Joran Vhane

Ingraham Dovetal's page

170 posts. Alias of Kyle "Worg" H.


Full Name

Ingraham Dovetal

Race

Dwarf

Classes/Levels

Reaction: No Escape [Trigger]: Foe within reach attempts to move away [Effect]: Stride up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you’ve moved your full Speed.

Gender

Druid 4 HP:50/50 | AC 21 (10 W/ Rage)| F +10 R +8 W +10 |Speed: 25ft | Perc +8 | Stealth +8Default Exp: Track Search Conditions: Drained 1 |

Size

Medium

Strength 16
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 14
Charisma 8

About Ingraham Dovetal

Animal Form Statistics:

Default Form: Bear

AC: 20 (16+Level)
HP: 55/50 (5 Temporary HP)
Speed: 35 Feet (30+5[Fleet])
Low Light Vision and Imprecise Scent 30ft

Melee
Jaws: +10, 2d8+3+1
Claw (Agile): +10, 1d8+3+1

Ingraham Dovetal:

Nationality: Homeland: Isger, Breachill

Age: 117
Gender & Pronouns: Male, Him, His
Height: 4'1
Weight: 190 Lbs
Physical Appearance: Black hair tied into a tight pony tail, with a dirty face that is smudged. Beard is full of dirt as well.


ancestry Dwarf
background Reputation Seeker
Class;Druid Level: 4; Experience: 36
Size Medium
Alignement; N deity
Languages: Common, Dwarven, Goblin
____________________
SENSES
Perception: 8 Wisdom 2 T/E/M/L
Special Senses: Darkvision
____________________
DEFENSES

HIT POINTS: 50

ARMOR CLASS
AC 21 Prof 4 TEML 3 Armor 3 Dexterity 2
Shield: +2(AC) Hardness 3 Max HP 12(6) / BT 6 Current HP 12/12

Unarmored: [T/E/M/L], Light: [T/E/M/L], Medium: [T/E/M/L], Heavy: [T/E/M/L]

SAVING THROWS
Fortitude: 10 ((4) + (2) + (2)) [T/E/M/L]
Reflex 8 ((4) + (2) + (2)) [T/E/M/L]
Will 10 ((4) + (2) + (4)) [T/E/M/L]
Notes:
____________________
OFFENSE

Class DC: 18 (10 + 4 + 2 + 2 [T/E/M/L]

Speed: 25 Movement Types: (e.g. climb, burrow, fly)

Melee Strikes
Silver Mace 1d20+9 Str: 3 Level 4 Prof.: 2 T/E/M/L +0 Item:
Damage 1d6+3 Bludgeoning

Weapon Proficiencies
Simple: [T/E/M/L], Martial: [T/E/M/L], Other [T/E/M/L]
____________________
MAGIC

Magic Traditions
Arcane: #
Divine: #
Occult: #
Primal: T

Spell Attack Roll (Primal): 8 = ((4) + (2)) [T/E/M/L]

Wild Shape:

Uncommon Druid Polymorph Transmutation
Source Core Rulebook pg. 401
Cast Two Actions somatic, verbal
Duration 1 minute (or longer)

You infuse yourself with primal essence and transform yourself into another form. You can polymorph into any form listed in pest form, which lasts 10 minutes. All other wild shape forms last 1 minute. You can add more forms to your wild shape list with druid feats; your feat might grant you some or all of the forms from a given polymorph spell. When you transform into a form granted by a spell, you gain all the effects of the form you chose from a version of the spell heightened to wild shape's level. Wild shape allows you to use your own shapeshifting training more easily than most polymorph spells. When you choose to use your own attack modifier while polymorphed instead of the form's default attack modifier, you gain a +2 status bonus to your attack rolls.
Heightened (2nd) You can also wild shape into the forms listed in animal form.

Wild Morph:

Uncommon Druid Morph Transmutation
Source Core Rulebook pg. 400
Cast Single Action to Two Actions somatic, verbal
Duration 1 minute
You morph your body based on your training, choosing one of the following effects based on your wild order feats.
If you have Wild Shape, you can morph your hands into wild claws. Your hands transform into incredibly sharp claws. These claws are an unarmed attack you're trained in and deal 1d6 slashing damage each (agile, finesse). You can still hold and use items with your hands while they're transformed by this spell, but you cannot hold an item while attacking. If you have Insect Shape, you can instead transform your mouth into wild jaws, an unarmed attack you're trained in that deals 1d8 piercing damage.

If you have Elemental Shape, you can morph your body to be partially composed of elemental matter, granting you resistance 5 to critical hits and precision damage.

If you have Plant Shape, you can morph your arms into long vines, increasing your reach to 10 feet (or 15 feet with a reach weapon).
If you have Soaring Shape, you can cast the spell as a two-action activity (Two Actions somatic, verbal) to grow wings from your back. These wings allow you to fly with a fly Speed of 30 feet.
Heightened (6th) You can choose up to two of the effects from the list. Wild claws leave terrible, ragged wounds that also deal 2d6 persistent bleed damage on a hit, and wild jaws are envenomed, also dealing 2d6 persistent poison damage on a hit.
Heightened (10th) You can choose up to three of the effects from the list. Wild claws deal 4d6 persistent bleed damage on a hit, and wild jaws deal 4d6 persistent poison damage on a hit.

Focus Points: 1/1

Spells
Cantrips (At Will) - Know Direction, Light, Ray of Frost, Stabilize, Produce Flame
1st (3 per day) - Ant Haul, Heal, Create Water
2nd (3 per day) - Enlarge, Barkskin

____________________
SKILLS

Skills:

Acrobatics: 8 (Stat:2) (Prof:4) (Training:2 T)
Arcana: 1 (Stat:1) (Prof:0) (Training: U)
Athletics: 9 (Stat:3) (Prof:4) (Training:2 T)
Crafting: 7 (Stat:1) (Prof:4) (Training:2 T)
Deception: -1 (Stat:-1) (Prof:0) (Training: U)
Diplomacy: -1 (Stat:-1) (Prof:0) (Training: U)
Intimidation: 4 (Stat:-2) (Prof:4) (Training:2 T)
Lore Darklands: 7 (Stat:1) (Prof:4) (Training:2 T)
Lore: 1 (Stat:1) (Prof:0) (Training: U)
Lore: 1 (Stat:1) (Prof:0) (Training: U)
Medicine: 8 (Stat:2) (Prof:4) (Training:2 T)
Nature: 8 (Stat:2) (Prof:4) (Training:2 T)
Occultism: 1 (Stat:1) (Prof:0) (Training: U)
Performance: -1 (Stat:-1) (Prof:0) (Training: U)
Religion: 8 (Stat:2) (Prof:4) (Training:2 T)
Society: 1 (Stat:1) (Prof:0) (Training: U)
Stealth: 8 (Stat:2) (Prof:4) (Training:2 T)
Survival: 10 (Stat:2) (Prof:4) (Training:4 E)
Thievery: 2 (Stat:2) (Prof:0) (Training: U)

____________________
ABILITY SCORES

STR 16, DEX 14, CON 14, INT 12, WIS 14, CHA 8
____________________
FEATS:

1st Ancestry: Unburdened Iron:

You’ve learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor. Ignore the reduction to your Speed from any armor you wear.

In addition, any time you’re taking a penalty to your Speed from some other reason (such as from the encumbered condition or from a spell), deduct 5 feet from the penalty.

For example, the encumbered condition normally gives a –10-foot penalty to Speed, but it gives you only a –5-foot penalty. If your Speed is taking multiple penalties, pick only one penalty to reduce.

3rd General; Fleet:

You move more quickly on foot. Your Speed increases by 5 feet.

1st Order: Wild Shape:

Source Core Rulebook pg. 401
Cast Two Actions somatic, verbal
Duration 1 minute (or longer)
You infuse yourself with primal essence and transform yourself into another form. You can polymorph into any form listed in pest form, which lasts 10 minutes. All other wild shape forms last 1 minute. You can add more forms to your wild shape list with druid feats; your feat might grant you some or all of the forms from a given polymorph spell. When you transform into a form granted by a spell, you gain all the effects of the form you chose from a version of the spell heightened to wild shape's level. Wild shape allows you to use your own shapeshifting training more easily than most polymorph spells. When you choose to use your own attack modifier while polymorphed instead of the form's default attack modifier, you gain a +2 status bonus to your attack rolls.
Heightened (2nd) You can also wild shape into the forms listed in animal form.

1st Skill: Terrain Expertise Darklands:

Your experience in navigating a certain type of terrain makes you supremely confident while doing so. You gain a +1 circumstance bonus to Survival checks in one of the following types of terrain, chosen when you select this feat: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground.

Special You can select this feat more than once, choosing a different type of terrain each time.


2nd Skill: Forager:

"While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success.

Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living.

Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat.
Traits
General:
A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.

Skill:
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat."

2nd (Druid) Poison Resistance:

AlchemistDruid
Source Core Rulebook pg. 77 2.0
Archetypes Assassin*, Poisoner*
* This archetype offers Poison Resistance at a different level than displayed here.
Your body has become fortified against toxins. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons.

2nd Barbarian Dedication:

"ArchetypeDedicationMulticlass
Source Core Rulebook pg. 221 2.0
Archetype Barbarian
Prerequisites Strength 14; Constitution 14
You become trained in Athletics; if you were already trained in Athletics, you instead become trained in a skill of your choice. You become trained in barbarian class DC.

You can use the Rage action.

Choose an instinct as you would if you were a barbarian. You have that instinct for all purposes and become bound by its anathema, but you don’t gain any of the other abilities it grants.

Special You cannot select another dedication feat until you have gained two other feats from the barbarian archetype.
Rage Single Action
BarbarianConcentrateEmotionMental
Source Core Rulebook pg. 84 2.0
Requirements You aren’t fatigued or raging.
You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging:
You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
You take a –1 penalty to AC.
You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute."

Instinct: Animal:

The fury of a wild predator fills you when you Rage, granting you ferocious unarmed attacks. Cultures that revere vicious animals (such as apes or bears) give rise to barbarians with this instinct. You might also be at war with an uncontrollable, animalistic side of your personality, or you might be a descendant of a werewolf or another werecreature. Select an animal from Table 3–3: Animal Instincts that best matches your chosen animal.

Chosen Animal: Bull
Per Dedication: Do not gain any additional abilities.

4th (Druid) Form Control:

DruidManipulateMetamagic
Source Core Rulebook pg. 135 2.0
Prerequisites Wild Shape; Strength 14
With additional care and effort, you can take on an alternate form for a longer period of time. If your next action is to cast wild shape, wild shape’s spell level is 2 lower than normal (minimum 1st level), but you can remain transformed for up to 1 hour or the listed duration (whichever is longer). You can still Dismiss the form at any time, as permitted by the spell.

4th (Barbarian Dedication) Basic Fury: No Escape:

Basic Fury
Archetype
Source Core Rulebook pg. 221 2.0
Archetype Barbarian
Prerequisites Barbarian Dedication
You gain a 1st- or 2nd-level barbarian feat.

No Escape
BarbarianRage
Source Core Rulebook pg. 89 2.0
Trigger A foe within reach attempts to move away from you.
You keep pace with a retreating foe. Stride up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you’ve moved your full Speed. You can use No Escape to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.

4th (Skill) Experienced Tracker:

GeneralSkill
Source Core Rulebook pg. 261 2.0
Prerequisites trained in Survival
Tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you’re a master in Survival, you don’t take the –5 penalty. If you’re legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail.

____________________
EQUIPMENT
Hide Armor 2gp Bulk 2

Adventurer's Pack 7s:

Backpack, Bedroll, Two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin.

Spade (Tool, Long) 1gp Bulk 1
Climbing Kit 5sp:

Bulk 1
50ft of rope, pulleys, dozen pitons, hammer, grappling hook, one set of crampons.
Climbing kits allow you to attach yourself to the wall you’re Climbing, moving half as quickly as usual (minimum 5 feet) but letting you attempt a DC 5 flat check whenever you critically fail to prevent a fall. You gain a +1 item bonus to Athletics checks to Climb while using an extreme climbing kit. A single kit has only enough materials for one climber; each climber needs their own kit.
Hands: 2

Wooden Shield 1gp Bulk 1
Healer's Kit 5gp:

This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. Expanded healer’s tools provide a +1 item bonus to such checks. When you carry the tools from place to place, you keep many of the components handy on your person, in pockets or bandoliers.
PFS Standard Healer's ToolsItem 0
Source Core Rulebook pg. 290
Hands 2; Bulk 1

Silver Mace Bulk 1
Bandolier 1sp Bulk L
Gold: 4
Silver: 7
Copper: 0
Bulk: 7/8

BOTTING INSTRUCTIONS:

During heavy group combat, spend 2 actions to transform into a Bear using Wild Shape: Animal Form.

Spoiler: Wild Shape Animal Form

Spoiler:

Default Form: Bear

AC: 20 (16+Level)
HP: 55/50 (5 Temporary HP)
Speed: 35 Feet (30+5[Fleet])
Low Light Vision and Imprecise Scent 30ft

Melee
Jaws: +10, 2d8+3+1
Claw (Agile): +10, 1d8+3+1

If Animal Form Bear has expired or is not available, Ingraham will proceed to use his silver mace and shield to hold front lines until lower than 15 HP. He will then fall to the back and cast spells, either Healing with Heal spells or damage with cantrips.

[dice=Silver Mace Attack VS (Target)]1d20+9[/dice]
[dice=Silver Mace Damage VS (Target)]1d6+3[/dice]

During group movement, Ingraham will proceed to use Tracking, allowing him to move at 20ft due to Experienced Tracker and Fleet. If there is nothing to track, the dwarf will proceed to search.