Seoni

Ingrid Anika Nina Jones's page

565 posts. Alias of Azure_Zero.


Race

HP: 9/9 AC:16:13:13 Saves:3:5:2

About Ingrid Anika Nina Jones

Name: Ingrid Anika Nina Jones
Race: Drow (1/4 Ulfen)
Class: Alchemist (Chirurgeon) 1/20 Master Cymist 0/10
Gender Female
Age: 120
Alignment: NG
Deity: Iomedae
Languages: Common, Elven, Celestial, Abyssal
Job: Doctor/Nurse

Stats: 14,14,14,14,13,12
total = base(with racials) + Enchant + MISC - Penalty
STR: 13 = 13 + 0 + 0
DEX: 16 = 16 + 0 + 0 //+2(racial)
CON: 12 = 12 + 0 + 0 //-2(racial)
INT: 14 = 14 + 0 + 0
WIS: 12 = 12 + 0 + 0
CHA: 16 = 16 + 0 + 0 //+2(racial)

Mutagen: +4STR, -2 INT, +2 Nat

Hit Points: 9/9
Init: +3

Melee: +1
Range: +3

Cestus 1d4, 19-20*2, B-P

AC: 16:13:13

Skills:
Alchemist= 4+INT = 6
ACP = 0 //Armour Check Penalty
Alchem = (Alchemist level / 2)
Acrobatics: 3 = 0 + DEX Mod + 0 - ACP;
*Appraise: 2 = 0 + INT Mod + 0;
Bluff: 3 = 0 + CHA Mod + 0;
Climb: 1 = 0 + STR Mod + 0 -ACP;
*Craft(Alchemy):7 = 1 + INT Mod + 3 +Alchem;
Craft(): 2 = 0 + INT Mod + 0;
Diplomacy: 3 = 0 + CHA Mod + 0;
*Disable Device: NA = NA + DEX Mod + 0 -ACP;
Disguise: 3 = 0 + CHA Mod + 0;
Escape Artist: 3 = 0 + DEX Mod + 0 -ACP;
*Fly: 3 = 0 + DEX Mod + 0 -ACP;
Handle Animal: 3 = 0 + CHA Mod + 0;
*Heal: 5 = 1 + WIS Mod + 3;
Intimidate: 3 = 0 + CHA Mod + 0;
*Know(Arcana): NA = NA + INT Mod + 0;
*Know(Nature): NA = NA + INT Mod + 0;
Know(Dungeon): NA = NA + INT Mod + 0;
Know(Religion): 3 = 1 + INT Mod + 0;
Linguistics: 2 = 0 + INT Mod + 0;
*Perception: 7 = 1 + WIS MOD + 3 + 2(KS);
Perform (Sing): 3 = 0 + CHA Mod + 0;
*Profession(Alchem): 1 = 0 + WIS Mod;
Ride: 3 = 0 + DEX Mod + 0 -ACP;
Sense Motive: 2 = 1 + WIS Mod + 0;
*Sleight of Hand: NA = NA + DEX Mod + 0 -ACP;
*Spell Craft: NA = NA + INT Mod + 0;
Stealth: 4 = 1 + DEX Mod + 0 -ACP;
*Survival: 1 = 0 + WIS Mod + 0;
Swim: 1 = 0 + STR Mod + 0 -ACP;
*Use Magical Device: NA = NA + CHA Mod + 0;

Class features, Feats, Traits and Racial Traits:

Class features:
Alchemist
Alchemy
Bombs 1d6 (CL+Int)
Brew Potion
Mutagen (10 Minutes / Level) * (Add +10 Minutes for each level with Favored Class)
Throw anything

Discoveries:

Feats:
Drow Nobility

Traits:
Indomitable Will (Faith)
Chance Encounter (Campaign, Trickster)

Racial Traits:
Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and shortsword.
Immunities: Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Spell Resistance: Drow possess spell resistance (SR) equal to 6 plus their total number of class levels
Keen Senses: Drow gain a +2 racial bonus on Perception checks.
Spell-Like Abilities (Su): Drow can cast dancing lights, darkness, and faerie fire, once each per day, using their total character level as caster level.
Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.
Superior Darkvision: Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
Light Blindness: As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Extracts:

DC = 10 + INT + Level

Extract Prep:
Level-1: 1 + 1(INT)

Level-1:
Cure Light Wounds
Enlarge Person

Extract Known:

Level-1:
Cure Light Wounds
Enlarge Person
Expeditious Retreat
Shield

AC, Saves, Attacks:

AC:
AC: 16 = 10 + 3(Armour) + +3(Dex);
Touch: 13 = 10 +3(Dex);
Flat: 13 = 10 + 3(Armour);

Saves:
Immune: Sleep
Fort: 3 = 2(base) + 1(CON);
Ref: 5 = 2(base) + 3(DEX);
Will: 2 = 0(base) + 1(WIS) +1(Trait:IW);

Attack:
Melee: 1 = 0(base) + 1(STR);
Range: 3 = 0(base) + 3(DEX);
CMB: 1 = 0(base) + 1(STR);
CMD: 14 =10 + 0(base) + 1(STR) + 3(DEX);

Equipment:
105gp
Weapons: 10 gp
2*Cestus 1d4, 19-20*2, B-P
--Weight:15.0

Armour: 20gp
Hide shirt (+3 ,+4Dex, -1 ACP)
--Weight:18

Misc:
Adventure Gear:8gp, 3sp,2cp
Back Pack (2)
Bed roll (5)
Chalk * 10
Flint and Steel
Pouch, Belt (1/2)
Sack (1/2)
Sewing Needle *4
Water skin (4)
Whetstone (1)
Quiver(0)
Trail rations *2 (1 each)
--Weight:15

Special Substances and items: 60gp (she made them)
Smokestick
Anti-Antitoxin
Anti-plague
--Weight:0

Rings:
--Weight:0

Tools and Skill Kits:
--Weight:0

Clothes:
Peasant1 (Green skirt, white shirt, Green bodice, White kerchief)
Travelers1 (Red skirt, white shirt, Red bodice, Red Vest, White kerchief)
--Weight:7.0

Weight Total:41.0
Light: 43, Med: 86, Heavy: 130

Cash:
PLatnum: 0
Gold: 3
Silver: 26
Copper: 8

Description:

Ingrid is a Women Half-elven of 6 foot 3, with silver hair and eyes, and white skin.
She has Long elven ears and a fit figure.

Data and Background:

Data:
Name: Ingrid Anika Nina Jones, (Nicknames; Jane, Dr Jones)
Race: Drow (1/4 Ulfen)
Job: Doctor, Nurse, Local Alchemist
Age: 120
Likes: Good experimental results, Time to read, and her Lab
Dislikes: Demons, disease, undead
Favorite: foods: Meats, potatoes, eggs, Milk, Honey, syrup, Fish, various veggies and fruits
Hobbies: Experiments, and practice
Physical Description: Shoulder length Silver Hair, Silver Eyes, white skin, A Fit and curvy build

Background History:
Ingrid was found nearly dead by a two half-elf doctors on their way to the Worldwound, They picked her up thinking she was a half-elf or Quarter-Human Elf child who was abandoned or forgotten when an attack happened, given her injuries.
When they reached Kenabres, there was no orphanage who could take the child, since they were fuller then full. So they adopted her and she learned the ways of her new adoptive family. She quickly learned about; how the body worked, healing, chemicals, and other topics. She grew up slower then her parents thought, thinking she was a Half-elf. But given Ingrid's mental and physical abilities would be a great doctor, though her light sensitivity was a bit of a problem on bright days.

One day when she was 60 years old (about 7 years human) she was with a small caravan of 3 wagons delivering medicine and supplies to a small town near the ward stones, when the drivers steared the caravan through the ward and into the Worldwound.
After an hour the folks of the caravan awoke to find themselves in the Worldwound, with the drivers puzzled as to how they got where they were. After a while of trying to get back folks the caravan was attacked and people paniced and fled in multiple directions, Ingrid fled west and hid among some old stone buildings, and it was there that you found someone who helped you get back to Kenabres. Her saviour was a woman of beauty, sadness, and cunning. On the way back she tricked cultists with ease, and used her bow with perfection. Ingrid could not remember her name, but remembered her face, her beauty and that sense of sadness. Ingrid continued to learn being a Doctor and to be one that helps others.

Ingird is now currently a Doctor for the community of Kenabres, and also one of the local alchemists. She does her prices so it is affordable for poor families or for those down on their luck. She even helpes out when a lot of crusaders return all injured and the kirks are at maximum capicity in treating them. As a result, the local kirks respect her, her practice, and her ethic. Some kirks even order bulk batches of Anti-Antitoxin and Anti-plague for emergency use from her.