|
|||||||||||||||||||||||
|
About Qorincrunch:
QORIN CR 1/2
Male Half-Orc Paladin (Warrior of the Holy Light) 1 LG Medium Humanoid (Orc) Init +3; Senses Darkvision; Perception +0 -------------------- DEFENSE -------------------- AC 16, touch 11, flat-footed 15. . (+5 armor, +1 Dex) hp 12 (1d10+1) Fort +3, Ref +1, Will +2 -------------------- OFFENSE -------------------- Spd 20 ft. Melee Falchion +4 (2d4+4/18-20/x2) and . . Gauntlet (from Armor) +4 (1d3+3/20/x2) and . . Unarmed Strike +4 (1d3+3/20/x2) Special Attacks Smite Evil (1/day) Spell-Like Abilities Detect Evil (At will) -------------------- STATISTICS -------------------- Str 17, Dex 12, Con 13, Int 8, Wis 10, Cha 14 Base Atk +1; CMB +4; CMD 15 Feats Power Attack -1/+2 Traits Brute (APG) Chance Savior (Campaign) Skills Acrobatics -3, Climb -1, Escape Artist -3, Fly -3, Intimidate +9, Ride -3, Stealth -3, Swim -1 Languages Common, Orc SQ Aura of Good (Ex), Orc Ferocity (1/day) Combat Gear Falchion, Scale Mail; -------------------- SPECIAL ABILITIES -------------------- Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level. Darkvision (60 feet) You can see in the dark (black and white vision only). Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell). 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. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used. Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Paladin of Iomedae:
http://alharadnd.wikidot.com/paladins-of-iomedae Paladins Of Iomedae The paladins of Iomedae are just and strong. Their mission is to right wrongs and eliminate evil at its root. They are crusaders and live for the joy of righteous battle. They serve as examples to others, and their code demands they protect the weak and innocent by eliminating sources of oppression, rather than the symptoms. They may back down or withdraw from a fight if they are overmatched, but if their lives will buy time for others to escape, they must give them. Their tenets include: • I will learn the weight of my sword. Without my heart to guide it, it is worthless—my strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died. • I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and I will not tarnish her glory through base actions. • I am the first into battle, and the last to leave it. • I will not be taken prisoner by my free will. I will not surrender those under my command. • I will never abandon a companion, though I will honor sacrifice freely given. • I will guard the honor of my fellows, both in thought and deed, and I will have faith in them. • When in doubt, I may force my enemies to surrender, but I am responsible for their lives. • I will never refuse a challenge from an equal. I will give honor to worthy enemies, and contempt to the rest. • I will suffer death before dishonor. • I will be temperate in my actions and moderate in my behavior. I will strive to emulate Iomedae's perfection. Lawful Good, Qorin-style:
my take on his alignment:
Lawful: He sees himself as a protector of the weak. Growning up in the underworld of Kaer Maga, he has seen how the strong abuse their power when they are not restrained. He believes that order is the only way to keep the weak safe from harm.
His story thus far:
Born in a rougher neighborhood of Kaer Maga, son of an unknown father and a human woman who hated her half-breed son and whose only kindness to him was to die when he was still a child. Qorin grew up wild, his physical strength matched by the force of his personality made him a handy tool for the underworld bosses of the city, and he was collecting debts for them before he was 10 years old. He learned by teaching very harsh lessons the value of honoring ones promises, and might have risen to prominence in the church were it not for an inexplicable streak of kindness.
At the age of 12, he went to the house of a young mother who had borrowed money to heal her sick son. The child had died of his disease despite the prayers of the phony clerics who had taken her money, and it was Qorin's task to send a message. Unable to bring himself to murder the young woman and orphan her other children, he found the con artists who had tricked her, in the process of bilking an elderly man whose wife lay on her deathbed. The falchion had hung on the wall, collecting dust for years since the old man had settled down with his wife and given up adventuring. Qorin looked at the false priests and could almost taste the evil in their hearts, and he grabbed the weapon in both hands. The fight was short and in the end, all the thieves were dead but one. Qorin was wounded by a poisoned dagger, and barely able to stand, but he offered the last thief his life if he took Qorin to their hideout. The thief agreed, and led Qorin there. The young half-orc gave him his life, but kept his tongue, to stop him destroying any more lives with his lies. He found a trove of treasure, and paid for a true cleric to stop the poison before it killed him. He paid the cleric to ease the old woman's suffering. When he was recovered, he paid off the young woman's debt, but when he brought the money to the boss, there was the same sickening evil that he had felt with the thieves. He knew he would die if he fought the gang-leader, but he announced that he could no longer work for an evil man. Knowing he would not be allowed to live long if he stayed, he left Kaer Maga headed east, across the Cinderlands. After various adventures, he found himself in the backwaters of the Hold of Belkzen, where he interceded on behalf of a strange human calling himself Professor Lorrimor. He was able to persuade the orcs who had captured the scholar to spare his life, and accompanied the old man to Lastwall. Here, Lorrimar introduced Qorin to a cleric of the church of Iomedae, who immediately recognized the young half-orc as a paladin of the Goddess of righteous valor. For three years, the cleric taught Qorin about the goddess, attempted to curb the savage side of the boy, and encouraged his sense of honor as the key to his goodness. Qorin sees himself as a tool for good, destroying evil and defending the world from anarchy. He has no concept of subjective evil. He can see evil the way a wizard can see magic, and has no qualms about doing what is needed to combat it. |
|||||||||||||||||||||||||||||
|