Ropefist Thug

Ingrid Foedottir's page

445 posts. Alias of Grumbaki.


Race

Wounds (13) HP (24) AC (21/12/19) Saves (5/3/5, +2 against diseases, mind-affecting effects, and poisons) Initiative (+2) CMD (19) SR (11)

Classes/Levels

Lvl 1 (0/4) Blessings (0/4) Fervor (0/3)

Gender

[DECEASED] Dwarven Tiefling Feral Champion Warpriest VMC Oracle (3)

Alignment

Lawful Evil

Deity

Asmodeus

Languages

Common, Infernal, Abyssal, Celestial, Dwarven, Undercommon, Draconic

Strength 18
Dexterity 14
Constitution 13
Intelligence 12
Wisdom 14
Charisma 6

About Ingrid Foedottir

Regular Attacks

[dice=Claws]1d20+7[/dice]
[dice=Damage]1d6+4[/dice]

[dice=Claws]1d20+7[/dice]
[dice=Damage]1d6+4[/dice]

[dice=Bite]1d20+6[/dice]
[dice=Damage]1d6+4[/dice]

——

Divine Favor Attacks

[dice=Claws]1d20+9[/dice]
[dice=Damage]1d6+6[/dice]

[dice=Claws]1d20+9[/dice]
[dice=Damage]1d6+6[/dice]

[dice=Bite]1d20+8[/dice]
[dice=Damage]1d6+6[/dice]

---

[dice=Hand of Acolyte]1d20+5[/dice]
[dice=Damage]1d6+4[/dice]

Onispawn Tiefling, Traits, Stats:

Race
* Stats: +2 Str, +2 Wis, -2 Cha
* Darkvision: 60ft
* Maw or Claw: 1d6 bite
* Fiendish Resistance
* Skilled: +2 Intimidate, +2 Disguise
* Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Traits
* Asmodean Acolyte: You gain a +1 trait bonus on Diplomacy, Knowledge (planes), and Knowledge (religion) checks, and one of these skills (your choice) is a class skill for you. You also know the Infernal tongue (this does not count toward your number of languages).
* Student of Philosophy
* Fate’s Favored: +1 luck bonuses
* Foul Brand: Foul Brand. You have the symbol of an evil deity burned into your flesh. If the symbol is on your hand, you take a –1 penalty on Disable Device, Disguise, and Sleight of Hand checks.

Stats
Str: 16 +2 (race) = 18
Dex: 14
Con: 13
Int: 12
Wis: 12 +2 (race) = 14
Cha: 8 -2 (race) = 6

Spells, Blessings, Curse:

Lvl 0
* Stabilize, Create Water, Detect Magic

Lvl 1
* 4x Divine Favor (or inflict light wounds)

Magic
* Hand of the Acolyte (minor): At 1st level, you can cause your melee weapon to fly from your grasp and strike an opponent, then instantly return to you. You can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (you still add your Strength modifier to the damage roll as normal). This ability cannot be used to perform a combat maneuver.
* Blessed Magic (major): At 10th level, you can cast a prepared warpriest spell without expending its spell slot. The spell must have a casting time of 1 standard action and must use a spell slot that is at least 3 spell levels lower than the highest warpriest spell level you can cast. In addition, the spell must be one that damages a creature or causes a creature to take penalties (such as inflict light wounds or bane). For example, if you are 10th level and can cast 4th-level warpriest spells, you could use this blessing to cast a 1st-level warpriest spell without expending its spell slot.

Vampirism Curse
You take damage from positive energy and heal from negative energy as if you were undead.

Feats, Skills, Equipment:

Feats
Lvl 1: Weapon Focus (Claws)
Lvl 1: Fiendish Heritage (41: You possess spell resistance equal to 10 + 1/2 your Hit Dice.)
Lvl 3: VMC Near Death (You gain a +2 insight bonus on saves against diseases, mind-affecting effects, and poisons. At 13th level, this bonus also applies on saves against death effects, sleep effects, and stunning. At 17th level, the bonus increases to +4.)
Lvl 3: Armor of the Pit
Lvl 5: Improved Natural Weapons (claws)
Lvl 6: Weapon Specialization (claws)
Lvl 7: VMC Curse Focus (Channel Resistance 4)
Lvl 9: Weapon Focus (Bite)
Lvl 11: VMC
Lvl 12: Shield Focus, Unhindering Shield
Lvl 15: VMC Voice of the Grave
Lvl 17: Improved Natural Attacks Bite
Lvl 18: Greater Penetrating Strike
Lvl 19: VMC Spirit Walk

Skills
* Intimidate: 1 SP (+5)
* Bluff: 1 SP (+5)
* Diplomacy: 1 SP (+6)
* Knowledge Religion: 1 SP (+6)
* Perception: 3 SP (+8)
* Stealth: 1 SP (+6)
* Disguise: 1 SP (+2)
* BS Profession Barrister (+8)
* BS Linguistics (+7)

Equipment
* Fighter’s Kit
* A masterwork light mace, with a pommel containing an Asmodean pentagram inlaid with crushed rubies
* Holy Symbol Tatoo
* Masterwork Agile Breastplate with Armored Kilt (+7 AC, +2 Max Dex, -3 ACP normal, -0 ACP climb/acrobatics, Heavy Armor)
* Ring of Sustenance
* Gold (519)

Feral Champion Warpriest (3):

Feral Blessing
* GM approval: Animal changed to Magic, only 1 blessing
* Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.

Sacred Claws
* Rather than empowering a physical weapon, a feral champion grows claws as primary natural weapons on each hand. These claws deal damage as a warpriest’s sacred weapon and can be enhanced as such.

Fervor (Su)
* At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.
* An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy.
* A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells or as an evil warpriest if he chose to spontaneously cast inflict spells.
* As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

Background:

Ingrid was not born with the name Foedottir. Rather, she was born Ingrid Cloudbreaker. The Cloudbreaker Clan has fought in the Mendevian Crusades since AR4650. It began innocently enough, with Kudrin Cloudbreaker joining the crusade as an armorer. The crusaders needed his skill, and they were willing to pay for it. Given the disreputable dwarf’s debts in most lands, this was one of the few places he could work without his creditors finding him. Ironically, throughout the witch hunts he remained safe, given that few doubted his professed piety in Torag.
When he left the world wound, he brought back with him enough gold to settle his debts. And he brought back tales of fabricated glory and crusaders with rich pockets. When he sobered up, he was shocked to learn that more than a few dwarves had bought in to his ale-ridden tales and were demanding to follow him back to Kenabres!

Try as he might be couldn’t weasel his way out of the plan, and soon found himself leading the Cloudbreaker expedition. Among these dwarves were two merchants, Sven and Gretta Cloudbreaker. They came believing that they could make serious coin selling arms and armor to the crusade. While this turned out to be true, they decided that the coin wasn’t worth it when Kenabres was sacked by a demon horde. The two survived and fled, deciding to make their coin elsewhere. And as it turned out, they managed to board a ship that had come from Cheliax. Deciding that it was as good a place as any, they left. Little did they know that Gretta was pregnant. And that their time in the world wound had left it’s mark...

...the two set up shop in Egorian, thankful to have gotten away from the crusades which had nearly claimed their lives. And while Cheliax was not their ideal locale, it was at least safe and the populace appreciated their wares. And when they found that Gretta was pregnant, the two rejoiced. For they soon had a beautiful baby girl. They named her Ingrid.

It began innocently enough. A high temperature that just didn’t go down. But that was only the start of the changes. When her baby teeth fell out, the new ones which grew in were sharp. Like those of a predator. To their horror they realized that their daughter had been effected by the world wound. They prayed for that to be the only change. Their prayers went unanswered. For as she grew, the changes continued. A tail began to grow, and her eyes took on an unnatural glint. And finally, it appeared. A mark on her hand. The mark of Asmodeus.

For an entire year they kept her at home, and they had stopped calling her Cloudbreaker. Rather, she had earned a new name. Foedottir. The young dwarf stayed awake at nights listening to the arguments. Her father wanted her dead, saying that it is what Torag would want. Her mother refused, demanding that they merely save up enough for a cleric to ‘cure her.’ Sleep was hard to come by out of the fear that she would never wake.

The arguments stopped when the mark appeared. Both knew then that killing her was not an option. They were in Cheliax, and to murder a child of Asmodeus was far too dangerous. So they gave her up. She was taken to the Church of Asmodeus and given as a gift. A public offering which led to a marked increase in business. Enough for them to afford to leave and return home.

From there Ingrid grew up in the Church of Asmodeus. Marked as belonging to the God by birth, her tutors expected much from her. Childhood quickly passed, and the changes finally came to a halt. By the time she was an adult her skin was a ruddy red, always warm to the touch. Her hands ended in claws and her teeth were full of razor sharp teeth. And, eventually, through hard work and dedication, she began to produce the miracles of Asmodeus that were expected of her.

Now a young adult, she is marked by her experiences. Ingrid is distrusting, conniving and ruthless. She has stubbornly refused to change her name, ‘proudly’ referring to herself as Foedottir. More than anything, she wants to prove herself worthy of being wanted. And in this desire she has latched onto worship of Asmodeus, turning the single most traumatic part of her life into a source of pride. She tells herself that it was her parents who were wrong to turn their back on her; for she was blessed! Blessed by a true God that was worthy of praise. It was they who were wrong. Not her.

As a newly forged warpriest of Asmodeus, she has been sent out of the capital to spread the influence of Asmodeus. Not so much to gather converts, but rather to increase his power in the world. And thus her own as well.

This has brought her to Longacre, the very border of Chelaxian influence. For where else would be better to fulfill this mission?