Bard

Ingolf's page

444 posts. Alias of PCScipio.


Race

Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3

Classes/Levels

| Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

About Ingolf

Ingolf
Male gnome unchained barbarian (titan mauler) 2/oracle 3 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Ultimate Combat 30, Pathfinder Unchained 8)
CG Small humanoid (gnome)
Init -1; Senses low-light vision; Perception +10
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Defense
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AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size)
hp 45 (5 HD; 3d8+2d12+13)
Fort +6, Ref +0, Will +3; +2 vs. illusions
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee dagger +6 (1d3+1/19-20) or
. . mwk lucerne hammer +7 (1d10+1) or
. . morningstar +6 (1d6+1)
Ranged sling +4 (1d3+1)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork lucerne hammer)
Special Attacks rage (8 rounds/day), hatred, rage power (lesser spirit totem[APG])
Spell-Like Abilities (CL 5th; concentration +9)
. . 1/day—dancing lights, ghost sound (DC 15), prestidigitation, speak with animals
Oracle Spells Known (CL 5th; concentration +9)
. . 1st (6/day)—bless, charm animal (DC 15), cure light wounds, liberating command[UC], obscuring mist
. . 0 (at will)—create water, detect magic, ghost sound (DC 15), light, mage hand, read magic, stabilize
. . Mystery Nature
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Statistics
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Str 12, Dex 8, Con 14, Int 10, Wis 10, Cha 19
Base Atk +4; CMB +4; CMD 18
Feats Boon Companion[UW], Extra Revelation[APG], Mounted Combat
Traits - custom trait -, magical knack
Skills Acrobatics -2 (-6 to jump), Climb +4, Craft (mapmaking) +6, Diplomacy +12, Handle Animal +12, Knowledge (dungeoneering) +4, Knowledge (geography) +6, Knowledge (history) +4, Knowledge (nature) +4, Linguistics +2, Perception +10, Ride +4, Spellcraft +4, Survival +4 (+6 to avoid becoming lost when using a Mapmaker's Kit as you travel), Swim +4; Racial Modifiers +2 Craft (mapmaking), +2 Perception
Languages Common, Draconic, Gnome, Polyglot, Sylvan
SQ big game hunter, gnome magic, jotungrip, oracle's curse (haunted), revelations (bonded mount, friend to the animals [30 ft.], nature's whispers)
Other Gear mwk chain shirt, dagger, morningstar, mwk lucerne hammer[APG], sling, sling bullets (10), handy haversack, backpack, bark for making tonic (worth 0.02 gp), bedroll, belt pouch, blanket[APG], butterfly net[APG], contribution towards wand of clw (worth 250 gp), flint and steel, ink, inkpen (2), journal[UE], mapmaker's kit[APG], spell component pouch, trail rations (5), waterskin, 919 gp, 9 sp, 2 cp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Big Game Hunter (Ex) +1 to hit and +1 dodge bonus to AC vs. foes larger than self.
Boon Companion (Ebba) Companion or familiar abilities are treated as if you were a higher level.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Friend to the Animals +4 (Su) Animals in 30 ft gain +4 to saves.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Jotungrip (Ex) Wield 2 handed weapon of appropriate size in 1 hand, but take -2 penalty.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Rage (Unchained, 8 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spirit Totem, Lesser (+8, 1d4+4) (Su) Spirits attack 1/round at +8 to hit, dealing 1d4+4 negative energy damage.

Background:
Ingolf was born in Port Peril, the capital of The Shackles. His father was a local, while his mother had fled the kingdom of Lirgen as a child, after it was destroyed by the massive hurricane known as the Eye of Abendego. Ingolf was the second youngest child of five. When his younger sister came along a dozen years later, it was a dificult birth, and his mother took a long time to recover. Ingolf was sent to live for a time with his eccentric grandfather near Neruma, some 200 miles away.

The old man lived on the banks of the Terwa river and was friends with a Naiad, a fey creature who made her home in the river. Ingolf was often left in the care of Corcyra, the Naiad, while his grandfather was running errands or visiting friends. She declared that there was something special about the boy, but wouldn't say any more.

One day, he caught sight of a 4 inch tall, winged woman, making off with a spool of thread. He called after her, but she disappeared. Later, he spotted her again, putting the spool into the larder. This time, she stayed to talk, and told him that her clan was protecting him from evil spirits. Despite his protests that he didn't need protecting (he had his grandfather and Corcyra for that), the fey creature was insistent that she and her relatives continue to watch over him.

When he asked Corcyra about them, she told him they were a type of sprite that obsess over a specific individual; while mischievous and prone to pranks, they weren't generally dangerous to their host. It was her opinion that they were a type of weather spirit; unfortunately, she didn't know of any way to get rid of them (she said that their fate and his were bound together). Ever since then, these tiny creatures have followed him, never visible to anyone else, making his life difficult by constantly moving things, for reasons known only to themselves. Although mostly a nuisance, he learned that he could coax them into moving small objects for him, if he asked nicely.

Eventually, Ingolf returned to Port Peril to be reunited with his parents, his mother now having fully recovered. After his time in Neruma, he found the capital crowded and too removed from nature for his liking, and took any chance he could to make an excursion to the countryside. He learned the craft of surveying and cartography, and was finally ready to leave home and find his own way in the world.

Not long ago, he heard that new colonists were being recruited for the recently reestablished colony of Pridon's Hearth. It sounded like an adventure, and a good chance for a young gnome to make his mark on the world. He had also heard tales of unusual weather in the new colony, and wondered if he could learn something about his fey companions. His cartography training was interesting to the recruiters, and he was accepted into the expedition. He is planning to draw proper maps of the colony, as well as catalogue the local flora and fauna.


Appearance:
Height: 3'6"
Weight: 50lb
Hair: blue-grey
Eyes: blue
Complexion: fair