Half-Orc

Khargol Uzgurn's page

570 posts. Alias of Phillip0614.


Full Name

Khargol Uzgurn

Race

Half-Orc

Classes/Levels

Inquisitor 4; Init. +4; HP 29/31; AC 18 T 11 FF 17; F+6/R+2/W+7; Perc +11

Gender

Male

Size

Medium (6'4"; 255 lbs.)

Age

20

Alignment

Lawful Neutral (Tending to Good)

Deity

Abadar

Location

Rostland / The Stolen Lands

Languages

Common / Orc

Strength 16
Dexterity 13
Constitution 14
Intelligence 10
Wisdom 16
Charisma 8

About Khargol Uzgurn

Background:

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.

Personality:
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 honed longsword he carries with him.

Physical Description:
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 254 pounds. His jet-black hair hangs to his shoulders, normally pulled into a tight ponytail or braid. His beard shows a similar styling, kept straight and normally braided or tied with a small piece of twine to keep it better under his control. From his lower lip protrude upward 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.

Once he speaks, there is little doubt that he has, at least mentally, left his orcish heritage behind him, the insight and wisdom with which he speaks often overshadowing by far the less-than-attractive appearance that might otherwise cause others to shun him.


Khargol Uzgurn
Male half-orc inquisitor of Abadar 4 (Pathfinder RPG Advanced Player's Guide 38)
LN Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1 shield)
hp 17 (4d8+8)
Fort +6, Ref +2, Will +7
Defensive Abilities orc ferocity
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee Mwk cold iron longsword +6 (1d8+3/19-20)
longspear +5 (1d8+4/20)
Mwk silver longsword +6 (1d8+4/19-20)
Ranged Mwk composite (+2) longbow +3 (1d8+2/×3)
Special Attacks judgment 1/day
Inquisitor Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—protection from evil (communal), weapon of awe
. . 1st (2/day)—command (DC 14), divine favor, magic weapon, protection from chaos,
. . 0 (at will)—create water, detect magic, guidance, read magic, resistance, sift[APG]
. . Domain Conversion inquisition
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Statistics
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Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 8
Base Atk +2; CMB +5; CMD 16
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Feats
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Intimidating Prowess
Judgement Surge
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Traits
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Pioneer
Truth's Agent
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Skills
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Acrobatics -3 (-7 to jump)
Bluff +3
Climb +3
Diplomacy +7
Disguise -1
Heal +7
Intimidate +15
Knowledge (arcana) +4
Knowledge (dungeoneering) +4
Knowledge (local) +7
Knowledge (nature) +5
Knowledge (planes) +4
Knowledge (religion) +4
Linguistics +1
Perception +11
Ride +1
Sense Motive +10
Spellcraft +5
Stealth +2
Survival +9 (+11 to avoid becoming lost when using compass)
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Languages
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Common
Draconic
Orc
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Gear
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Mwk breastplate
Buckler
Darkwood Composite (+2) Longbow
Cold iron arrows (50)
Silver arrows (50)
Mwk cold iron longsword
Mwk silver longsword
Longspear
Caltrops x 5
Oil of Magic Weapon x 3
Potion of Protection from Evil x 2

Backpack:
-Bedroll
-Blanket
-Chalk (2)
-Compass
-Fishhook (3)
-Ink (Black)
-Inkpen
-Journal
-Silk rope (50 ft.)
-Trail rations (3)
-Twine (50 ft.)

Weapon cord
Wooden holy symbol (Abadar)
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Liquid Assets
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48 gp / 6 sp / 0 cp
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Special Abilities
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Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.

Cunning Initiative +WIS to initiative checks

Darkvision (60 feet) You can see in the dark (black and white vision only).

Detect Alignment Detect chaos/law/good/evil at will

Inquisitor Domain (Conversion Inquisition) Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.

Judgment (1/day) (Su) Variable bonuses increase as the combat continues.

Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.

Orc Blood Half-orcs count as both humans and orcs for any effect related to race.

Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.

Stern Gaze Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Weapon cord Attached weapon can be recovered as a swift action.

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