About Khargol Uzgurn
Khargol Uzgurn's earliest memories are of the church of Abadar in Brevoy where he was left as an infant. He doesn't know who his mother or father were, though he assumes his beginnings were no less unpleasant than others of his pedigree. Still, Khargol was more fortunate than many half-orcs; whoever his mother was, she clearly cared enough for him to take him to one of the few places in the Inner Sea that would accept him for who and what he was.
The Clerics of Abadar gave him a home, raising him in the tenants of the Master of the First Vault and teaching him the importance of the rule of law to civilization. It wasn't difficult to see the effect that lawlessness could have on a group of people; the Stolen Lands to the south of Brevoy were a haven for thieves, bandits, and monsters.
As time passed, Khargol saw several expeditions depart from Rostland to try and settle the Stolen Lands, though none returned. Each time the adventurers left, they sought the blessings of Abadar, among other gods, to have his hand on their journey as they sought to bring civilization to the uncivilized.
His caretakers knew, after so many failed attempts at settling the Stolen Lands, it would take someone who was nearly as savage as the land itself to tame the wilderness; as he grew, several believed that Khargol was the perfect emissary to the region. The clerics gave him instruction in the tenants of their faith, the inhabitants of the Stolen Lands (monstrous and otherwise), and any other information they believed would be helpful should the half-orc desire to join an expedition into the southern regions of Rostland.
As Khargol grew, he found himself more and more devoted to the ideals of spreading civilization that were espoused by the Judge of the Gods, though his dedication soon surpassed even the expectations of the clergy. He became devoted to the ideals of Law and Order, believing that dedication to those ideals were the only chance the Stolen Lands would ever have of being civilized. They were all taken by surprise when, at the age of 16, he declared he was leaving to go live on the very edge of the Stolen Lands. How was he going to bring law to the lawless, he reasoned, if he were not willing to leave the comfort of the temple and take his ideals to the south? Though concerned, the priests knew they wouldn’t be able to stop the headstrong young man from following the path he had chosen for himself. They helped him located a home near the northern edge of the Stolen Lands, where Khargol grew in both physical strength and the strength of his convictions to bring law to the lawlessness of the region.
For the next four years, Khargol eked out a living for himself on the edge of the wilderness, taking advantage of the time to learn as much about survival and the occupants of the untamed region as he could, growing strong and tall as he matured into the stature that half-orcs are known for. This of course made it much easier for him to end fights before they even began, his size and forceful nature making many flee before there was even a real threat of tasting his steel. He came to believe that Abadar was calling him into the Stolen Lands to bring settlement to the region, to do what those who had come before him had failed to do. He learned to hunt, to trap, to coax seed from the ground, anything he had to do to prepare himself for the next time the Swordlords of Rostland put out the call for adventurers seeking to bring civilization to the Stolen Lands. He knew that when that time came, he would be among them, and that when it did, the denizens within would soon taste the bite of his steel.
Khargol is devoted to the ideal of Law almost to an extreme; years of living alone so close to the chaos of the Stolen Lands have strengthened his devotion to the rule of law and his belief that the region MUST be tamed for the greater good of Brevoy and the entire Inner Sea. His personality is serious and stoic, brash and willful. This is not to say he doesn’t have a sense of humor, but above all else he is dedicated to the idea that elements of chaos and disorder must be rooted out and annihilated. In the quiet times he can seem contemplative or lost in thought. In battle, though, his fervent dedication to rule of law and his force of personality can be every bit as menacing as the falchion he carries into battle.
Khargol is, by the standards of the smaller races, an impressive specimen. In many ways, though, his appearance is fairly typical for a half-orc. At 6’4”, he towers over many others. His muscular, broad-shouldered frame tips the scales at just about 255 pounds. His jet-black hair hangs to his shoulders, normally pulled into a tight ponytail or braid. His beard shows a similar styling, pulled straight and held together by a small metal ring about three inches up from the end. From his lower lip protrude the tips of a pair of tusks, further evidence of his already-obvious parentage. His green eyes, though, hint at a wisdom that defies his orcish parentage, a strong sense of intuitiveness and awareness of the goings-on around him.
Male Half-Orc Inquisitor 1
LN Medium Humanoid (human, orc)
Init +2; Senses darkvision; Perception +7
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 9 (1d8+1); judgement of sacred healing 1
Fort +4, Ref +2, Will +5
Defensive Abilities judgement of sacred protection +1, orc ferocity (1/day); DR judgement of sacred resiliency 1: magic; Resist judgement of sacred purity +1, judgement of sacred resistance 2 (-choose-)
Speed 20 ft.
Melee Falchion +2 (2d4+3/18-20/x2)
Ranged Shortbow +2 (1d6/x3)
Special Attacks judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)
Inquisitor Spells Known (CL 1):
1 (2/day) Protection from Chaos, Magic Weapon
0 (at will) Guidance, Daze (DC 13), Brand (DC 13), Sift
Str 15, Dex 14, Con 12, Int 10, Wis 16, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Intimidating Prowess
Skills Acrobatics -1 (-5 jump), Bluff +7, Climb -1, Escape Artist -1, Fly -1, Intimidate +12, Knowledge (nature) +4 (+7 to identify the abilities and weaknesses of creatures), Perception +7, Ride -1, Sense Motive +8, Stealth -1, Survival +7 (+8 to track), Swim -1 Modifiers monster lore
Languages Common, Orc
SQ domains (heresy inquisition), judgement (1/day)
Other Gear Hide armor, Arrows (40), Falchion, Shortbow, Backpack (5 @ 17 lbs), Bedroll, Belt pouch (1 @ 0 lbs), Belt pouch (1 @ 0.24 lbs), Chalk (5), Fishhook (2), Fishing net, Flint and steel, Silk rope, Trail rations (2), Waterskin (2), Weapon cord, 3 GP, 4 SP, 5 CP
Darkvision (60 feet) You can see in the dark (black and white vision only).
Inquisitor Domain (Heresy Inquisition) Deities: Abadar, Asmodeus, Calistria, Desna, Erastil, Gorum, Gozreh, Iomedae, Lamashtu, Nethys, Norgorber, Pharasma, Rovagug, Sarenrae, Shelyn, Torag, Urgathoa, Zon-Kuthon.
Granted Powers: Often it is hard to tell heretics from the f