Swordpriest

Ynghildr Vanni Hendriksson's page

44 posts. Alias of Capntastic.


Full Name

Ynghildr Vanni Hendriksson

Race

Human

Classes/Levels

3 Synth|HP 19/19 | Perc+6, Init +4| AC 14/12/12 Saves F2/R3/W4

Gender

Male

Size

Medium

Age

30?

Alignment

Chaotic Neutral

Deity

None.

Location

Bifrost

Languages

Common, Elven, Dwarven

Occupation

Frontier Mercenary

Strength 10
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 13
Charisma 16

About Ynghildr Vanni Hendriksson

An intensely focused but distant Ascomi man, making his way in Bifrost as a mercenary for those seeking to settle the untamed lands. Often hired for his skills as a builder, as walls and permanent settlements need talented folk to create them, Ynghildr's more than capable of combat when the need arises. Those who have survived alongside him in combat tend to speak of his abilities in hushed tones.

Clad in leather armor and a torn orange cloak, with long dark hair in no particular sort of style, his appearance and stern glare make him seem unapproachable. His off-time is often spent assisting the less fortunate emigrants by building rainwater collectors, shelters, ovens and stoves, and whatever other comforts might be needed. He seems to take no particular pleasure out of this charity, opting to not stay and make friends with those he's helped, and only rarely accepting minor gifts of gratitude.

Sheet for Dark Lord Gamemaster:

Hit Points: 19

Strength (STR): 10 [+0]
Dexterity (DEX): 14 [+2]
Constitution (CON): 12 [+1]
Intelligence (INT): 14 [+2]
Wisdom (WIS): 13 [+1]
Charisma (CHA): 16 [+3]

Level: Summoner (Synthesist) 3
Experience Points:
BAB: +2
Fort Save: 1 (+1 Con) = +2
Ref Save : 1 (+2 Dex) = +3
Will Save: 3 (+1 Wis) = +4 (+6 against fear)
Speed/Base Speed: 35 ft

Melee:

Dagger (1d4, 19-20/ x2, Range: 10 ft): +2, (+0 Str) = +2
Ranged:
Light Crossbow (1d8, 19-20/x2, Range: 80 ft): +2 (+2 Dex) = +4

Armor:
Leather (Light, +2 Armor, +6 Max Dex, +0 Armor Check, Spd 30 ft.)

Armor Class: 10 (+2 Dex +2 Armor) = 14, 12 flat-footed, 12 touch
Armor Check Penalty: +0
Arcane Spell Failure: 0%
Initiative: +2 Dex +2 Trait = +4
CMB: +2 BAB +0 Str +0 Size = +2
CMD: 10 +2 BAB +0 Str +2 Dex +0 Size = 14

FEATS:
-Alertness (+2 to Perc, Sense Motive, +4 at 10 ranks)
-Fleet (+5' to speed while not overloaded)
-Combat Reflexes (Extra AoOs)
-Weapon Focus (Natural) (From Weapon Mastery)

SKILLS:
[c] denotes class skill
*: Armor check penalty applies
Skills: 6/level
Total Points: 18

-[c] Craft (Trap) [Int]: 3 (+2 Mod +3 Class) = +8
-[ ] Intimidate [Cha]: 3 (+3 Mod) = +6
-[c] Knowledge (Arcana) [Int]: 3 (+2 Mod +3 Class) = +8
-[c] Knowledge (Engineering) [Int]: 3 (+2 Mod +3 Class) = +8
-[ ] Perception [Wis]: 3 (+1 Mod +2 Feat) = +6
-[c] Use Magic Device [Cha]: 3 (+3 Mod +3 Class) = +9

Eidolon for Gamemaster Only:

Hit Points: 34
Evolutions (5 pool points): Improved Natural Armor (1), Large (4)

Strength (STR): 25 [+6]
Dexterity (DEX): 11 [+0]
Constitution (CON): 17 [+3]
Intelligence (INT): 14 [+2]
Wisdom (WIS): 13 [+1]
Charisma (CHA): 16 [+3]

BAB: +3
Fort Save: 1 (+3 Con) = +4
Ref Save : 1 (+0 Dex) = +1
Will Save: 3 (+1 Wis) = +4
Speed/Base Speed: 35 ft

Melee:
2 claws (1d6+10, 20/x2, reach): +3 (+7 Str -1 Size, +1 Focus) = +10
Reach, because of size.

Armor Class: 10 (+0 Dex +6 Natural -1 Size) = 15, 15 flat-footed, 9 touch
Armor Check Penalty: +0
Arcane Spell Failure: 0%
Initiative: +0 Dex +2 Trait = +2
CMB: +3 BAB +6 Str +1 Size = +10
CMD: 10 +3 BAB +6 Str +0 Dex +1 Size = 20

Size: Large

Skills

-[c] Knowledge (Engineering) [Int]: 3 (+2 Mod +3 Class) = +8
-[c] Knowledge (Arcana) [Int]: 3 (+2 Mod +3 Class) = +8
-[c] Craft (Trap) [Int]: 3 (+2 Mod +3 Class) = +8
-[ ] Intimidate [Cha]: 3 (+3 Mod) = +6, +10 vs. smaller opponents
-[ ] Perception [Wis]: 3 (+1 Mod +2 Feat) = +6
-[c] Use Magic Device [Cha]: 3 (+3 Mod +3 Class) = +9
Abilities
---------
Darkvision (Ex)

The eidolon has darkvision out to a range of 60 feet.

Evasion (Ex)

If an eidolon is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

Inventory:

Soldier's Uniform (Free)
Spell Component Pouch
Quick Runner's Shirt,
Traveler's Any-Tool 2lb

Light Crossbow 4lb
17 bolts (2gp) 2lb
3 broken, changed bolts.
Leather Armor 15lb

Kit, Breaker's 40lbs
Kit, Gear Maintenance(2lbs)
Kit, Summoner's 19lbs
Kit, Grooming 2lb

Alchemical Cement x2 10gp, 4lbs
Fuse Grenade x1
Stubborn Nail x1
Spider's Silk Rope (50feet) x1
Dagger x16

Handy Haversack

Class Abilities:

Phantom Armorer (Su)

Ynghildr has reforged his eidolon into a much more powerful form. He may select the Large eidolon evolution without meeting its level requirement. Maintaining this level of performance prevents him from obtaining the Fused Link ability until level 8

Bond Senses (Su)

Starting at 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action.

Revelations

Upbringing and experience have instilled certain talents into Ynghildr, allowing him to gain revelations from the Oracle's Battle Mystery

Weapon Mastery (Ex) Gain Weapon Focus with Natural weapons, improved critical at level 8, and Greater Weapon Focus at level 12.

Spells:

Spells Known: Cha-based, DC 10+Cha+level
-----------------------
Lv0: 6 known
Acid Splash
Detect Magic
Light
Mage Hand
Message
Read Magic

Lv1: 4 known, 4 a day.
Detect Metal
Grease
Mage Armor
Rejuvenate Eidolon, Lesser

Backstory for GM:
One of the few good men of the Wind Age, Hendrik, had traveled the world and learned much in his lifetime. The air carried a scent that told him the signs of things to come, and so he sought to raise two sons. Born of the Age of the Wolf, they were brothers, and each was intended to bear aspects of humanity that Hendrik desired to see carried on into the future. One was to be trained in the arts of metalworking, to create arms and armor. One was to be trained in the arts martial, to be a protector. In this way, the two brothers would, between them, always have need for each other, and that need would create the mercy that had been lost to the world for years.

Despite his great plans, Hendrik was only able to do so much before the inevitable fate of all living things descended upon him. The two sons, Yudra and Ynghildr, found themselves free from their father's grand design, and went their separate ways.

Ynghildr found himself sniffing out the smell of smoke upon the wind, and knew that a great war was coming. He left the enchanted mansion in which he was raised, and joined a militia. Once his mystical talents were discovered, it was not long before he was recruited to a secret organization of similarly talented soldiers from across the lands.

The Rodulf Battalion, through their inhumane practices, sought only the best amongst their ranks, and were not afraid if those too weak to survive the brutal training and full contact drills were "culled".

The Battalion's leadership, inscrutable as it was, likely had the same foreknowledge as Hendrik: The world was headed towards something unspeakable. To that end, they sought the creation of an Atheling; a mortal capable of fighting back the gods and unshackling the rest of humanity from their whims. This ideology was kept from the Rodulf soldiers, who were too concerned about their own day to day survival to wonder just what they were being primed for.

As chaos descended upon the world, Ynghildr quickly found that the Rodulf Battalion was just another aspect of it. While many strange beasts were destroyed, and many lives were saved due to the mystical soldiers unpredictable techniques, just as many atrocities were committed in the name of wiping out the scourge of deity sympathizers, be they earthly or otherwise. To outsiders, and Ynghildr, it was clear that Rodulf Battalion's blood soaked rampage was designed in part to conquer territory and concentrate power into the hands of its leaders.

During the last days before the Bifrost portal was sealed, the Rodulf squadron that Ynghildr was assigned to were ordered to an outpost near the Bifrost portal. Their mission was kept from him until moments before it was enacted: The prevention of any more mortals from abandoning their rightful home, through the use of lethal force. As his comrades assaulted the already downtrodden emigrants, Ynghildr realized that the madness of the organization would equal to anything the gods could enact, if they had the power. He turned against his fellow soldiers and slew as many as he could, causing the remainder to retreat. He saw no way to further finalize his defection than leaving through the portal himself.