con);
MSD 18(+3 CLs, +4 Con, +11)
Feats: Endurance(shifter), Arcane Strike(Mageknight MC), Power Attack(1st), Extra Bestial trait(2nd), Extra Mystical Combat(3rd), Iron Will(4rth), Dodge(Mageknight 4rth)
Traits: Reactionary, Charming (+1 diplomacy to anyone who may be sexually attracted to me), Clever Wordplay(Diplomacy), Warded Against Nature

Skills
Ranks 4:
Diplomacy +11; Spellcraft +11; Craft(Alchemy) +11; Perception +11; Stealth +9; Acrobatics +9; Perception +7; Survival +7; Heal +4;
Ranks 2:
Knowledge(Arcana, Religion) +9
Ranks 1:
Knowledge(planes, nature) +8; Knowledge(Dungeoneering, Engineering) +5

the rest:

Languages common, Sylvan, Giant, Dwarven, Elven
Other Gear (check linky)

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Special Abilities
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special Abilities:

Sphere Casting
Con Based
Spell Pool: 16/16
Caster Level: +3 (+4 for alteration)
Talents:
Alteration - Animalistic Transformation, Greater Transformation, Plant Transformation
Illusion - invisibility
Divination
Weather

Traditions:
Draining Casting: Using magic saps your lifeforce. Using any sphere ability deals you 1 point of nonlethal damage which cannot be healed through any means except rest. This increases to 2 points at 5th caster level, 3 points at 10th caster level, 4 points at 15th caster level, and 5 points at 20th caster level. Creatures immune to nonlethal damage cannot gain this drawback.
Painful Magic: Your magic consumes you the more you rely on it. You must pass a Fortitude save (DC 10 + 1/2 the ability’s Caster Level) whenever you use magic, or be sickened for 1 round. If you use magic while sickened, you must pass a Fortitude save (DC 10 + 1/2 the ability’s Caster Level) or be nauseated for 1 round.
Lycanthropic: (Requires Alteration) You can only target yourself with your shapeshift ability. You cannot gain the Mass Alteration nor Ranged Alteration talents.
Fortified Casting: You may use your Constitution as your casting ability modifier if it is higher than your usual casting ability modifier. You must possess the Draining Casting drawback to select this boon.

Resist Magic (Ex): A mageknight gains a natural resistance to magic as she focuses on its use in combat. A mageknight gains a +1 bonus to all saving throws against magic, spells, spell-like abilities, and sphere effects. This bonus increases by an additional +1 for every 4 levels thereafter, to a maximum of +5 at 17th level.

Mystic Combat:
Arcane Strike: You gain the Arcane Strike feat, and treat your mageknight level as your caster level when determining its effects.
Enchanted Touch: You may spend a spell point as a standard action to grant enhancement bonuses to all attacks you make for 1 round per level. Your unarmed strikes, natural attacks, and wielded weapons gain a +1 enhancement bonus which does not stack with any enhancement bonus your weapons already possess. This bonus increases by +1 for every 5 levels you possess, to a maximum of +5 at 20th level.

Stalwart (Ex): At 3rd level, a mageknight can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. A helpless mageknight does not gain the benefit of the stalwart ability.

Shapeshifter: At first level the shifter gains the Alteration sphere as a bonus magic talent. The shifter uses her class level as her caster level for this sphere. This stacks normally with caster levels gained from other sources.

Wild Empathy (Ex): A shifter gains wild empathy as the druid class feature, treating her shifter levels as druid levels for this purpose.

Quick Transformation: The shifter may use the Alteration sphere to apply a shapeshift to herself and only herself as a move action. Maintaining this effect through concentration only requires a move action each round.

Enhanced Attacks (Su): Starting at 4th level, the shifter’s magic begins to augment her natural attacks, in both his normal and transformed shapes. All the shifter’s natural attacks are treated as magic weapons for the purpose of overcoming damage reduction. At 7th level they are treated as silver and cold iron weapons. At 10th level, the shifter has come to embody fluidity so much that her natural attacks are treated as Chaotic weapons for the purpose of overcoming damage reduction. At 16th level, they are treated as adamantine weapons for this purpose.

Bestial Trait:
Claws (Ex): You gain a pair of retractable claws, which may be retracted or expanded as a free action. These are primary attacks that deal 1d4 damage (1d3 small).
Animal Hide (Ex): You gain a +1 natural armor bonus.