Belkzen War Alchemist

Ingir's page

23 posts. Alias of Mr. Hebeme.


Gender

Male Half orc Shaman 4| VP 23/23 W36/36 Threshold 14| AC 18/10/18| CMB +6| CMD 16| F +5| R +3| W +8| Init +0 Per +3|

About Ingir

Half Orc Shaman– Ingir
Age 20; Height 6' 5"; Weight 230 lbs
N Medium humanoid (human, Orc)
Init +0; Senses Darkvision Perception +3

DEFENSE
AC 18, touch 10, flat-footed 18 (+4 armor +1 ench, +2 shield +1 ench, )
Wound Points 36
Wound Threshold 14
Vigor Points  23 (4d8 +2 FCB)
Fort +5, Ref +3, Will +8        

OFFENSE
Speed 30 ft. (20 ft in armor)
Melee  Club +7 (1d6+3/x2) 10ft, Sickle +7 (1d6+4/x2), dagger +7 (1d4+4/ 19-20/x2) 10ft, Short Spear +7 (1d8+4/x3)
Ranged  Sling +3 (1d4+3/x2) 50 ft, Short Spear +1 (1d8+3/x3) 20 ft
Spells Prepared (CL 4th; concentration +2)
2nd (3/day) — Barkskin, Huntmaster’s Spear, Summon Swarm
1st (4/day) — Goodberry, Burning Hands, Divine Favour, Obscuring Mists
0 (4/day) — Create Water, Detect Magic, Guidance, Purify Dood and Drink

STATISTICS
Str 16, Dex 10, Con 14, Int 13, Wis 16, Cha 10
Base Atk +3; CMB +6; CMD 13
Feats (2+1 Bonus) – Possessed Hand (1st level), Extra Hex (3rd level), Power Attack (Bonus)
Traits (3) – Ironfang Survivor (campaign), Divine Favor (faith), Fangwood Diplomat (region), Scarred (drawback)
Skills(ACP-2a)(16 Shaman Levels + 4 int+ 8 BG) – Diplomacy +8 (4 rank), Heal +10 (4 rank), K(Planes) +8 (4 rank), Linguists +3 (2 BG rank), Lore (Fangwood) +8 (4 BG rank), Profession, merchant +8 (2BG rank), Spellcraft +7 (4 rank)+Survival +11 (4 rank)
FCB – Level 1 (1 VP), Level 2 (1 VP), Level 3 (1st level cleric spell [divine favor]) Level 4 (1st level cleric spell [shield of faith])
Languages(1) Common, goblin, dragon, sylvan
SQ Spirit (Battle), Hex (evil eye, battle ward, healing), Spirit Animal, Spirit Magic, Wandering Spirit

Combat Gear – +1 Hide armor (25 lbs, 1165 gp), +1 Heavy Dark-wood Wooden Shield(10 lbs, 1257 gp), Club (3 lbs, - gp), Sickle (2 lbs, 6 gp), dagger (1 lbs, 2 gp), sling bullets x 30(15 lbs, 3 sp), Short Spear x 3(9 lbs, 3 gp), sling(-lbs, -gp)
Other Gear  1gp, 7 sp, wand of cure light wounds (1 lbs, 750gp), , Talisman, lesser, of Arrow Protection (1 lbs,600gp), Shamans kit [backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol] (44lbs, 15gp), potions of cure light wounds x4 (3 lbs, 200gp)

Light Load 76 Medium Load 153 Heavy Load 230
Total Carried 89 lbs

Special Abilities:

Racial traits

Darkvsion Half-orcs can see in the dark up to 60 feet.

Sacred Tattoo - Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Shaman Enhancement - Certain half-orcs know rituals to enhance the strength and brutality of their allies. These halforcs gain a +2 racial bonus on Spellcraft checks. In addition, when such a half-orc acquires an animal companion, bonded mount, cohort, familiar, or spirit animal, that creature gains a +2 bonus to Strength, Dexterity, or Constitution, as selected by the half-orc. This racial trait replaces weapon familiarity and intimidating.

Traits & Drawbacks

Fangwood Diplomat - You’ve lived and worked among the disparate guerrilla groups of the Fangwood. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Fate’s Favored- The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Ironfang Survivor - Whether you were serving in the military or simply beset by a surprise attack, you barely survived an encounter with the Ironfang Legion, one of Molthune’s infamous monster regiments. Maybe you even survived the horrors of the Ramgate Massacre. You can’t scrub the memories of their brutality from your waking or sleeping mind, and you keenly recall their distinctive fighting styles. You gain a +2 dodge bonus to AC against goblinoids, and once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the better result.

Scarred - An injury left you horribly, visibly scarred, making it more difficult for you to hide your true face, and also making most people distrustful of you merely due to your appearance. You take a –5 penalty on Disguise checks and a –2 penalty on Bluff checks.

Feats

Power Attack - You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Possessed Hand - Benefit: You attract a ghost, spirit, or outsider with personal motivations to possess your hand. This usually involves some sort of mutually beneficial pact or agreement. Your possessed hand helps you in numerous ways, but its periodic, uncontrolled antics are distracting; you take a permanent –2 penalty on concentration checks once you gain this feat.

Any attack you make with a one-handed weapon, light weapon, unarmed strike, or natural attack with your possessed hand gains a +1 insight bonus on the attack roll and damage roll. You also gain a +1 insight bonus on Disable Device and Sleight of Hand checks. Once per day as a swift action, you can retrieve any stowed object you carry on your person, provided the object weighs no more than 5 pounds.

Extra Hex - You gain one additional hex. You must meet the prerequisites for this hex. If you are a shaman, it must be a hex granted by your spirit rather than one from a wandering spirit.

Class Abilities

Battle Spirit A shaman who selects the battle spirit gains scars from every wound she takes, and the grit of battle always seems to cling on her body.

* Spirit Magic Spells: enlarge person (1st), fog cloud (2nd), magic vestment (3rd), wall of fire (4th), righteous might (5th), mass bull's strength (6th), control weather (7th), earthquake (8th), storm of vengeance (9th)

* Spirit Animal - The shaman’s spirit animal looks like a fiercer version of its species, with rippling muscles and a stockier frame. It gains a +2 natural armor bonus to AC. If it already has a natural armor bonus, the bonus increases by 2 instead.

* Spirit Ability - A shaman who chooses the Battle spirit as her spirit or wandering spirit gains the following ability.

* Battle Spirit (Su) A shaman surrounds herself with the spirit of battle. Allies within 30 feet of the shaman (including the shaman) receive a +1 morale bonus on attack rolls and weapon damage rolls. At 8th level and 16th level, these bonuses increase by 1. The shaman can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. These rounds do not need to be consecutive.

Hexes
* Evil Eye (Su) - The shaman causes doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (shaman’s choice): ability checks, AC, attack rolls, saving throws, or skill checks. This hex lasts a number of rounds equal to 3 + the shaman’s Wisdom modifier. A successful Will saving throw reduces this to just 1 round. At 8th level, the penalty increases to –4. This is a mind-affecting effect.
* Battle Ward (Su): The shaman touches a willing creature (including herself ) and grants a battle ward. The next time a foe makes an attack roll against the target, the ward activates and grants a +3 def lection bonus to the warded creature’s AC. Each subsequent time she’s attacked, the defection bonus reduces by 1 (to +2 for the second time she’s attacked and +1 for the third). The ward fades when the bonus is reduced to +0 or after 24 hours, whichever comes first. At 8th level, the ward’s starting bonus increases to +4. At 16th level, it increases to +5. A creature affected by this hex cannot be affected by it again for 24 hours.
* Healing (Su) - A shaman soothes the wounds of those she touches. This acts as cure light wounds, using the shaman’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this acts as cure moderate wounds.
Wandering Spirit - At 4th level, a shaman can form a temporary bond with a spirit other than the one selected using her spirit class feature. She must make this selection each day when preparing her spells. While this feature is active, she gains the spirit ability granted by the spirit. She also adds the spells granted by that spirit to her list of spells that she can cast using spirit magic. She does not add the hexes from her wandering spirit to her list of hexes that she can choose from with the hex class feature. At 12th level, she gains the abilities listed in the greater version of her wandering spirit. At 20th level, she gains the ability listed in the true version of her wandering spirit.
♪ ♫

Familiar:

Midnight
Raven (sage, familiar)
N Tiny Animal
Init +2; Senses Low-Light Vision, Scent; Perception +6
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Defense
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AC 17, Touch 14, Flat-Footed 15 (+2 Dex, +3 Natural Armor, +2 Size)
WP 20
WT 10
VP 11
Fort +1, Ref +3, Will +6
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Offense
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Speed 10 Ft., 40 fly
Space 1 Ft.; Reach 0 Ft.
bite +7 1d3-4
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Statistics
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Str 2, Dex 15, Con 10, Int 9, Wis 15, Cha 7
Base Atk +3; CMB +5; CMD 6
Feats Weapon Finesse
Skills: knowledge nature +8 (4 rank), knowledge religion +5 (1 rank), k. planes +5 (1rank), k. Dungeoneering +5 (1 rank), k. Arcana +5 (1 rank)
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Special Abilities
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Empathic Link The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Familiar Bonus The master of a raven familiar gains +3 to appraise

Improved Evasion When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Sage Skills: A sage treats all Knowledge skills as class skills.

Dazzling Intellect (Ex): A sage’s Intelligence score is always equal to 5 + its master’s class level, but it gains natural armor increases as if its master’s class level were half what of the actual class level.

This alters the familiar’s Intelligence score and natural armor adjustment.

Sage’s Knowledge (Ex): A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master’s class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master’s class level.

This replaces alertness and the familiar’s ability to share its master’s skill ranks.

Appearance:

Ingir is a giant and massive half orc standing a full head over six feet, broad shouldered and deep of chest, with a massive corded neck and heavily muscled limbs. His green skin is covered in scars as well as sacred tattoos, the color of blood, that accentuate the hard, dangerous lines of his body. He has smoldering onyx colored eyes which are set below a low and broad brow giving him a feral predatory appearance. His gloomy, scarred, almost sinister face is that of a warrior and is usually covered by a wolf headed hood. The shaman usually wears furs and hides with a cloak made from a wolf’s pelt while he carries a spear in hand. Most importantly there is usually a raven perched on his shoulder with a look that seems to mock all those around.

Background:

Ingir hears the fierce keening cry of a bird of prey in the distance that ends as abruptly as it began. He looks up, as much out of reflex as curiosity, but his gaze is obscured by the canopy of leaves overhead. Still looking up he whispers to the raven on his shoulder, ”Careful little one there is a fell voice on the wind today.” Like everyday for the past fortnight, he unnecessarily reminds himself.

The fur clad half orc walks through the foliage a little further before coming to a slow moving river where he decides to rest for a moment. He lowered his muscular frame onto the river bank, placing his spear across his lap, and lets his feet dangle in the river. A crooked smile crosses his scared and tattooed face as he enjoys the feel of the cold water on his travel worn feet. He pushes back his wolf head hood and removes his pack, forcing the raven to fly from his shoulder to the safety of a nearby branch.

His feet gradually become numb, the cold seeping through the rest of his body, helping him relax for the first time in two weeks. Lost in the comforting numbness his thoughts drifted to the past....

Tap, tap, tap the raven beat on the half orc’s head with its beak while the half orc’s bloody body laid on the ground under a wagon in the town of Phaendar. Ingir tried to scream but no words came out as his mouth is filled with blood and dirt. The raven begins again tap, tap, TAP.

Ingir's eyes popped open, his head still pounding, but he sighed with relief as he realized that he was in too much pain to be dead. He continued to lay on the cold ground breathing erratically with sweat pouring off his limp body. The sour odor of his unwashed body mixes with the smell of blood and death, creating something noxious. Ingir slowly shook his head as he tries to ignore the pain and remember. The pounding in his head grew louder and he moaned, ”I live.” The raven still by his head startled the half orc with its croaking response, ♫True trooo but closer to the grave today toooday then yesterday you are, you are.♪

This is where Ingir’s life really began on the battlefield that was once the town of Phaendar, covered in blood, next to his dead wife, and left for dead under his wagon. No longer was he a merchant plying his wares to the communities along the Marideth River. Rather, under that wagon he left his past behind and made a compact with the spirits of the forest that changed everything.

As if viewing everything through a fog he remembered the quiet tears he shed for his dead wife while he crawled out from under the wagon that would be her tomb. The pain from his mangled body nearly torn apart by wolves. The joy he felt as he reached the wood line. And the desperation he felt as he fought off another wolf keeping its pelt as a trophy.

Over the next two weeks he roamed the southern Fangwood eluding the hobgoblins and wolves that infested the area. He was alone but Ingir still had the whispers to keep him company on lonely nights....

Ingir is startled from his reminiscing by his little friend’s insistent cawing from its perch. I know, I know, no time to dawdle.” He replied while he lethargically raised his body, almost losing his balance in the process as he picks up his discarded pack. The raven’s cry became more insistent forcing the shaman to really listen to the bird’s shrill voice, ♫ somethingcomes somethingcomes something comes♪

”B&%&&+&s, the shaman curses while he retreats into dense vegetation looking for somewhere to hide.