Adowyn

Ingrit's page

1,196 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Full Name

Ingrit Ragnarsdottir

Classes/Levels

Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

Age

23

Alignment

Neutral

Languages

Common (Taldane), Skald, Sylvan

Occupation

Hunter

Strength 14
Dexterity 20
Constitution 14
Intelligence 10
Wisdom 14
Charisma 10

About Ingrit

Max HP:78 (10d10+20) Current HP: 78 Non Lethal:
STR 14(+2) DEX 20(+5) CON 14(+2) INT 10(+0) WIS 14(+2) CHA 10(+0)
Hero points: 3

Defense

AC: 20 (10+5 Armor + Natural +5 Dex) / 21 vs Ranged attacks
Touch: 15 / 16 vs ranged
Flat footed: 14 / 15 vs ranged
Cold Resistance: 2
DR 5/magic vs ranged weapons
Exist comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to make Fortitude saves.
tireless pursuit
CMD: 21

Armor +2 Studded leather Max Dex +5 ACP: -1

Speed: 30

Saves:
Fort: +10 (+11 cold effects/ +14 cold environment/ +19 with cold weather outfit. Additional +4 to all if damage is non-lethal) Reflex: +12 Will: +5

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Offense
BAB:+10/+5 CMB:+12 Initiative +5 (+9 in cold environment)
1x/day +20 insight to next ranged attack

Combat: +7 att/dam vs humans, +5 att/dam vs giants, _3 att/dam vs fey
Melee: Masterwork Handaxe +13/+8 1d6+2
Melee: Adamantine Warhammer +13/+8 1d8+2 X3 ignore hardness under 20
Melee: +1 Cold Iron Longsword +13/+8 1d8+3 19-20 X2
Melee: Dagger +12/+7 1d4+2 19-20 x2 or +10 ranged 1d4+2 19-20
Ranged: +1 adaptive flaming composite longbow +18/+13 (+19/+14 within 30 ft) 1d8+3 + 1d6 fire x3 100ft
Rapid shot: +16/+16/+11 (+17/+17/+12 within 30 ft) (Manyshot (damage) 2d8+6/1d8+3/1d8+3 [+1d6 fire each shot])
Ammunition Quiver 1: 45 common arrows,3 +1 arrows, 10 +1 Cold Iron arrows, 5 incendiary arrows, 20 flight arrows (1d6 120ft), 1 masterwork cold iron arrows, 1 searing arrow
Ammunition Quiver 2:60 arrows
When within 5ft of flame size of torch, ignore concealment miss chances from smoke, ash, dust, fog, and other airborne particles.

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Special Abilities
1st favored enemy: (Human) +7
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
2nd favored enemy: (Giants) +5
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Track (Ex):
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Swift Tracker (Ex)
Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Wild Empathy (Ex): +9

A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Combat Style: Archery: (Precise Shot, Rapid Shot, Point Blank Master)

Endurance:
+4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.

1st favored terrain (Cold):
+4 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

2nd favored terrain (Underground):
+2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Evasion: If the Ranger is subjected to an attack that normally allows a Reflex saving throw for half damage, she takes no damage if she makes a successful saving throw.

3rd Favored enemy (Fey +2)

[B]Hunter’s bond :(Animal companion: Wapiti)
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Megaloceros
N Large animal
Init +4; Senses low-light vision, scent; Perception +10
DEFENSE
AC 29, touch 14, flat-footed 25 (+4 Dex, +12 natural, +5 Barding –1 size)
hp 93 (9d8+45) Current:93
Fort:+10 Ref:+12 (Evasion) Will: +5 (+9 vs Enchantment/ +9 vs Fear, Emotional effects)
OFFENSE
Speed 50 ft. (250ft)
Melee gore +14 (3d6+8 Magic), 2 hooves +12 (1d4+8 magic/cold iron)
Melee Powerful Charge +16 (5d6+10 magic)
Space 10 ft.; Reach 5 ft.
Carrying Capacity (Large Quadruped, Hefty Brute)
Light Load: 1,038 Medium Load: 2,076 Heavy Load: 3,120 Drag:15,600

STATISTICS
Scores Str 24, Dex 18, Con 18, Int 2, Wis 15, Cha 5
Base Atk +6; CMB +15; CMD 28 (32 vs. trip/overrun)
Special Qualities: Evasion, Devotion, Powerful Charge
Feats: Endurance, Lightning Reflexes, RunB, Hefty brute, (Improved Natural Attack: Gore), Valiant Steed
Skills Perception +11
Tricks: attack, come, defend, down, guard, protect, and heel
Gear: +1 Leather barding, Amulet (collar] of Might Fists (Antlers), Cold Iron Horseshoes of Crushing blows

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Adventuring Skills: 6+0 Int mod +FCB=7 per level
Bluff +0 (+6 Human/+4 Giant/+2 Fey)
Acrobatics +4 (5) ACP -1
*Climb +12 (13)ACP -1
*Heal +11
*Intimidate +
*Knowledge (Local) +6
*Knowledge (Nature) +12 (+18 Human, +16 Giant/+17 Cold/ +19 both)
Perception +11 (+17 Human/+15 Giant/ +13 Fey)
*Ride +11 (12) ACP -1
Sense motive +7 (+13 Human, +11 Giant, +9 Fey)
*Stealth +14 (15) ACP -1
*Swim +5 (6) ACP -1
*Survival +23 (+25 to track/+31 tracking humans/ +27 cold Environment/+30 track in cold/+37 track humans in cold )

Background Skills: 2
*Craft (Bows) +9
*Handle Animal +13
*Knowledge Geography +9 (+12 COLD)
*Profession (Huntress)+7
Lingustics +1
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Feats:
Point Blank Shot, Skill Focus (Survival), Precise Shot(combat style), Weapon Focus (Longbow), Boon Companion, Rapid shot (combat style), Manyshot, Clustered shots (Total damage before applying DR)

Traits:
Northern Ancestry:
One of your parents came from
the North, and the tales of the frozen lands at the top
of the world that you grew up listening to excited your
imagination. Alternatively, maybe one of your ancestors
passed on the blood of some frost-rimed creature. You
feel most alive during the chill of winter, and as a child,
you spent hours playing in the snow. You rarely feel the
cold, and you’ve always had a restless longing to travel
north. You gain a +1 trait bonus on Fortitude saves, as
well as cold resistance 2; this resistance does not stack
with cold resistance gained from any other source

Frostborn:
Long nights in the frigid winters of the north have inured you to cold.
Benefit: You gain a +4 trait bonus on any savings throws made to resist the effects of cold environments, as well as a +1 trait bonus on all saving throws against cold effects.

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Equipment/Gear (lbs) WBL value:20,383gp
Ranger's Kit: backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. Whetstone, 2 fishhooks, Blanket, cold weather outfit (+5 to fort saves vs cold weather),healer's kit, 10 tindertwigs, falconer’s glove
weapons, chain with keys, 1 set manacles, Leather collar studded with blue quartz "ice diamonds", 2 tanglefoot bags

Magical Gear
Armor +2 Studded leather
ArmsSleeves of many garments
Belt
Body
Chest
Eyes
Feet: Boots of the Winterlands
Hands:
Head: Hunter’s band
Headband
Neck:
Rings Ring of Featherfall
Shoulders: Rimepelt
Wrists: Arrowmaster’s Bracers

Slotless:
Serpentine owl figurine of wondrous power- Transform 1/day up to 8 hrs Horned owl or Giant Owl. (Giant owl 3x then loses all magic)

Efficient quiver (2)

Poisons:
oil of taggit (2)

Oil:
Magic Weapon

Potions:
Potion of Feather Step
Potion CLW
Guidance
Cat's Grace
Barkskin
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Personality
Background
The daughter of a talented skald, so charming he managed to find his way into a winter witch's bed, Ingrit's very existence was met with disapproval in her homeland of Irrisen, her parents living in partial hiding from the powers that ruled the land, her mother having chosen to turn her back on the oppressive regime in favor of love.
At the age of 7, even what happiness her little family shared came to an end, as an imagined slight to the queen resulted in a death squad storming their home, her mother giving her life in battle to ensure that her father would escape with her to safety.
Wandering the wilds, Jeurgen taught his daughter all he knew about life on the tundra, something the girl took to naturally, the solemn silence of the icy terrain, the perfect companion for her lonely soul.
Raised as a survivor, she became an expert at hunting, skilled with a bow and a knack for navigating the wilderness. At the age of 18, her father's death after a run in with a band of raiders left her with no reason to stay in a land that had taken from her everything she had, so she headed south, roving the wilds, occasionally making stops at some small town or village, her skill at hunting earning her what she needed, garnering her shelter when she wasn't sleeping under the stars.
Description
Ingrit

Wealth

pp 6,142gp 109sp 5cp (in gems)
gems

XP:2095

Hero Points: 3

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Hunter's tricks 8x/day (Used: 0)

Bolster Companion (Ex): The Ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the Ranger to benefit from this trick.

Aiding Attack (Ex): : The Ranger can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the Ranger’s next turn gains a +2 circumstance bonus on that attack roll.
(Distracting Attack (Ex)): The Ranger can use this trick as a free action before he makes an attack. If the attack hits, the target takes a –2 penalty on all attack rolls for 1 round.

Tsgili
Great Horned Owl CR 1/2
XP 200
N Small animal
Init +2; Senses low-light vision; Perception +10
DEFENSE
AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 5 (1d8+1)
Fort +3, Ref +4, Will +2
OFFENSE
Speed 10 ft., fly 60 ft. (average)
Melee 2 claws +3 (1d4-1)
STATISTICS
Str 8, Dex 15, Con 13, Int 2, Wis 15, Cha 6
Base Atk +0; CMB -2; CMD 10
Feats Weapon Finesse
Skills Fly +6, Perception +10, Stealth +10; Racial Modifiers +4 Fly, +4 Perception, +4 Stealth

Giant Owl form
CR 5
XP 1,600
LN Huge magical beast
Init +5; Senses low-light vision; Perception +17
DEFENSE
AC 18, touch 10, flat-footed 16 (+2 Dex, +8 natural, -2 size)
hp 57 (6d10+24)
Fort +9, Ref +7, Will +5
OFFENSE
Speed 10 ft., fly 60 ft. (average)
Melee 2 claws +9 (2d6+5)
Space 15 ft.; Reach 10 ft.
STATISTICS
Str 20, Dex 15, Con 18, Int 14, Wis 17, Cha 9
Base Atk +6; CMB +13; CMD 25
Feats Alertness, Combat Expertise, Improved Disarm
Skills Fly +11, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (nature) +10, Perception +17, Sense Motive +14, Stealth +9; Racial Modifiers +4 Fly, +4 on all Knowledge skills, +4 Perception, +8 Stealth
Languages Sylvan (cannot speak); animal telepathy (30 ft.)
SQ insightful senses, piercing stare
SPECIAL ABILITIES
Animal Telepathy (Su)
A giant owl can telepathically communicate with other animals as if under the effects of speak with animals.
Insightful Senses (Su)
A giant owl’s senses are particularly well honed to sensing danger or locating prey. It adds its Wisdom modifier as an insight bonus (+3 for most giant owls) on its initiative checks.
Piercing Stare (Su)
Up to three times per day as a swift action, a giant owl can gain the effects of true seeing (as the spell) for 1 round.