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Ingar Jorfunn; Amy's character
Topic Started: Jan 31 2013, 07:28 PM (264 Views)
FalseHumanity
Administrator
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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
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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
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Original post fix'd, still needs additional skill points and language allotted.
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AEve
Adventurer
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Knowledge (nobility) 4ranks +3int +3class = +10

Language: Orc

Fixed!
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