Ingrith

Ingrith passes through Hommlet occasionally, usually to pay her respects at the Temple to Ehlonna and to check in on her house and her brother.

Mental characteristics

Personal history

Hommlet

Ingrith has spent many years in Hommlet and the surrounding environs on caravans and as a ranger, defending the town and roads from monsters, and the wild from mankind's ambitions. She started out her name in town as a monk of Cuthbert at the local church. Rufus Brunel and Burne, the Wizard know her well and think fondly of her, as she has cleared out many monsters and beasts without narry a reward.

Sexuality

Lesbian

Relationships

Alignment
Lawful Good
Current Location
Species
Age
40
Spouses
Siblings
Children
Current Residence
Gender
Female
Eyes
Light blue, more cat-like than normal
Hair
Long, sleek, bright orange-red
Skin Tone/Pigmentation
Pale white, heavily freckled
Height
6'2"
Weight
181 lbs
Belief/Deity
Other Affiliations

Ingrith

Medium Half-Elf, Devote Ranger, Lawful Good

Armor Class 17 (ring of protection +2)
Hit Points 42 4d8+4 + 3d10+3
Speed: 40 ft

STR

14
( +2 )

DEX

13
( +1 )

CON

13
( +1 )

INT

12
( +1 )

WIS

18
( +4 )

CHA

11
( +0 )

Skills Balance +8, Climb +7, Escape Artist +6, Search +2, Spot+7, Tumble +6, Wilderness Lore +9
Condition Immunities Sleep
Senses Darkvision 60 ft.
Languages Common
Challenge Rating 7
Proficiency Bonus +3

Blind fighting: In melee combat every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.
Deflecting Arrows: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flatfooted.
Power Attack: Once per turn you can reroll a damage dice and take the higher result.
Track: You can track animals and creatures over nearly any terrain.
Dodge: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent.
Two-Weapon Fighting: ambidextrous and two-weapon fighting when wearing light or no armor.
Stunning Strike (EX): 4/day; DC 16.

Monk Abilities

Evasion: If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.
Still Mind: Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be Charmed or Frightened.
Slow Fall: 20 ft.

Actions

Unarmed Strike. Unarmed Melee Attack: 1d20+8 to hit, reach 5 ft., one target. Hit: 7 1d8+2 bludgeoning damage.
Flurry of Blows 4/day. Make two additional unarmed strikes as a bonus action.
Heavy Crossbow. Ranged Weapon Attack: 1d20+7 to hit, reach 150/400 ft., one target. Hit: 5 1d10 piercing damage.

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