Ulfen Guard

Inghinn MacBruthe's page

145 posts. Organized Play character for Mjolbeard89.


Full Name

Inghinn MacBruthe (she/her)

Race

| HP 24/61 | AC21 | T11 | FF20 | CMD22 (24 vs overrun) | F+8 R+5 W+3 (+2 vs fear)

Classes/Levels

| Speed 20ft Init. +4 | Perception +0 | Status: Hybrid Form; Heroism (2hrs), Haste, Shaken| Found Gear: Potion of Fly

Gender

LG Female (she/her) Human Fighter 6

Size

M

Age

20

Alignment

LG

Deity

Iomedae

Location

Galt

Languages

Common

Occupation

Soldier

Strength 18
Dexterity 14
Constitution 15
Intelligence 13
Wisdom 10
Charisma 12

About Inghinn MacBruthe

Inghinn MacBruthe - PFS #177216-1
XP 16 | PP 21 | Fame 28
Faction: Sovereign Court

Successful Missions:
0-13 Prince of Augustana (CORE)
2-11 The Penumbral Accords (CORE)
0-08 Slave Pits of Absalom (CORE)
6-05 Slave Ships of Absalom (CORE)
6-97 Siege of Serpents (CORE)
0-51 City of Strangers, Part 1: The Shadow Gambit (CORE)
6-14 Scions of the Sky Key, Part 2: Kaava Quarry (CORE)
4-18 The Veteran’s Vault (CORE)
2-13 Murder on The Throaty Mermaid (CORE)
7-27 Beyond Azlant Ridge (CORE)
8-02 Wards Asunder (CORE)
6-16 Scions of the Sky Key, Part 3: The Golden Guardian (CORE)
8-07 The Tome of Righteous Repose
9-11 The Jarlsblood Witch Saga (GM credit)
0-06 To Scale the Dragon
10-05 Mysteries Under Moonlight, Part 1: Testament of Souls
10-07 Mysteries Under Moonlight, Part 2: The Howling Dance

Botting Instructions/Macros:
Inghinn is a front-liner, so if combat starts up, head straight for the biggest baddie in sight and power attack until either she or her opponent falls. Step Up and Following Step should keep her in close proximity to her target, and Step Up and Strike gives her the ability to punish those who try to escape her reach.
[dice=+1 Greatsword, power attack]1d20+11[/dice [dice=Damage, PA]2d6+14[/dice
If targets are out of reach due to terrain, flight, or some other obstacle, Inghinn is also proficient with her bow. She'll get as close as possible to be able to take advantage of point blank shot. If the obstacle is removed, she will drop the bow and run into melee.
[dice=Darkwood composite (+2) Longbow, point blank shot]1d20+8+1[/dice [dice=Damage, PBS]1d8+2+1[/dice
In social situations, Inghinn is actually somewhat eloquent as well, using her diplomacy to smooth things over and avoid conflict if possible.
[dice=Diplomacy]1d20+11[/dice

Favored Class Bonus:
1 - +1 hp
2 - +1 skill point
3 - +1 skill point
4 - +1 hp
5 - +1 hp
6 - +1 hp

Female Human Fighter 6
LG Medium Humanoid (Human - Galtan) 20 years old, 5’1”
Init +4; Senses Perception +0
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DEFENSE
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AC 21, touch 11, flat-footed 20 (+9 armor, +1 Deflection, +1 Dex)
hp 61 (6d10+6*(2 Con)+4 FCB+Toughness)
Fort +8, Ref +5, Will +3 (+2 vs Fear)
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee
+1 Greatsword +13 (2d6+8; 19-20/x2, S); Power attack +11 (2d6+14)
Short spear +10 (1d6+3; x2, P)
Morningstar +10 (1d8+3; x2, B+P)
Alchemical Silver Spiked Gauntlet +10 (1d4+3; x2, P)
Ranged
Darkwood Composite (+2) Longbow +8 (1d8+2; x3, P, 110ft) (+1 Att/Dam w/in 30ft)
Short spear +10 (1d6+3; x2, P, 20ft) (+1 Att/Dam w/in 30ft)
------------------------------
STATISTICS
------------------------------
Str 18, Dex 14, Con 15, Int 13, Wis 10, Cha 12
Base Atk +6/+1; CMB +12; CMD 22 (24 vs overrun)
Traits Trustworthy, Reactionary
Feats Toughness, Weapon Focus (greatsword), Power Attack, Improved Overrun, Step Up, Point-Blank Shot, Following Step, Step Up and Strike
Skills (x skill points total) Climb +9, Craft (armor) +9, Diplomacy +11, Handle Animal +5, Intimidate +5, Knowledge (Dungeoneering) +5, Knowledge (engineering) +5, Knowledge (local) +2, Knowledge (planes) +2, Linguistics +2, Ride +6, Survival +4, Swim +9
ACP -5 (-3 for climb/jump from agile armor)
Languages Common, Dwarven, Elven
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SPECIAL ABILITIES
------------------------------
Class
Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training I (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Weapon Training I (Ex) (Blades, Heavy): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
Trait
Trustworthy (Social):
Reactionary (Combat):
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GEAR/POSSESSIONS
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+1 Greatsword
+1 Linnormhide (Crag) Agile Half-Plate (immune to fire damage)
Ring of Protection +1
Cloak of Resistance +1
Lesser Talisman of Breath of Life
Studded Leather Armor
Shortspear
Morningstar
Alchemical silver spiked gauntlet
Darkwood Composite (+2) longbow
Arrows (10)
Sleep Arrow
Wand of CLW (32/50)
Potion of Bearskin
Potion of CLW
Belt of Giant Strength +2
Cold Weather Outfit
Handy Haversack
Traveler's Outfit
Winter Blanket
Waterskin
Flint and Steel
Rope, Silk (50ft)
Grappling Hook
Wayfinder
Alchemist's Fire (2)
Antitoxin
Crowbar
Pitons (5)
Elixir of Swimming
Carrying Capacity
Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb.
Current Load Carried 91.25 lb.
Money GP 5380 SP 0 CP 0

Major Purchases:
Belt of Giant Strength +2 (4000gp, Chron 12)
Sold MW Breastplate (175gp, Chron 15)
Bought
+1 Linnormhide (crag) agile half-plate (2500gp, Chron 15) (see chron for 9-11 for price reduction)
Ring of Protection +1 (2000gp, Chron 15)
Potion of Bearskin (300gp, Chron 15)
10-05
Scroll of Ghostbane Dirge (150gp, chron 16)
10-07
Lesser Talisman of Breath of Life (3500gp, chron 17)

Backstory:
Inghinn is a young warrior who is out looking to prove her skill and to restore honor to her once noble family name. Her family, a noble clan of military commanders from Galt, was cast into exile at the beginning of the revolt that has brought that nation to the brink of utter ruin. Inghinn only has the faintest memories of her life before exile, but she is determined to restore her family's title. Now Inghinn travels as part of the Pathfinder Society in order to bring fame to her family name and to gain renown for herself as a valiant warrior.

Inghinn is part of the Sovereign Court. She looks for excellence in everyone, particularly those in a position of authority, so she works with the Court to inspire greatness in her fellow Pathfinders while promoting honor and excellence in the halls of government.

While Inghinn's aspirations are big, she is somewhat small, though enemies who underestimate her due to her stature and small frame will quickly learn the error of their ways. She is remarkably strong for her size, and she wields weapons like her mighty greatsword with surprising skill and ease.

[spoiler=Notable Accomlishments]

  • -Slayed a Shadowmastiff single-handed
  • -Survived the Siege of Serpents
  • -Escaped a Tyrannosaur
  • -Jumped from a bridge above a prone enemy and stabbed down through him in the landing
  • -Dealt the killing blow to a hydra
  • -Survived an encounter with a xacarba, and even struck a blow against it