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| Ingar Jorfunn; Amy's character | |
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| Tweet Topic Started: Jan 31 2013, 07:28 PM (264 Views) | |
| FalseHumanity | Jan 31 2013, 07:28 PM Post #1 |
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Dwarf female Cleric of Torag Lawful good Age: 198 (old), Weight: 162, Height: 4’11” Hair grey, eyes brown HP: 17 Speed: 20ft Light load: 0-33lbs Medium load: 34-66lbs Heavy load: 67-100lbs Lift off ground: 200lbs, 5ft/round Drag/push: 500lbs, depending on circumstances AC: 10 + 6armor -2 dex = 14 Flatfooted AC: 10 + 6 armor = 16 Touch AC: 8 Fort save: 4 +0con = 4 Ref save: 1 -2dex = -1 Will save: 4 +5wis = 9 BAB: +3 CMB: 3 +0str = 3 CMD: 10 +3 -2dex +0str = 11 Skills: Appraise 4ranks +3int +2racial +3class = +12 *Climb 2ranks +0str = +2 Heal 4ranks +5wis +3class = +12 Knowledge(history) 4 ranks +3int +3 class = +10 Knowledge (religion) 4ranks +3int +3class = +10 Perception 4 ranks + 5wis = +9 Profession(miner) 2 ranks + 5wis + 3 class = +10 Sense motive 4 ranks +5wis +3class = +12 [ADD'L SKILL HERE] *= Armor check penalty -10 Class/race features: Languages (+3 for Int bonus): Common, Dwarven, Gnome, Celestial, [PLACEHOLDER] Slow and Steady: no speed modifications due to armor/encumbrance Darkvision: see in dark up to 60 ft Defensive training: +4 dodge bonus to AC against giants Hatred: +1 attack against orcs and goblinoids Hardy: +2 to saving throws against poison, spells, spell-like abilities age/race bonus -3/-- -3/-- -3/+2 +2/-- +2/+2 +2/-2 Stat Modifier 11 +0 7 -2 10 +0 16 +3 20 +5 11 +0 Stability: +4 to CMD against bull rush or trip while standing on ground Stonecunning: +2 to perception checks on unusual stonework; check occurs automatically within 10 ft, regardless of whether dwarf is actively looking. Armor Proficiency: light, medium, heavy (cleric) Weapon proficiency: simple (cleric) Martial Weapon Prof: Warhammer (cleric, god’s favored weapon) Martial Weapon prof: battleaxes, heavy picks (dwarf) Aura: Lawful, good Channel energy: If able to present holy symbol, can deal up to 2d6 damage to all undead in 30 ft area 3 times/day. Damaged creatures can halve damage on a will save of 12. Alternatively, can heal up to 2d6 damage to all living creatures in 30 ft area. Can choose whether to include self or not. Spontaneous casting: can lose a non-orison or non-domain spell to cast an unprepared cure spell of same level or lower. Divine spells: Domains: Earth, Law 5 orisons/day: 0-level spells that are prepared, but are not expended when cast. 3 1st-level divine spells/day, +2 bonus for wis 1 1st-level domain spell/day 2 2nd-level divine spells/day, +1 bonus for wis 1 2nd-level domain spell/day Feats: Combat casting: +4 to spell concentration checks when on the defensive or grappled Throw anything: no -4 penalty for attack rolls with improvised ranged weapons Equipment: 6,000gp to spend *Warhammer of defending: 1d8 damage, x3 crit, +1 attack bonus that can be applied to AC instead if declared at beginning of turn. 5Lbs, 2,012gp Breastplate: armor check penalty of -4, armor bonus of +6. 30lbs, 200gp Cleric’s vestments: 5gp, 6lb Healer’s kit (10 uses) x3: 150gp, 3lbs Spell component pouch: 5gp, 2 lbs Merchant’s scales: 2gp, 1 lb Holy symbol, silver: 25gp, 1lb Waterskin: 1gp, 4lbs Trail rations x10: 5gp, 10lbs Winter blanket x2: 1gp, 6 lbs Acid flask x3: 30gp, 3 lbs Silk rope x2: 20gp, 10lbs Belt pouch: 1gp, 0.5lb Sewing needle x2: 1gp, – Empty map.scroll case x2: 2gp, 1lb Paper, 10 sheets: 4gp, – 1-pint oil flask x10: 1gp, 10lbs Small steel mirror: 10gp, 0.5lb Grappling hook: 1gp, 4lbs Backpack: 2gp, 2lbs Bedroll: 1sp, 5lbs Vial x10: 10gp, -- Antitoxin x3: 150gp, -- --------- 69lbs Total cost: 2648gp Remaining gold: 3352gp Encumbrance by armor: -4 Encumbrance by weight: -6 Edited by FalseHumanity, Feb 1 2013, 07:06 AM.
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| FalseHumanity | Jan 31 2013, 07:28 PM Post #2 |
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Biography: Ingar is from Highhelm, an ancient and proud dwarven city. As a youth, she was a miner, until the day that she found herself buried alive with several of her fellow workers in a cave-in. They stayed in the small space for a while, waiting for the rest of the miners to find them, but as the hours passed and the air grew stale, panic began to set in. Ingar alone kept a cool head, testing the walls and forming a plan. She set the group to work tunneling in a single direction that she hoped would lead to freedom. When they eventually broke through the stone, however, it was at the top of a sheer cliff face. Ingar climbed her way down using only a pair of pickaxes for leverage, and brought back a rescue party to her stranded friends. She attributed her survival that day to the intervention of Torag, lord of protection and strategy, and so she left her job at the mine and her parents’ home to serve him as a cleric, and has not looked back since. Ingar is a brusque but goodhearted individual, with a strong sense of honor. Like many of her people, she carries a deep mistrust of heights and flying creatures, and feels an affinity for burrowing animals, which Torag has made holy and blessed with the earth and the shade. Ingar dislikes dishonesty of any kind, and refuses to be part of any deception, unless it is for the preservation of some higher ideal. She does not trust flighty behavior, and will keep a sharp eye on anyone who seems to take things too casually. Although she will fight to the death to protect the innocent and the defenseless, she is utterly merciless to traitors and criminals, which she views as personally despicable and corrosive to society as a whole. As she is fond of saying, brittle stones make poor foundations. She has travelled many places over her nearly 200 years of life, and seen many things. Her personal rune can be found carved into a stone at the site of every battle she has won – and she has won many. Still, as she finds her body aging, her strength deserting her, and her vitality leaving her, Ingar has become increasingly afraid – not of death, but of obscurity. She has no children, no acolytes, and few friends who remember her youth. As she hammers out her praises to Torag, she can feel her history unravelling, leaving only a cleric’s robe and an arthritic body behind. The last straw comes when a young gallant in the marketplace attempts to help her across the street to impress his giggling lady friend. Ingar picks him up, deposits him in a cabbage cart, and strides home to dig her adventuring gear out of storage. When she leaves Highhelm for what she imagines will be the last time, it is with one purpose in mind: Ingar Jorfunn is going to die a damn heroic death. |
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| FalseHumanity | Feb 1 2013, 07:07 AM Post #3 |
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Original post fix'd, still needs additional skill points and language allotted. |
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| AEve | Feb 9 2013, 04:56 AM Post #4 |
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Adventurer
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Knowledge (nobility) 4ranks +3int +3class = +10 Language: Orc Fixed! |
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7:26 PM Jul 11