Post by Astrid Oathsteel on Nov 14, 2012 4:59:10 GMT -5
"The thrall alone takes instant vengeance; the coward never."
Astrid was born to one of Jarl Randver's many mistresses, one of the few of his bastard children that had his red hair and eyes so blue it was as if a chunk of ice had been placed inside the girl. The Northness Region of Alzorc where the Jarl ruled with an iron fist and haughty heart did not celebrate the girl's birth, and her mother bore her alone save for the midwife that assisted her. It was not until Astrid was 10 years old that the Jarl called for her to come into his court to have a look at her. She was tall for her age, stronger than many of the older boys, and held a look of defiance in her blue eyes that he could appreciate. From that time forward, she was trained in combat, one of her teachers and mentors being Sigurd Druknede who pushed her as hard as she could be pushed, and then a bit harder to craft her into a Child of Zorcan.
She was not treated like the Jarl's child, she was not given education, nor fine clothes, nor did she sit at the table with her family. She was no better than the thralls, a J'vel. She spent her time attempting to train and be good enough one day to be a huskarl - anything to have J'vel removed from who she was. Unfortunately this means she was never taught to read or write, and the only languages that she can speak are those that were spoken around her... Common, Zorcan, and the Cold Tongue of the tribes of the North.
There was no love lost between Astrid and Jarl Randver, but she did not hold malice in her heart towards him until she happened upon information that told her he was involved in helping the svek Rumerians to kill Zorcans, and burn villages to the ground all because he wanted to be King of Alzorc. She set out upon a long and trying journey to locate a man called The Bloodied, to bring him back to Alzorc to assist the loyal Zorcans in this war they faced, with Jarl Randver at the center. It culminated in a battle between herself and her father, ending with his death - and her own, as an explosion sent her flying out of Northness into the icy river below.
Not one death, not even two, but three deaths she'd seen and the gods always saw fit to bring her back some way. She was fished out of the river by her former teacher, Sigurd, and taken across the Maelstrom to recover in the Skegg Islands where she is rumored to remain to this day.
Name: Astrid Oathsteel
Alignment: Chaotic Neutral
Height : 6'2"
Eyes : Ice Blue
Hair : Sunset Red
Scent : A scent aflame with rage, swirling in the red haze of hatred: dragon's blood spiked with black pepper, clove, and cinnamon. [BPA: Wrath]
Race: Human
Racial Weakness: None
Languages (Spoken Only): Common, Zorcan (free), Cold Tongue, Battle Signals (Hand), (Some Skeggan)
"Zorja deyja Alzorc!"
Primary Class: Devout
Class Bonus: Holy Symbol : +2 Against Magic Spells (save)
Secondary Class: Combat
Class Bonus: 1d extra 1/combat
Primary Profession: Vindicator [Zorja Utenja]
Profession Bonus: "Divine Judgement" - Vindicators are fierce warriors and gain a +3 to weapon attack dmg. Her weapon is considered Holy.
Secondary Profession : Fighter
Profession Bonus : "Fighter's Weapon" - +3 DMG & +3 Strike
Traits
Strength [12]
Quickness [9]
Endurance [5]
Willpower [2]
Intelligence [0]
Perception [3]
Charisma [0]
Magic Spell Save | (+2 WLP, +2 Holy Symbol, +3 Charm, +2 Iron Will Ring) = +9
BATTLE STATS
Rank | Ruby Sentinel
Dice | 3d84
Defense DC | DC19
Hit Points | 54
Self-Healing Points | 26
Initiative | (QCK 9)(Blueice -5) = +4
____
STRIKE
Melee Strike - LegacyWpn | +15
(+12 STR - Power Attack / +3 Fighter Bonus)
Melee Strike | +12
(+12 STR - Power Attack)
Ranged Strike | +9
Primary Weapon: Legacy Holy Blueice Broadsword (2d8) "Skoldinfrust"
Vindicator Bonus: Holy
Enchantments: Frostfire 1d5 1/combat | Fire/Ice *** | Called * | Everclean *
Legacy Attribute: Anarchic - Extra dmg to those weak to Chaos.
Skill: Celestial Smite - Reflect
LEGACY WEAPON DMG
Melee Dmg - LegacyWpn | +12 (+3)(+3)(+5) = +23
(+12 STR / +3 Divine Judgement / +3 Fighter Bonus / +5 Combat Sleeves)
Melee Dmg w/ Legacy & Swrd N Brd | +12 (+3)(+3)(+5)(+7) = +30
(Add +7 Shield)
"Skoldinfrust" - Blueice Broadsword | 2d8 + 23 (Normal) or +30 (Swrd n Board)
____
BONE DAGGER DMG 1d3 "Beinenblod" / (3) THIN DAGGERS 1d4
Melee Dmg - General | +12(+3)(+5) = +20
(+12 STR / +3 Divine Judgement / +5 Combat Sleeves)
Melee Dmg w/ Swrd N Brd | +12 (+3)(+5)(+7) = +27
(Add +7 Shield)
Bone Dagger | 1d3 + 20 (Normal) or +27 (Swrd n Board)
____
LONGBOW DMG
Ranged Dmg | +9(+3) = +12
(+9 QCK / +3 Divine Judgement)
Longbow | 2d5 + 12
Fizzwinken's Ballistic Assault Cryo-Mechanism 2d6 "Svelliss"
This exquisitely crafted longbow is white as snow, in fact one might even argue that it is made of thickly packed snow held magically together to be as strong as a wooden bow. There is no need to use arrows with this icy bow, for when the bowstring is pulled back, a razor sharp arrow of ice forms ready to shoot. It attunes itself so completely to it's user, that it even aids participation in archery/marksmanship matches giving a +1 to your marksmanship roll. If anyone except it's attuned user attempts to take the bow, sharp needle like crystals grow from it making it unusable by anyone but it's owner. The natural cold emanating from this bow does not harm it's user.
Adamantine Arrow (1-4/5)(2-4/5)(3-5/5)(4-5/5)(5-5/5) | Bypass Def.
____
BATTLE SKILLS
sacred conduit | double roll
stigmata | +3 (choose atk, def, magic dmg, saves) / Take 5 pts dmg.
blood rain | Stigmata activated, the vindicator's harmful energy is accompanied by a burst of sacred or profane liquid energy. The target is allowed to roll a save, 1d20 + Endurance Bonus vs. the Vindicators 1d20 + Strength Bonus. Creatures failing their saves against the channeled energy become sickened for one round of combat, unable to engage in combat. You do not have to roll strike.
blood energy | 1d to Weapon Dmg 1/combat
battle hardened | 1/adv if wounded get 5 hp
heroic defiance | Delay condition for one round.
oath of annihilation | 1/combat ignore defense
wrath before charity | Use heal points to inflict more damage instead of heal 1/combat
shield bash | stun with bash, dc15 endurance
divine retribution | w/i 5 points of death, can immediately make another attack same target, no strike
sword and board | add shield def to your dmg
blindfight
____
DEFENSE:
Medium Armor -5 Init, Armor Cap 40, QCK Cap 12
Defense (Blueice Hvy Battle Plate +35)(Ring +5)
Blueice weighs half as much as metal and retains a freezing temperature. Must have cold immunity to wear. Armor is considered one level lower as far as initiative penalties and max quickness is concerned, so if you use it for heavy armor, your armor is considered "medium". Medium armor is considered "light". Your defense cap does not change, so medium armor still caps at 30, heavy armor still caps at 40.
--Magically Warded +13 DEF
--Spearblock **** This armor or shield is rough, covered with a pattern of tiny points reminiscent of spearheads. A spearblock shield or suit of armor magically turns away piercing weapons, such as spears and arrows. While wearing this armor, or carrying a shield with this enchantment, you gain damage reduction (DR) 5/bludgeoning or slashing. This means, unless you are attacked by a bludgeoning or slashing weapon, the first five points of damage is evaded.
Defense w/ Light Steel Shield (+2) | +40 DEF / +18 Mag DEF / DR 5 Bludgeoning/Slashing
--Sharpened
--Reflective: 1/day reflect spell back to caster
____
DEFENSE SKILLS
celestial smite | reflect
parry | evade 1 attack 1/combat
cheat death | once every two weeks, don't die.
ALL Skills
(race) versatility
(race) self-healing
(race) diehard | 5hp
(flaw) aura of strength
(vindicator) wrath before charity
(combat) combat affinity
(fighter) shield bash | END DC15, lose turn 3 rounds
(teamwork)
Fc. delay pain
Fc. don armor
Fc. intimidating | +5 Intimidation
1c. dual wield
2c. blindfight
3c. sacred conduit | double roll
4c. fearless
5c. celestial smite | reflect
Ft. animal training | train her mount 2 things per gemstone
6t. stigmata | +3 (choose atk, def, magic dmg, saves) / Take 5 pts dmg.
7t. cheat death | Once every two weeks, don't die.
8t. blood energy | 1d to Weapon Dmg 1/combat
Fa. everybody move
9a. faith healing | cure herself of disease/illness/regrow limbs/blindness/deafness
10a. parry | evade 1 attack 1/combat
11a. power attack | use strength for strike
Fs. friends in low places
12s. battle hardened | 1/adv if wounded get 5 hp
13s. divine retribution | 5 pts of death, another attack, no strike needed.
14s. paragon weapons
Fe. camouflage
15e. blood rain
16e. heroic defiance | Delay condition for one round.
17e. oath of annihilation | 1/combat ignore defense
Fr. mountain hoof
18r. curseproof | immune to all curses on self or items
19r. artisan crafting | armorsmith, bowyer, leatherworking, weaponsmith, fletcher, blacksmith
20r. sword and board
(shield weapon, Greater dual wield)
Flaws
1. Cold Blooded | Fail saves agst high temps, 1.5dmg from Fire
2. Illiterate | Cannot read or write any language, only speak. Only 6 INT
3. Phobia | Fear of being bound, or tied up. - DC15 Fear -4 All Rolls, Pass Shaken -1 All Rolls