Geppa

Tryggrdottir's page

28 posts. Alias of Ringtail.


Full Name

Tryggrdottir

Race

mountain dwarf

Classes/Levels

staff of defense wizard 2

Gender

female

Size

Medium

Age

46

Alignment

good

Deity

Lariss

Location

Sevost

Languages

Sevost, Trade Tongue

Occupation

explorer

Strength 17
Dexterity 10
Constitution 14
Intelligence 17
Wisdom 12
Charisma 8

About Tryggrdottir

Aardvark DM's Home-Brew 4E Campaign

Appearance:
Appearance Score - 13
Tryggrdottir isn’t blessed with extraordinary beauty, though she would be considered fairly pretty as far as the mountain dwarves of Sevost are concerned; possessing a powerfully built warrior’s body. He hair is the typical pale blond of the northern folk with eyes of slate. When the light dims, her eyes shine an icy blue, heightening her senses and giving her expression a focused appearance. Since leaving her clan behind she is often seen traveling with a relaxed smile on her face and wonder in her eyes. Even as she heads south she still wears her fur lined leathers for protection, though with dwarven crest it once displayed has long since been removed.

Background:
Tryggrdottir was born 46 years ago among a clan of xenophobic mountain dwarves in Sevost as the daughter of Tryggr, a conservative and celebrated veteran warrior. Her mother, a shield maiden, died during childbirth. Secluded by the treacherous, icy passes that conceal their dwarfhall, Valsgarde, deep within a mountain, they seldom come into contact with anyone save for hardy foes that can brave frozen Sevost landscape, and as such are trained from the moment they can stand for war to repel even the most brutal assault from those that wish to make the dwarven home their own. All arts lead to battle preparation; masons must cast aside artistic flares to build defensible structures and healers train for wounds rather than illness. Magic is treated no differently from other crafts. While it is the rare dwarf that takes to arcane matters, Tryggrdottir, preferring the short form of her name, Tryg (somewhat disrespectful to traditional sense, though it isn’t her intent), found herself drawn to the study, much to her father’s dismay. Possessed of a natural curiosity, a dangerous thing in the wretchedly cold and barren North, the dwarf girl would often be seen pouring over ancient tomes that held the secrets of frost and snow when her father wasn’t drilling her with the warhammer, trying to “hammer the magic from her head” and make her a true and proud warrior.

Before she was a young battle-maiden Tryg was more than proficient in two forms of combat; magic and mundane, for she never wavered in her focus on either study. Her understanding of ancient magics allowed her to channel the forces of elemental cold and blend it into traditional martial techniques in a display that even her father must have silently acknowledged was impressive, at least for her age if nothing else. She could parry with a staff far better than any of her peers with a shield, and having one at all was a special treat only allotted to her by her father’s station, as wood was rare, and harvesting it dangerous.

Tryg’s open-mindedness offered a worldview hardly shared by her clan. Where her fellows wanted to remain holed up venturing forth only to combat the outside world for whatever reason was then pressing, she wished only to learn about it, and maybe even interact with it. Dwarven loyalty and camaraderie runs deep in Tryg’s veins, but unfortunately so too does stubbornness. And in her first real battle defending her homeland, she granted mercy to a surrendering foe, taboo in warrior culture. Her father, wide eyed and furious, quickly caved in the enemy’s skull and admonished her for the failing. Empathy was not a positive dwarven trait. For a long while after that incident Tryggrottir was quietly ridiculed, her father similarly bearing the brunt of many jokes for raising such a child, no longer regarded as the great warrior and clansman he once was. This led to harsh words between the two, and Tryg knew she had to leave the dwarfhall when her father bit her with the remark “I’m glad your mother wasn’t alive to see the day her one daughter granted quarter.”

She bided her time for a while, keeping her head low. Though fairly pretty as dwarves go, she wasn’t sought after and given the attention of suitors after “the incident,” and it was easy to fine time to study and practice in peace. Eventually, due to their refusal to listen to reason and offer trade with other clans, resources started to run low. Volunteers were asked for to venture forth from the hall in all directions, seeking new land to settle. Tryg was the first to sign up, and offered to go as far as the dwarves would be willing to send her, finally seizing her chance to explore the world. Tryggr, a member of the dwarven council of Valsgarde by this time, must have thought it prudent for his daughter to leave as well, for he sent her to the Mysk Isles, further than any from their clan had ever dared to go. Likely he figured that her curiosity would lead her to never return from the journey of miles upon miles and he would be free of the shame she had caused.

Tryg left with her head held high, however; no anger or regret in her heart. She understood that she did not truly belong among the people of her birth and she would put forth effort to find them a more hospitable home, though she wished they would open up to the possibility of working alongside others, but would do so on her terms. She had given 46 years of her life to the clan, and now it was time for Tryg to finally explore the world beyond the snow covered crags of the North.


Basic Attack(s):
Melee - Warhammer (Versatile) +8 vs AC, 1d10+4(+1) damage
Ranged - Magic Missile 6 force damage within 20 squares

Defenses:
Armor Class - 17
Fortitude - 14
Reflex - 14
Will - 14

Hit Points - 28/28 (Bloodied at 14)
Surges - 8/8
Surge Value - 7

Action Points - 1

Initiative - +0
Speed - 5 squares

Cast Iron Stomach - +5 racial bonus to saving throws against poison.
Stand Your Ground - When an effect forces you to move-through a pull, a push, or a slide-you can move 1 square less than the effect specifies. This means an effect that normally pulls pushes, or slides a target 1 square does not force you to move unless you want to. In addition, when an attack would know you prone, you can immediately make a saving throw to avoid falling prone.


Equipment:
Leather Armor, Ritual Book, Staff Implement, Warhammer

Feats:
Armor Proficiency (Leather) - You gain training in leather armor.
Versatile Expertise - You gain a +1 feat bonus to attack rolls both when using a hammer weapon and when using a staff implement. The bonus increases to +2 at 15th level and +3 at 25th level.

Other Class Features:
Armor Proficiency - Cloth
Implements - Orbs, staffs, wands
Weapon Proficiency - Dagger, quaterstaff

Other Racial Features:
Dwarven Resilience - You can use a second wind as a minor action instead of a standard action.
Dwarven Weapon Proficiency - You gain proficiency with the throwing hammer and the warhammer.
Encumbered Speed- You move at your normal speed even when it would normally e reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effect) affect you normally.

Powers (At Will):
Ghost Sound
Arcane, Illusion
Standard Action, Ranged 10
*Target: One object or unoccupied space
*Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.

Light
Arcane
Minor Action, Ranged 5
*Target: One object or unoccupied space
*Effect: You cause the target to shed bright light. The light fills the target's square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action.
*Special: You can have only one light cantrip active at a time. If you create a new light, your preciously cast light winks out.

Mage Hand
Arcane, Conjuration
Minor Action, Ranged 5
*Effect: You create a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates adjacent objects weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action you can cause the hand to pick up or manipulate a a different object.
*Sustain Minor: You can sustain the hand indefinitely.
*Special: You can create only one hand at a time.

Magic Missile
Arcane, Force, Implement
Standard Action, Ranged 20
*Target: One creature
*Effect: 6 force damage.
*Special: If the implement used with this power has an enhancement bonus, add that bonus to the damage. In addition, you can use this power as a ranged basic attack.

Prestidigitation
Arcane
Standard Action, Ranged 2
*Effect: Use this cantrip to accomplish one of the effects given below:
-Move up to 1 pound of material.
-Create a harmless sensory effect, such as a shower of sparks, a puff of wind, fain music, or a strong odor.
-Color, clean, or soil objects in 1 cubic food for up to 1 hour.
-Instantaneously light (or snuff out) a candle, a torch, or a small campfire.
-Make a small mark or symbol appear on a surface for up to 1 hour.
-Produce out of nothingness a small item or image tat exists until the end of your next turn.
-Make a small, handheld item invisible until the end of your next turn.
Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature's action. This cantrip cannot duplicate the effect of any other power.
*Special: You can have as many as three prestidigitation effects active at one time.

Thunderwave
Arcane, Implement, Thunder
Standard Action, Close blast 3
+6 vs Reflex
*Target: Each creature in blast
*Hit: 1d6+4 thunder damage and you push the target 1 square.


Powers (Daily):
Freezing Cloud (Prepared)
Arcane, Cold, Implement
Standard Action, Area burst 2 within 10
+6 vs Fortitude
*Target: Each creature in burst
*Hit: 1d8+4 cold damage.
*Miss: Half damage.
*Effect: The cloud lasts until the end of your next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. You can dismiss the cloud as a minor action.

Sleep
Arcane, Implement, Sleep
Standard Action, Area burst 2 within 20
+6 vs Will
*Target: Each creature in burst
*Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).
*Miss: The target is slowed (save ends).


Powers (Encounter):
Icy Terrain
Arcane, Cold, Implement
Standard Action, Area burst 1 within 10
+6 vs Reflex
*Target: Each creature in burst
*Hit: 1d6+4 cold damage, and the target is knocked prone.
*Effect: The power's area is difficult terrain until the end of you next turn. You can end this effect as a minor action.

Shield
Arcane, Force
Immediate Interrupt, Personal
*Trigger: You are hit by an attack.
*Effet: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.


Ritual Book:
Comprehend Languages
Time: 10 minutes
Duration: 24 hours
Component Cost: 10 gp
Key Skill: Arcana
*When beginning this ritual, choose a language you have heard or a piece of writing you have seen within the past 24 hours. Using this ritual on a language you have heard allows you to understand it when spoken for the next 24 hours and, if you Arcana check result is 35 or higher, to speak the language fluently for the duration. Using this ritual on a language you have seen as a piece of writing allows you to read the language for the next 24 hours and, if your Arcana check result is 35 or higher, to write the language in its native script or in any other script you know for the duration. Using this ritual on a language that you have both heard and seen as a piece of writing within the past 24 hours allows you to understand it in both forms for the next 24 hours, and an Arcana check result of 35 or higher allows you to speak and write the language.

Magic Mouth
Time: 10 minutes
Duration: Until discharged
Component Cost: 10 gp
Key Skill: Arcana (no check)
*You bind a message into a surface you touch. When conditions you set are met, the surface manifests a mouth and conveys your message, discharging the ritual. The mouth appears to be made out of the same material as the surface, but you otherwise decide the mouth's appearance.

Make Whole
Time: 10 minutes
Duration: Permanent
Component Cost: Special
Key Skill: Arcana (no check)
*A single object that can fit in a 10-foot cube is completely repaired. The component cost is 20 percent of the item's cost. In cases where you attempt to repair an item not on any price list, the DM determines the cost.


Skills:
Passive Insight - 17
Passive Perception - 12 (Low-light)

Acrobatics -DEX- +1
Arcana (Trained) -INT- +9
Athletics -STR- +4
Bluff -CHA- +0
Diplomacy (Trained) -CHA- +5
Dungeoneering -WIS- +4
Endurance -CON- +5
Heal -WIS- +2
History (Trained) -INT- +9
Insight (Trained) -WIS- +7
Intimidate -CHA- +0
Nature -WIS- +2
Perception -WIS- +2
Religion -WIS- +2
Stealth -DEX- +1
Streetwise -CHA- +0
Thievery -DEX- +1


Staff of Defense:
A staff of defense grants you a +1 bonus to AC. In addition, once per encounter as an immediate interrupt, you gain a bonus to defense against one attack equal to your Constitution modifier (2). You can declare the bonus after the Dungeon Master has already told you the damage total. You must wield your staff to benefit from these features.