Jadrenka the Mother

Yndra Marthaun's page

357 posts. Organized Play character for Iff.

Full Name

Yndra Marthaun


HP 32/39 | AC 17, T 10, FF 17 | Fort +8, Ref +2, Will +8 (+3 vs poison, +5 vs spells/SLA's, +2 vs magic items) | Init +3 | Perception +10, Darkvision 60 ft.


Judgement: 2/2. Spells: 1st 2/4, 2nd 2/2. Recall 2/3. Active conditions: none.


Female Dwarf Inquisitor (Iconoclast) 4


4' 2"








Common, Dwarven, Undercommon



Strength 14
Dexterity 10
Constitution 16
Intelligence 13
Wisdom 17
Charisma 10

About Yndra Marthaun

Appearance, personality and background:

Yndra is a dwarf with obviously quite some years under her belt. To say that she is middle-aged would be flattery, to say that she is old would earn you a deadly glare and a thump over the head. The most prominent features on her face (besides the wrinkles) are a burn scar on her right cheek and temple, along with her right eye that often seems to have a life of its own. She keeps her hair, once auburn but now showing plenty of gray, in a simple braid usually worn over one shoulder. Yndra is rarely without her staff, a stout length of wood carved and dyed to look like two intertwined asps, one black and one white. She uses it walking just as much as she likes to wave it at people for dramatic effect, even going to far as to give people a whack with it if she thinks they're acting silly or reckless. If her age and appearance could make her seem 'motherly', she usually only deserves that in terms of spouting various lectures backed by an appeal to her age and experience, not in terms of being caring or comforting. Her stark mood cracks on occasion, where she's suddenly cheerful and full of kind words for everyone around her.

Yndra doesn't like to talk about her past in great detail, mostly because she herself can't quite remember what happened. She grew up in Janderhoff and spent much of her early life supporting the mining industry. She claims that she then studied magic and became an accomplished mage, before some mishap burned this ability from her and took a part of her memory with it. Although she firmly believes this story, it can't be corroborated by anyone in Janderhoff. Yndra was always fascinated by magic and many people have watched her tinker with trinkets and scrolls, but no one there can actually tell whether she was skilled in the arcane arts or not.

Regardless of the exact course of events, something happened to Yndra that scarred her face, jumbled parts of her memory and left her with a fierce dedication to the dangers of magic. She claims to have been sent by Nethys (or the 'church of Nethys', at least) to keep people from harming themselves or others by dangerous magic, although she herself still experiments fervently with anything she can get her hands on. If there's a paradox there, Yndra is not aware of it and will gloss over any inconsistencies in her thinking, just as she does with the dual nature of Nethys himself. While on her journeys, it was only natural that she would fall in with the Pathfinder Society, and with the Dark Archive in particular. She welcomes any assignment that might bring her more knowledge of the arts and that might allow her to take any forms of 'dangerous' magic back for safekeeping.

Yndra Marthaun
Female Inquisitor (Iconoclast) 4
NG Medium Humanoid (Dwarf)
Initiative +3; Senses Darkvision 60 ft.; Perception +10

AC 17, touch 10, flat-footed 17 (+7 armor)
hp 39 (4d8+12) (+4 fcb)
Fort +8, Ref +2, Will +8; +3 vs poison, +5 vs spells and spell-like abilities, +2 vs magic items
Defensive Abilities Escape route (do not suffer AOO from squares adjacent to allies)

Speed 20 ft.
Melee Quarterstaff of entwined serpents +6 (1d6+4, x2)
Melee MW Cold iron Battleaxe +6 (1d8+3, x3)
Ranged Sling +3 (1d4+2, 50 ft)
Special Attacks Power Attack, magic missile (CL 3) at will through Quarterstaff of entwined serpents

Strength 14 (+2), Dexterity 10 (+0), Constitution 16 (+3), Intelligence 13 (+1), Wisdom 17 (+3), Charisma 10 (+0)
Base Atk +3; CMB +5; CMD 15
Feats 1: Steel Soul (Hardy racial trait gives an extra +2 on saves against spells and spell-like abilities), 3: Power Attack, 3B: Escape route. B: Eschew materials (while holding quarterstaff of entwined spirits
Skills Climb +6, Diplomacy +4, Intimidate +9, Kn. Arcana +8, Kn. Dungeoneering +5, Kn. Religion +7, Perception +10, Sense Motive +9, Spellcraft +8, Survival +7 (+9 to follow tracks), Use Magic Device +8.
-3 Armor check penalty (except for Climb and jump) checks.
Traits Glory of Old (+1 trait bonus on saves vs spells, spell-like abilities and poison), Dangerously Curious (+1 to Use Magic Device, class-skill)
Languages Common, Dwarven, Undercommon
SQ race Darkvision 60 ft., Hardy (+2 on saves vs poison, spells and spell-like abilities), Stability (+4 on CMD vs bull rush or trip while standing on the ground), Weapon familiarity, Lorekeeper (+2 on Knowledge History pertaining to dwarves or their enemies, can make checks untrained), Sky sentinel (+1 on attacks, +2 to AC and +2 Perception vs flying creatures)
SQ class
Memory subdomain (All Knowledge skills are class skills),
Recall 3/day (With a touch, a creature can retry any Knowledge skill it has made in the party minute, gaining insight bonus equal to your Wisdom modifier)
Judgment 2/day
Shake Effects (+2 bonus on all saving throws against effects from magic item)
Stern Gaze (half level on Intimidate and Sense Motive)
Cunning Initiative (Add Wisdom and Dexterity to Initiative)
Detect Magic (at will)
Track (half level on Survival skill checks to follow track)
Solo tactics (allies are treated as having my teamwork feats, but do not get any bonuses themselves
Teamwork bonus feat (can change the most recent bonus teamwork feat as a standard action, 3x/day)

Orisons (unlimited, DC 13)
Detect Magic (at will, from Iconoclast archetype)
Create Water
Read Magic

1st level (4/day, DC 14)
Divine Favor
Shield of Faith
Ear-piercing scream

2nd level (2/day, DC 15)
Weapon of Awe
Hold person

Weapons Quarterstaff of entwined serpents, MW Cold iron Battleaxe, Alchemical silver warhammer, Dagger, Sling +10 bullets
Armor Hot weather outfit, +1 Agile Breastplate
Slotted Items +1 cloak of resistance
Wands, Rods, Etc. Wand of Cure light wounds (32 charges), Wand of Bless (48 charges), Wand of protection from evil (7 charges). Scrolls: Comprehend languages, Endure elements (UMD DC 21), Shillelagh (UMD DC 21), Shield (UMD DC 21), Expeditious retreat (UMD DC 21), Lesser restoration (x2), Align weapon
Backpack Inquisitor's kit (backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, trail rations (10 days), a waterskin, and a wooden holy symbol). Climber's kit. Chalk, Canvas (4 sq. yd.), Alchemist's fire (x2), acid. Common manacles with simple lock. Wayfinder, Potion of CLW (x2), Potion of fly..
Scenario items
Belt Pouch 1314 gp
Mount -
Stored items Hot weather outfit, cold weather outfit


Chronicles (with faction card credit)
1: Night march of Kalkamedes (GM credit)
2: Scions of the Sky Key 1
3: Scions of the Sky Key 2
4: Scions of the Sky Key 3 (recover a named minor of major artifact)
5: Tide of Twilight
6: Echoes of the Overwatched (GM credit)
7: Midnight Mauler
8: The Blakros Matrimony (GM credit)
9: From the Tome of Righteous Repose (posses a number of ranks in a skill)
10: The Slave Master’s Mirror
11: The Prince of Augustana (recoved a named text)

Fame 21
Prestige Points 15

Notable boons
* +2 on Cha-based checks made to influence Grippli
* Kalkamedes gift spoiler
* Dark Archive: Gain +1 on saves vs. spells and effect with the curse descriptor