About Kelkzar Redjaw
Male Half-Orc Inquisitor 7
LG Medium Humanoid (Orc)
Init +3; Senses Darkvision (60 feet); Perception +17
AC 19, touch 11, flat-footed 18. . (+7 armor, +1 Dex, +1 natural)
hp 71 (7d8+21); Judgement of Sacred Healing 3
Fort +8, Ref +4, Will +8
Defensive Abilities Judgement of Sacred Protection +2, Orc Ferocity (1/day); DR Judgement of Sacred Resiliency 2: Magic; Resist Judgement of Sacred Purity +2, Judgement of Sacred Resistance 6 (Cold)
Spd 20 ft.
Melee Bite (Tusked) +4 (1d4+5/20/x2) and
. . +1 Falchion +11 (2d4+16/18-20/x2) and
. . Longspear +9 (1d8+15/x3)
*assume Power Attacking at all times
Ranged Longbow, Composite (Str +3) +6 (1d8+3/x3)
Special Attacks Bane (+2/2d6) (7 rounds/day), Destructive Smite +3 (5/day), Judgement of Sacred Destruction +3, Judgement of Sacred Justice +2, Judgement of Sacred Piercing +3, Judgement of Sacred Smiting (Magic and Good)
Spell-Like Abilities Detect Alignment (At will), Discern Lies (7 rounds/day)
Inquisitor Spells Known (CL 7, +9 melee touch, +6 ranged touch):
3 (2/day) Deadly Juggernaut, Heroism
2 (4/day) Blistering Invective, Brow Gasher, Flames of the Faithful, Silence (DC 14)
1 (5/day) Compel Hostility (DC 13), Cure Light Wounds, Divine Favor, Expeditious Retreat, Shield of Faith, Wrath
0 (at will) Disrupt Undead, Guidance, Stabilize, Read Magic (DC 12), Create Water, Detect Magic
Str 20, Dex 12, Con 14, Int 10, Wis 14, Cha 10
Base Atk +5; CMB +10; CMD 22
Feats Cornugon Smash, Lastwall Phalanx, Paired Opportunists, Power Attack -2/+4, Toughness +6, Weapon Focus (Falchion)
Traits Adopted, Bred for War (Shoanti), Empyreal Focus, Tusked
Skills Acrobatics -3 (-7 jump), Climb +6, Escape Artist -3, Fly -3, Intimidate +19, Knowledge (Arcana) +6 (+11 monster lore), Knowledge (Dungeoneering) +4 (+9 monster lore), Knowledge (Nature) +4 (+9 monster lore), Knowledge (Planes) +10 (+15 monster lore), Knowledge (Religion) +10 (+15 monster lore), Perception +17, Ride -3, Sense Motive +11, Spellcraft +4, Stealth +4, Survival +2 (+10 to track), Swim +2 Modifiers Monster Lore
Languages Common, Orc
SQ Inquisitor Domain: Rage, Judgement (3/day) (Su), Solo Tactics, Orc Ferocity (1/day), Solo Tactics (Ex), Teamwork Feat (change 2/day), Track +3
Combat Gear +1 falchion, +1 steel lamellar armor, amulet of natural armor +1, belt of giant strength +2, cloak of Resistance, lenses of detection; Other Gear Backpack (6 @ 14.5 lbs), Rations, trail (per day) (4), Rope, hempen (50 ft.), Shaving Kit, Spell component pouch
Jirin's Gear Rope, hempen (50 ft.), Pot
Bane (+2/2d6) (7 rounds/day)(Su) Make the weapon you are holding a bane weapon.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Destructive Smite +3 (5/day) (Su) You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (7 rounds/day)(Sp) Discern lies at will.
Empyreal Focus (Empyreal Lords) Your dedication to the freedom espoused by the Empyreal Lords grants you an occasional boon. Once per day, before you make a skill check, you can use this boon to grant that skill check a +2 trait bonus.
Inquisitor Domain: Rage Associated Domain: Destruction
Judgement (3/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +3 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 3 (Su) Fast Healing
Judgement of Sacred Justice +2 (Su) Attack bonus
Judgement of Sacred Piercing +3 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +2 (Su) AC bonus
Judgement of Sacred Purity +2 (Su) Save bonus
Judgement of Sacred Resiliency 2: Magic (Su) DR/magic
Judgement of Sacred Resistance 6: Cold (Su) Energy Resistances
Judgement of Sacred Smiting (Magic & Good) (Su) DR bypass
Monster Lore +5 (Ex) +5 to Knowledge checks when identifying the weaknessess of creatures.
Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.
Paired Opportunists +4 to hit for AoOs if you and an ally with this feat both threaten the target.
Solo Tactics Count Teamwork feats as if your allies had he same one.
Teamwork Feat (change 2/day) Swap your most recent teamwork feat for another.
Track +3 +3 to survival checks to track.
Allied Spellcaster (Teamwork)
With the aid of an ally, you are skilled at piercing the protections of other creatures with your spells.
Prerequisite: Caster level 1st.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on level checks made to overcome spell resistance. If your ally has the same spell prepared (or known with a slot available if they are spontaneous spellcasters), this bonus increases to +4 and you receive a +1 bonus to the caster level for all level-dependent variables, such as duration, range, and effect.
Amplified Rage (Teamwork)
Back to Back (Teamwork)
Brutal Grappler (Combat, Teamwork)
Coordinated Defense (Combat, Teamwork)
Coordinated Maneuvers (Combat, Teamwork)
Duck and Cover (Teamwork)
Escape Route (Teamwork)
Horde Charge (Teamwork)
Lastwall Phalanx (Teamwork)
Lookout (Combat, Teamwork)
Outflank (Combat, Teamwork)
Pack Attack (Combat, Teamwork)
Paired Opportunists (Combat, Teamwork)
Shake It Off (Teamwork)
Shield Wall (Combat, Teamwork)
Shielded Caster (Teamwork)
Stealth Synergy (Teamwork)
Swap Places (Combat, Teamwork)
Tandem Trip (Combat, Teamwork)
Ragathiel, leader of legions of heroes is one of the generals of Heaven and son of the archdevil Dispater and Feronia, a demigoddess of the Plane of Fire. Ragathiel’s alignment is lawful good, and his domains are Destruction, Good, Law, and Nobility. If you follow him, you’re likely a paladin, fighter, or cleric who has served in military campaigns. You believe in valor and bravery, in standing strong against evil, and that right makes might. Your congregation is made of like-minded warriors, the community of the battlefield. Your colors are red and silver, with a flame-colored ornament or sigil worn somewhere on your body (generally a helmet). Your church’s holy times of greatest devotion are the silent moments before and after battle, when your leader asks for Ragathiel’s eyes to fall upon you and his wings to cover you; this is also a standard greeting and farewell among your faith.
18 years ago, the orcs of Belkzen raided across the eastern hills of the Sklar-Quah beginning a year of brutal warfare. The Sun Clan, still angry over being pushed out of their tribal lands by the Chelaxians fought back; ultimately pushing the orcs back over the contested border. But not before the climactic battle of the Shadelands.
It was midsummer, and the heat of the Cinderlands beat down hard on Shoanti and orc alike. The Sklar-Quah had been successful in blunting the early victories of the orcs and had reclaimed most of their lands. But, word came that the orcs were massing their greatest army yet on the eastern borders and the Sklar-Quah shamans once again rallied their warriors to drive back the orcs.
The forces met in the lands now known as the Shadelands, an area of broken land between the Kodar and Mindspin mountains. The rugged canyons had become the primary conduit for orc raids in the lands of the Sun Clan and this time the Sklar-Quah were determined to end things. The battle raged for a day and a night with brutal losses on both sides. Unfortunately, it looked like the orc numbers would prevail and deal a devastating loss to the Sklar-Quah.
As dawn approached, the Sklar-Quah shamans gathered and determined that a terrible price would have to be paid. Their only hope would be binding the Sklar-Quah warrior spirits to the land, joining living and dead in a force strong enough to defeat the orcs and defend the Shadelands forevermore. Doing so would require an appeal to the Empyreal Lord Ragathiel, leader of legions of heroes and one of the generals of Heaven.
One of those shamans was Kelkzar’s mother—Tanjah Shadow Breaker. Tanjah’s tribe was devastated in the first orc raids, her husband slain by orcs. As the months wore on, Tanjah joined with other shamans to help rally the Sun Clan against the orcs. Slowly, it came apparent that Tanjah was pregnant, but she insisted on continuing to support the battle against the orcs. None but Tanjah knew that the father of the babe she bore was not her husband, but the orc raider that slew him.
The shamans gathered the tribes of the Sklar-Quah together as the sun broke over the rock walls to the east. Prayers to the totems and Ragathiel went forth. Unbeknownst to all but Tanjah, Ragathiel required another price. Dark days were coming to Golarion and her child would be his servant in fight to come. Tanjah agreed. As one, the warriors and shamans fell, only to rise again as spirits joined by those slain earlier in the battle. A great army of heroes, serving Ragathiel, not in heaven, but against the orcs of Belkzen. At nightfall, one living creature remained in the Shadelands. A half-orc infant with a strange birthmark—red and silver flames surrounded by a sunburst, Agathiel’s flames and Tanjah’s totem.
Two days later, the infant was found by Sklar-Quah outriders and taken back to a tribe in the Cinderlands. Named Kelkzar, the infant was adopted by the Sun Clan and raised in the ways of the Shoanti. But life in the Sun Clan is hard and harder still for a half-orc. The Shoanti sometimes adopt children of other races, but the scars of the recent orc battles were raw. In spite of a fighting prowess that surpassed his peers, Kelkzar was never welcomed among the Sklar-Quah.
Fifteen years old, Kelkzar found himself traveling east, following where Ragathiel led him. Kelkzar traveled across the Hold of Belkzen in a Varisian caravan, making its way to Freedom Town and to Ustalav beyond. In Freedom Town, the half-orc briefly studied at the fighting school, Tip of the Spear, but the predominance of the Church of Gorum turned him off and he continued on to Lastwall.
In Lastwall, he sojourned in Vigil, campaigning against the orcs of Belkzen and the undead of Ustalav. It was a welcome time at first. Battling animated zombies and skeletons, Kelkzar found he could channel the Ragathiel’s might to savage his undead foe before finishing him with a blow from his falchion. In Lastwall, Kelkzar tested his falchion against true evil for the first time and he found that his blade and Ragathiel were pleased. The days Kelkzar received his Shield-Mark and Sword-Mark are among the proudest of his young life.
When Watcher-Lord Ulthun II summoned him for a special mission, Kelkzar felt his heart would burst. Expecting to be given command of a strike against undead in Ustalav or even against the orcs in Urgir itself, the warrior was surprised to hear that he was being sent back to Varisia instead. The Watcher-Lord told him that he knew the half-orc had a special calling, different from most in Lastwall that worshipped Iomedae or Gorum and that Vigil wished to establish a special relationship with a new force for Good that was blossoming in Varisia - The Empyreal Way. Kelkzar was to contact the group and extend Lastwall's desire to see them join in the fight against evil...perhaps to establish a chapter in Lastwall.
Kelkzar headed for Korvosa, planning to make his way up the coast to Magnimar and then on to the Sanos Forest where The Empyreal Way had their headquarters. But, in Korvosa another event took place that would change everything. Just outside the gates, Kelkzar happened across a mad goblin begging in the streets of the shanty town outside the city that called his name. Curious, the half-orc walked over. The goblin whispered, “Leave the city with the ancient bridge immediately to save the girl with the scar. Get her to the ear of the wolf and save the world.” Kelkzar was certain that the words were those of Ragathiel, but he didn't know what to do. He prayed for guidance, but none came and at last he continued on his mission.
Just past Wartle, Kelkzar came upon a young paladin wearing the armor of an order of Lastwall knights. He hailed the young knight, happy to find company for the remainder of the journey, but soon found that the paladin, Trevor, hadn't ever been to Lastwall, but had inherited the arms and armor from his father. Kelkzar told him what he knew of the order and told him of life in Vigil, but could tell the young man nothing of his father.
And so it was that the two made their way into the city, planning only to stay overnight before Kelkzar headed out for the Sanos Forest. Seeking an inn, Kelkzar was halted by the sight of the Irespan. Ragathiel's words ringing in his ears, Kelkzar grabbed Trevor and the two raced together to the gates of the city only to be stopped by a Pharasman funereal procession. Kelkzar pushed his way through the procession, dragging Trevor behind him, when suddenly he came face to face with a girl with a scar, Rowena Lordail.
Kelkzar is a towering, muscular specimen. The combination of Shoanti and orc blood has resulted in a towering 6 ft. 10 in. giant that weights well over 300 pounds. His skin is dark green and is marked both by battle scars and brands representing each foe he has vanquished. Each of his hands bears a mark on the palm - one the Lastwall shield, the other the symbol of Iomedae. The half-orc shaves his head every morning leaving a glistening, green pate, the only part of his body unmarked by scars or brands. His face is broad and flat with an upturned nose and a mouth filled with tusks and teeth filed to needle-sharp points. Kelkzar wears armor of an unusual design purchased from a widely-traveled merchant in Freedom Town, consisting of a variety of steel plates bound in parallel rows with fine cord. His falchion hangs from a giant scabbard across his back when not in use.
Kelkzar is initially cautious with strangers, still scarred by the difficulties of his youth, but having learned that his talents are appreciated by some. He is driven to prove himself in battle, particularly against new or dangerous foes. He seeks out evil with a vengeance, without fear, and is determined to put it down. Since the prophesy, Kelkzar is driven to determine what it means and his role.
Kelkzar is geared toward being a strong melee combatant with a variety of non-combat skills – particularly intimidate and knowledge skills. Depending on what other classes are present, he might provide some assistance with healing, though this would not be a primary role.
1 to regain use of Judgement
1 to add a bonus to Will save
1 to reroll versus Color Spray from Cultist
Act Out of Turn: You can spend a hero point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.
Bonus: If used before a roll is made, a hero point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).
Extra Action: You can spend a hero point on your turn to gain an additional standard or move action this turn.
Recall: You can spend a hero point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.
Reroll: You may spend a hero point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.
Cheat Death: A character can spend 2 hero points to cheat death. How this plays out is up to the GM, but generally the character is left alive, with negative hit points but stable. For example, a character is about to be slain by a critical hit from an arrow. If the character spends 2 hero points, the GM decides that the arrow pierced the character's holy symbol, reducing the damage enough to prevent him from being killed, and that he made his stabilization roll at the end of his turn. Cheating death is the only way for a character to spend more than 1 hero point in a turn. The character can spend hero points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC.