Full Name |
Ingmar Ironfist |
Race |
| HP 22/28 | AC 18 (20 w/ shield raised) | Fort +5; Ref +7; Will +10 [+2 circumstance vs spells or efects to be shoved/tripped/knocked prone] | Perc: +8 |
Classes/Levels |
| Speed 20ft| Hero Points 1*/3; Bullets 22/25 | Exploration Mode: Search | Active conditions: |
Gender |
LG Male (he/him) dwarf Alkenstar tinker stone druid 2 |
About Ingmar Ironfist
Ingmar Ironfist
Male dwarf druid 2
LG, Medium, Dwarf, Humanoid
Heritage anvil dwarf
Background alkenstar tinker
Perception +8; darkvision
Languages Common, Druidic, Dwarven, Osiriani, Vudrani
Skills
[dice=Acrobatics]1d20+7[/dice]
[dice=Architecture Lore]1d20+5[/dice]
[dice=Crafting]1d20+5[/dice][/ooc](+6 when crafting Alchemy and Blacksmithing items.)[/ooc]
[dice=Diplomacy]1d20+4[/dice]
[dice=Engineering Lore]1d20+5[/dice]
[dice=Medicine]1d20+8[/dice]
[dice=Nature]1d20+8[/dice]
[dice=Religion]1d20+8[/dice]
[dice=Survival]1d20+8[/dice]
Str 10 (+0), Dex 16 (+3), Con 12 (+1), Int 12 (+1), Wis 18 (+4), Cha 10 (+0)
Items padded armor, wooden shield, +1 clan pistol (30 rounds)[GG], dagger,
backpack, bandolier, bedroll, belt pouch, chalks (10), firearm cleaning kit[GG],
flint and steel, healer's tools, holly and mistletoe, rations (1 week)s (2),
repair kit, rope (foot)s (50), scroll of heal, soap, torchs (5), waterproof firearm carrying case[GG], waterskin, wayfinder, wooden religious symbol, purse (10 gp, 6 cp)
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AC 18 (20 with shield raised); Fort +5 (+7 to DC whenever anyone attempts to Shove or Trip you., +7 vs. spells or effects that attempt to knock you prone.); Ref +7 (+9 to DC whenever anyone attempts to Shove or Trip you., +9 vs. spells or effects that attempt to knock you prone.); Will +10
HP 28
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Speed 20 feet
Melee [1] dagger +7 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4 P
Ranged [1] clan pistol +8 (fatal d10, concussive, dwarf, range increment 80 feet, reload 1), Damage 1d6 P
[dice=+1 Clan Pistol]1d20+8[/dice]
[dice=Concussive (P or B), Magic]1d6[/dice] | [dice=fatal]1d10;1d10[/dice]
Primal Druid Spells DC 18, attack +8; 1st heal, horizon thunder sphere[SoM], hydraulic push Cantrips (1st) detect magic, electric arc, healing plaster, produce flame, ray of frost
Focus Spells 2 Focus Points, DC 18; 1st Crushing Ground
Ancestry Feats Clan Pistol[GG]
Class Feats Reach Spell, Steadying Stone[SoM]
General Feats Shield Block
Skill Feats Alchemical Crafting, Battle Medicine, Specialty Crafting
Other Abilities anathema, component substitution, druidic language, druidic order, primal spellcasting, shield block, spells, stone, verdant wheel champion, wild empathy