Jadrenka the Mother

Ernhild Jaggvir's page

538 posts. Organized Play character for Ythiel.


Full Name

Ernhild Jaggvir

Race

Dwarf

Classes/Levels

Cleric (5)/ HP 28/38, AC 18/ T 18/ FF 10/ Saves: Fort +8, Ref +2, Will +9/ Perception +4/ Ini +1 / Touch of Law 0/7/ Deflection Aura 1/1 /CE 4/6/ Orisons 2/4/ Lvl 1 4/5/ Lvl 2 4/4/ Lvl 3 1/3/ Harrow 0/2

Gender

F

Size

M

Age

65

Alignment

LN

Deity

Abadar

Location

Korvosa

Languages

Common, Dwarven

Occupation

Priest

Strength 14
Dexterity 10
Constitution 15
Intelligence 10
Wisdom 19
Charisma 13

About Ernhild Jaggvir

Ernhild Jaggvir
Female Dwarf, Cleric (5)
Alignment: LN
Hair: Blonde
Eyes: Brown
Deity: Abadar
Init: +1; Perception +4
Favored Class: Cleric (+1 Skill)
Languages: Common, dwarven

Special Abilities:
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Spiritual Support: Dwarves greatly value loyalty in faith, and their gods readily reward them for it. They gain a +1 racial bonus to their caster levels when casting conjuration (healing) spells upon allies.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Harrow Points (1/5):

Dexterity Rerolls: A PC can spend a Harrow Point to
reroll an initiative check, Reflex save, attack roll modified
by Dexterity, or Dexterity-based check. The PC must abide
by the new result (although if he has additional Harrow
Points, he can use them for additional rerolls).
Dodge Bonus: A PC can spend a Harrow Point to gain a
+1 dodge bonus to his Armor Class for one encounter. He
can spend up to 3 Harrow Points per encounter to increase
his Armor Class in this manner.
Speed Increase: A PC can spend a Harrow Point to
increase his base speed by 10 feet for one encounter.

Cleric:
Aura
Channel Positive Energy (6 per day): heal or damage all creatures in a radius of 30 ft (including enemies/allies respectively), 3d6
Spontaneous Casting
Extra Channel (+2)
------------
DEFENSE
------------
AC: 18, touch 18, flat-footed 10 (+ 6 Armor, +2 Shield)
HP: 38
Fort: +8 (+3 Base Bonus, +2 Con, +1 Trait, +1 Defense Domain)
Ref +2 (Defense Domain)
Will +9 (+3 Base Bonus, +4 Wis, +1 Defense Domain)

------------
OFFENSE
-----------

Spd: 20 feet
Melee:
Warhammer (+5/ 1d8/x3)
Warhammer (silver) (+5/1d8x3)
Sap (+4/1d6/x2)

Ranged:
Crossbow, Light (+3/1d8/19-20/80 ft/ x2)
14 Bolts
8 Poisoned Bolts
20 Silver Bolts
----------------------------
Equipment and Money
---------------------------

Starting Money: 200 PO

Combat gear:
Defense: Masterwork chainmail (40bs), Shield, heavy (wooden) (20 lbs)
Offense: Warhammer (5 lbs), Crossbow, light (20 Bolts) (4 lbs), Holy Water 1, Antiplague 2, (1) Holy Weapon Balm, (1) Vermin Repellent, Wand of Spiritual Weapon (46), Ink, Inkpen, Parchment (8), 3 Scroll Cases

Other possessions:
Bedroll (5 lbs)
Blue book (Korvosa)
Masterwork backpack (4 lbs)
Flint and steel
Holy symbol of Abadar, wooden
Inkpen
Manacles (4)
Potions of Cure Light Wounds (3)
Spellbook, travelling
Spell component pouch
Torches (3), (3 lbs)
Trail, ration (6), (5lbs)
Vial of Shiversheen (weapon counts as silver for 1 hour)
Waterskin (4 lbs)

Spare Money:
PP: 0
GP: 126
SP: 1
CP: 7

Other valuable:
Carried Weight: 99 lbs

Encumbrance:
58 (66) lbs: Light Load
59(66)-116( 67-133)lbs: Medium Load
117 (134)-175 (200) lbs: Heavy Load

-------------
Statistics:
--------------

Str 14
Dex 10
Con 15
Int 10
Wis 19
Cha 13

Base Attack: +3; CMB: +5, CMD: 15 (/19 if  bull rush or trip attempt while standing on the ground.)

Feats:
Simple Weapon Proficiency (plus hammer, battleaxes, heavy picks)
Light Armor Proficiency
Medium Armor Proficiency
Shield Proficiency (except tower shield)
Stone Face (+4 on Bluff checks to lie or conceal feelings or true motives, but not to feint or deliver secret messages; DC 25 for Sense Motive on Ernhild)
Selective Channeling (When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.)
Scribe Scrolls

Traits:
Drug Addict (Personal Addiction): You were the addict. You blame the crimelord for your brush with death and hate how his drugs are causing similar problems among other youths. Fortunately, your body recovers quickly from toxins, and you have a +1 bonus on Fortitude saving throws.
Tactician: You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.

Skills: (Base 2, +1 (FC))
Sense Motive +9
Heal +10
Diplomacy +7
Knowledge (religion) +6
Spellcraft +4
Bluff +4 (/+8)

Background Skills:
Lvl 1: Appraise +4
Profession (Clerk) +8

Lvl 2: Knowledge (history) +4
Knowledge (nobility) +4

Lvl 3: Profession (barrister) +8
Knowledge (nobility) +5

Lvl 4: Knowledge (nobility) +6
Appraise +5

Lvl 5: Knowledge (nobility) +7
Knowledge (history) +5

Languages (2): Common, Dwarven

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Spells :
Domains:
Law:
Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Bonus spell: 1st : Protection from Chaos

Defense: (Protection, Subdomain)
Granted Power : +1 Bonus on Saving Throws
Deflection Aura (Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.
Bonus spell: 1st: Shield

Level 0 (4) :(DC 14)
Guidance
Resistance
Read Magic
Detect Magic

Level 1 : 0/5 (3+1 Wis bonus+ 1 Domain Spell) (DC 15)
Magic Weapon
Detect Undead
Protection from Evil
Bless
Domain Spells : Shield, Protection from Chaos

Level 2: 0/4 (2+ 1 Wis+ 1 Domain Spell) (DC 16)
Bull's Strength
Admonishing Ray
Domain Spells: Barkskin, Align Weapon (Law Only)

Level 3: 0/3 (1 + 1 Wis; +1 Domain Spell; DC 17)
Prayer
Cure Serious Wounds

Domain Spells: Protection from Energy, Magic Circle Against Chaos

Background:

For many years, and though she is ashamed to admit it, Ernhild was a shiver eater.

It all came down to the same story as everybody else. She had left her home of Janderhoff at an early age, and struggled to find her bearings in the sprawling city of Korvosa. She was poor, she was desperate. She had taken to alcohol as a way of coping with life. That was before she took her first dose of shiver, offered by a fellow bouncer at the seedy Pewter Mug. At that time, it had felt like relief. It had turned into a hell.

Years of taking the s@!+ dulled her senses to the point where most of the savings went into buying doses that couldn't even provide more than a temporary memory of bliss. Dealers kept rising the price, arguing that they couldn't keep up with the demand anymore, pretexting that the local crimelords held the strings of supply tight. She could tell, even in her confused state, that it was a whole lot of b#!#*$+! for the dealers to line their pockets. She didn't care.

Ironically, her lucky day was when she OD'd.

On one fateful night, Ernhild was found convulsing on the pavement by a night patrol, and rushed into the nearest temple to receive some urgent care. It took all the skills of the clerics to save her life. She had just found Abadar -or the other way around.

Miraculously, she survived. After a few weeks of constant screaming and pleading for a dose, she finally recovered enough to stand before the judges without external help. She pleaded guilty and was condemned to three years of jail time. It should have been the end of her brief tryst with the law. But three years was a long time to think of a way to turn her life around once her sentence would be over, and without the drugs to cloud her mind, Ernhild could finally think. A lot.

On the day she was released, she grabbed her meagre possessions, walked out of prison, and headed straight to the temple of Abadar, where she asked to join the faith. Even in Korvosa, it was an unusual sight.

The path to acceptance was tough. She knew next to nothing about the training of a cleric, and she was not exactly in her prime anymore. And, of course, they mistrusted her around the drugs: they were no fools and knew that it was perilous to let an addict near the laudanum. They were welcoming enough, but always wary of a relapse, and throughout her training they watched Ernhild like a hawk. But that was a price she expected to pay. She held steady, and did what was asked of her with her chin high, in an effort to prove to them and to herself that she had learned from her hardships.

It paid off, in the end. She held on long enough that kicking her out became out of question, and after nearly a decade of hard work, she officially joined the ranks of the clerics of Abadar. Her time is split between clerk work and tending to the sick in the infirmary. To most of her colleagues, it seems like Ernhild's past is finally behind her.

They are wrong.

Dwarves live long, and they can hold a grudge. With every day bringing new addicts to tend to, how could she Ernhild forget? How could she ignore that, with each passing day, their numbers seemed to go up? And that, more often than not, they would plead, bargain, and cry for a dose of shiver?

Even after all those years, shiver is still a lucrative market in the poorest districts of Korvosa. It’s been more than ten years since she last bought a dose, and yet, the names of Korvosa's dealers haven't changed. Especially one. Gaedran Lamm -the only crimelord who seemed to have survived this long.

He had long deserved his comeuppance.

Appearance and Personality:

Though not yet middle-aged, Ernhild already sports a wrinkled face and greying hair from years of hard work, substance abuse and near-constant worry. She holds a few low-ranks duties at the temple of Abadar where her meticulousness and diligence are appreciated- mostly tending to the sick and wounded in the infirmary and partaking in administrative work. Though she tends to prefer the latter, her hands are calloused, and shake ever so slightly when she writes; she is no longer able to read documents written in fine print without the eyeglasses sitting on her desk.

Sturdy and no-nonsense, Ernhild doesn't let herself be easily swayed by the emotions of others and cultivates a calm but firm demeanor that has worked in her favour more than once by destabilizing those who would attempt to throw her off. In her private life, however, Ernhild is much more resentful, and often struggles to let go of past wrongs, dwelling on old pains instead. Perhaps that's why she hasn't allowed herself to have much of a private life outside her work for so long.