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DEFENSE
-------------------- AC 16 (20), touch 10, flat-footed 16 (+6 Armor, +0 Dex, +4 Dodge against giant subtype, +0 Sacred) HP 13 (1d8 + feat + CON)
Fort +5 Ref +0, Will +6
Resist DR 1/- against creatures and attacks with the electricity type.
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OFFENSE
-------------------- Spd 20ft. can’t be modified by armor or encumbrance Melee Sacred Weapon DMG 1d6; Greatsword +2 (2d6 + 3);
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STATISTICS
-------------------- STR 14 (+2) | DEX 10 (+0) | CON 15 (+2) | Int 14 (+2)| Wis 17 (+3) | Cha 12 (+1)
Feats: [BONUS] Weapon Focus (Warhammer)
[BONUS] Toughness
1st Fight On
Traits:
Secret Knowledge - +2 to one knowledge skill and that becomes a class skill. (Dungeoneering)
Mountain Guide - +1 to knowledge (geography) and Survival checks when in mountainous areas. Knowledge (geography) is always a class skill for you.
Storm-Touched - You gain DR 1/— against creatures and attacks with the electricity type.
Impatient (drawback) - You can’t delay or ready actions, and if you are the last of your allies to act in a round of combat, you take a –1 penalty on ability checks, attack rolls, saving throws, and skill checks.
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Skills
-------------------- Class Skills:2 + INT + 2 BG + 1 favoured class
Blessing
(Weather) Wind Barrier major At 10th level, you can create a barrier of fast winds around yourself for 1 minute. This acts as a wind wall on all sides of your square, protects you with feather fall, and doesn’t interfere with your ranged attacks.
Defense Racial Traits Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Unstoppable: Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy.
Feat and Skill Racial Traits Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Senses Racial Traits Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Offense Racial Traits Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Archetype - Forgepriest:
Armorers of exquisite skill, forgepriests take inspiration from their deity to produce the most perfect weapons and armor they can, the better to equip the armies of the faithful.
Blessings
A forgepriest selects only one blessing.
Forge Mastery (Ex)
A 2nd level, the forgepriest adds a bonus equal to half his level to all Craft checks to make metal items, armor, and weapons.
(This benefit is gained from the altered version of blessings, above.)
Bonus Feats
A forgepriest can select item creation feats in addition to combat feats when he gains a bonus feat.
This ability alters bonus feats.
Craft Magic Arms and Armor
At 3rd level, a forgepriest gains Craft Magic Arms and Armor as a bonus feat.
This ability replaces the bonus feat gained at 3rd level.
Creator’s Bond (Su)
At 4th level, when a forgepriest uses his sacred weapon ability with an item he created personally, he can expend two uses of his fervor ability to increase the bonus granted by 1. Once the forgepriest has the sacred armor ability, he can also use this ability in conjunction with that.
This ability replaces channel energy.
Heat of the Forge (Su)
At 6th level, a forgepriest gains fire resistance 5. At 13th level, this resistance increases to 10.
This ability replaces the bonus feat gained at 6th level.
VMC Sorcerer:
You trace your heritage to fierce and proud spirits of storm and sky, and living lightning sings in your veins.
Bloodline (Stormborn): At 1st level, she must select a sorcerer bloodline. She treats her character level as her effective sorcerer level for all bloodline powers.
Bloodline Power: At 3rd level, she gains her bloodline’s 1st-level bloodline power.
Thunderstaff (Sp): At 1st level, you can touch a weapon as a standard action, giving it the shock property for a number of rounds equal to 1/2 your sorcerer level (minimum 1).
At 9th level, you can confer the shocking burst property instead, but the duration of the power is halved.
You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Improved Bloodline Power: At 7th level, she gains her bloodline’s 3rd-level bloodline power.
Stormchild (Ex): At 3rd level, you gain resist electricity 5 and resist sonic 5, and treat wind effects as being one step less severe.
At 9th level, you treat wind effects as being two steps less severe and gain blindsense 60 feet against concealment from natural or magical fog, mist, or weather effects.
Blood Feat (Enlarge Spell): At 11th level, she gains one of her bloodline’s feats or Eschew Materials.
Greater Bloodline Power: At 15th level, she gains her bloodline’s 9th-level bloodline power.
Thunderbolt (Sp): At 9th level, you can command a stroke of lightning to strike from above in a 5-foot-radius cylinder 60 feet high. The thunderbolt inflicts 1d6 points of damage per sorcerer level; half of this damage is electricity and half is sonic. A Reflex save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) halves this damage. Creatures failing their saves are deafened for 1 round.
At 9th level, you can use this ability once per day, at 17th twice per day, and at 20th three times per day.
This power has a range of 120 feet.
True Bloodline Power: At 19th level, she gains her bloodline’s 15th-level bloodline power.
Ride the Lightning (Sp): At 15th level, as a full-round action you can become a living lightning bolt and move in a straight line up to 10 times your speed.
You do not provoke attacks of opportunity while moving in this way.
Creatures or objects in your path are affected as by your thunderbolt power.
Creatures do not block your movement but solid barriers do unless they are reduced to 0 hit points.
You can use this power once per day for a number of rounds equal to your sorcerer level.
About Ingra:
1. Character Insights
Ingra runs the risk of coming across kind of gnomish in that she isn’t as stoic and serious as people view dwarves. Mostly because dwarves aren’t like that around other dwarves, they have a certain sense of humor and she just never really bothered to learn to surpass it around outsiders. Took too much concentration away from what she wanted to focus on, whether that was a piece of armor or a bit of information. She is an all-in kind of character. Whatever she is doing, whatever aspect of her life, she never does anything half-heartedly. Her view of life can be seen in her fighting style, she follows through in all situations (Advancement plans follow the Cleave feat tree)
Ingra is very confident and optimistic, one could say. She is always moving forward, even if she fails, she never dwells or doubts herself, just swears colourfully in dwarvish, while mulling over what went wrong so she can fix it. Problems are meant to be fixed, not dwelt on. If they can’t be fixed, then really what’s the use of them? She is very much enough elbow grease and a little know how can solve most problems.
Ingra is just tall enough to wield her greatsword with little issue, standing at a decent 4’8”, taller than a lot of female dwarves. She has a great pride in her appearance, almost as much in her abilities. She has grown her dark grey hair, a trademark of her clan, down to her hips, wearing it in a thick assortment of braids (think like Rapunzel from Tangled).
She has modelled her life around 2 core figures: Kord and Lord Damon Gunter. She was a young adult when the siege on Brindol took place, and absorbed the stories that reached her home in the Hammerfist Holds like a sponge. Just like that her whole life changed. Her family knew of Kord, their name often being mistaken for followers of his, but like most dwarves they mostly worship Moradin. To honour her family’s, and homelands, patron god, she learnt to use the Warhammer along with her Greatsword, Weapon Focus (Warhammer) and pays respects to both.
Key memories: When she first saw lightning (she was awe struck), her brother taking her down into the mines for the first time, hearing about Lord Gunter and the siege on Brindol, beginning her training as a Warpriest, seeing how her friend, Toby McCally had age when she hadn’t, learning about the existence of Storm Giants, forging her first piece of armor, her brother’s wedding, the birth of her niece, first fight with Korn about her worship of Kord, receiving her Greatsword (Tempest) after her initial Warpriest training had finished, arriving in Brindol for the first time.
2. Goals and Ambitions
As a heavy influence in her life, she wants to meet Lord Gunter, but because of her own merits, not just on request. To that end she has ventured to Brindol to seek out success and renown worthy of notice to her mentor.
She wants to craft a set of armor inspired by the God of Storms, one that any warrior *cough*or cleric *cough* would be proud and honoured to wear into battle. She has many sketches and ideas, but currently lacks the abilities. (Her feats and skills will go towards this goal, in some part)
Over the course of the game I want to see Ingra achieve her goal of meeting Lord Gunter by becoming a powerhouse on the battlefield and a master smith. I’d like her to see some of the old dwarven ruins, and pull motivation and inspiration from that. Having her interact with non-dwarven races will be great for her growth to, I’d like her to be able to go back to Hammerfist Hold claiming a friend in many races, because currently she’s very naïve when it comes to them.
3. Secrets
Despite growing up surrounded by dwarves that hate giants, after researching for her holy armor of Kord that she aims to make, she stumbled upon a verse that shook her to her core:
Eldest children of sea and sky, storm giants are benevolent colossi who tower over almost all other giants in size, strength, and glory. They garb themselves in armaments that match their imperial beauty, and are masters of all they survey. Wind and water thrum in harmony with the thunderous beating of storm giants’ hearts, and their atonement to the natural world is so strong that the goliaths’ moods are often reflected in their very surroundings, the calm winds and raging tempests that follow them indicative of their fickle manner.
From that moment, she has been in awe of Storm giants, and wants to witness them in real life. It’s almost a worship that rivals that of Kord, for these creatures must been strongly tied to her god if what she has read is true.
Of course, if anyone found out she had such reverence for a type of giant, she worries how they would react, so she keeps it to herself while dreaming of these untameable manifestations of lightning and thunder.
While her family’s name doesn’t tie to Kord, it does tie to Storm Giants. It must have occurred as far back as when the lost dwarven kingdom existed for the stigma of such a thing to have been forgotten in the dwarven community, but the dark grey hair and occasional manifestation of elemental resistance against electricity are the ever-present sign of that relation. Whether it is in the blood from a conception or magic is up to DM because I have the Tolkien idea that a Dwarf can’t have babies with anyone other than another dwarf, but I like the idea of having that link. Can come up with other secret if I need to. Not even sure Storm Giants exist in this universe.
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4. Relationships
Orgin Stormstone – Ingra’s older brother. He is like her, but more. Very dwarf. Very closed-minded. Loves his family and little sister to pieces and has a habit of bringing up embarrassing stories from when she was younger, normally involving him trying to teach her something. He is 15 years older than Ingra, so they are close for dwarf siblings. He is a miner at Hammerfist Hold, and advises her on metals and other prospecting and appraisal tasks. He has a 10 year old daughter, Kotri, who, much to his hidden dismay, idolises her aunt far more than her would like., particularly since one of the young dwarf’s favourite terms has become ‘Oh my Kord!’. His wife, Yessa, thinks it’s hilarious, but never shows it.
Toby McCally – a human merchant that travels between Brindol and Hammerfist Hold trading supplies and buying ore and wares. Probably Ingra’s only connection to the outside world, which is why he got stuck escorting her to Brindol in the first place. It was with him that she had her first racial shock. They met just before the siege on Brindol, both young, she was 24 and he was 25.
Now she looks at her friend and can see age, he is still only a year old, and yet she can see the signs of human aging she has heard about, wrinkles, grey hairs, slower movement. She is in her prime, still young by dwarven standards. She doesn’t really know how to process this information yet, that her effective childhood friend, at least it was her childhood, will be gone before she reaches her mid-life.
Korn Bronzebeard – Hailing from one of the oldest houses in Hammerfist Hold, Korn finds Ingra’s habit of being less than traditional as something that endangers the whole community, and has made it his personal vendetta to either change her ways, or make the rest of the community see how much of a threat she is.
They grew up together, but he never understood her way of thinking. She was a dwarf, and surely should think and act like a dwarf. Both from influential families, she was a perspective partner for him, and her actions threw him off so badly that it was a personal affront to him and his family, at least in his mind. He sees her going to Brindol as the perfect opportunity to sow his ideals.
He isn’t a bad person (dwarf) it’s just, deep down, as a traditionalist, her way of life is frightening and threatening to all that he loves, and all that he believes his family, her family, and the dwarven community should represent. To him she is the bad guy, and needs to be dealt with.
5. Quirks, Mannerisms, or Memories
Ingra carries a small, metal ball, about the size of ping-pong ball, around with her everywhere. Whenever she gets nervous, or needs to think, she polishes it, or rolls it around in her fingers. It was a baby toy her brother made her, too big for her to choke on, and made from ore he dug up himself. She’s adapted it, so she can wear it in her hair securely, so it’s easy to access, and she also sees it as a way of displaying where she is from. She gazes into it sometimes, thinking of her family, her future, or maybe her holy armor.
Ingra chews the inside of her mouth when she’s getting impatient. Needless to say, she chews her mouth a lot. It starts with her just biting her lip, which many see as meaning something else, be it interest or uncertainty, she’s just getting fed up with whatever is, or isn’t, happening. This leads to her habit of interrupting people on a regular basis, or just leaving.
Being a dwarf from a dwarven community, she has a lot of misconceptions about the workmanship of other races. As such she tests most things before using them; rattling a chair, examining cutlery, rocking a table. Then she’ll exclaim her findings as if they were complimentary, or helpful advice. She’ll be amazed with ‘human ingenuity’ and be genuine in a way that almost always gets seen as insulting.