Argil Dust's page

35 posts. Organized Play character for PaleDim.


| HP 10/10 | AC 17, touch 12, flat-footed 15 | CMB +4, CMD 16 | Fort +3, Ref +2, Will +4 | Init +4 | Darkvision 60ft | Perception +6, Sense Motive +7


| Speed 20ft | Judgement: 0/1 | Kin-bond: 1/1 | Orc Ferocity: 1/1 | Spells: 1st 2/2 | Active conditions: None


Male NG Half-orc Inquisitor of Iomedae 1

About Argil Dust


"Never rest. Never let the enemies of Iomedae rest."

Argil Dust
Male half-orc inquisitor of Iomedae 1
NG Medium humanoid (half-orc)
Init +4; Senses Darkvision 60ft; Perception +6, Sense Motive +7


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
HP 10 (1d8+2)
Fort +3, Ref +2, Will +4


Speed 20 ft.
Melee falchion +4 (2d4+6, 18-20/x2)
Ranged light crossbow +2 (1d8, x2, 80’)
Inquisitor Spells Known (CL 1; concentration +3)
1st (2/day)-cure light wounds, wrath
0th (at will)-brand (DC 14), detect magic, disrupt undead, guidance


Str 18, Dex 15, Con 13, Int 12, Wis 15, Cha 4
Base Atk +0; CMB +4; CMD 16
Favored class (inquisitor) +1 hit point
Feats Intimidating Prowess
Traits kin bond, reactionary
Languages Common, Orc, Celestial
SQ inquisition (conversion), orc blood
Skills (trained) bluff +6, diplomacy +6, intimidate +13, knowledge (religion) +5 (+2 to identify the abilities and weaknesses of creatures), perception +6, sense motive +7, stealth +6; Skills (background) knowledge (history) +2, sleight of hand +3; Skills (untrained) acrobatics +2, appraise +1, climb +4, craft (any) +1, disguise -3, escape artist +2, fly +2, heal +2, perform (any) -3, ride +2, survival +2, swim +4; Armor Check Penalty -4
Combat Gear crossbow bolts (30)
Other Gear falchion, light crossbow, scale mail, backpack, bedroll, flint and steel, spell component pouch, trail rations (8), waterskin
Wealth 3 gp, 9 sp

Special Abilities:

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

Charm of Wisdom (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.

Swaying Word (Sp): At 8th level, once per day you may speak a word of divinely inspired wisdom that causes a single creature to switch its alliance to you. The target must be within line of sight and able to hear you. If he fails his Will save, he is affected by dominate person, except the duration is only 1 minute.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Intimidating Prowess (Combat): Your physical might is intimidating to others.

Benefit: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor's. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor's weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor's alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor's weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
Kin Bond (trait): The bond between you and a close sibling is nearly mystical. Choose a single sibling with whom to share this bond. Once per day when you fail a saving throw while your sibling is within 30 feet, you may reroll that saving throw using your sibling's saving throw modifier. If you and the sibling are twins or otherwise part of a multiple birth, you gain a +2 trait bonus on the rerolled saving throw. Your sibling must be willing to grant you the reroll. If you fail the saving throw, you and your sibling are dazed for 1 round.
Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Reactionary (trait): You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.
Stern Gaze (Ex): 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 Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.
* Brand: Creates permanent brand on target creature.
* Detect Magic: Detects spells and magic items within 60 ft.
* Disrupt Undead: Deals 1d6 damage to one undead.
* Guidance: +1 on one attack roll, saving throw, or skill check.
* Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
* Wrath: +1 attack and damage against target creature.

Argil is a fearsome half-orc based on severe disfigurement to his face resulting from a fire. His dark hair is patchy near the front, and his beady eyes are green. He has tusks that are pronounced just enough to notice, but not enough to affect his speech or be useful as a bite attack.

Below the head he mostly takes on the human half of his heritage. His digits are normal, without claws. His build is very much like a farmer's, since he and his brother were relegated to a lot of manual labor in their upbringing.

Argil's facial composition would be almost comical if it weren't paired with his serious and sinister demeanor. Firstly, never being able to let his guard down, he's never had the luxury of seeing the bright side of things. That's only reinforced by his constant, self-imposed need to watch out for his brother and his self-defeating mistakes. Further, he takes his duty to the church of Iomedae seriously, specifically the task of rooting out heretics and other enemies of the faith. Combining all of that, there isn't much room for humor or joy. What little warmth can be perceived is communicated through trust Argil places in companions that prove reliable. However, in his line of work, trust is hard to come by and not given out easily.

Half-breeds usually have a hard time belonging to their inherited cultures. Argil and Clydwell had no real link to their orc heritage and burned down their human heritage (literally). Now they were roaming the world, presenting something of a paradox to all who would encounter them. Firstly, they are well-spoken holy men of Iomedae, not what one expects of two physically imposing half orcs (especially with a little tusk showing). This side of them doesn’t invoke the welcome they would expect of humans (and other non-orc humanoids), at least not without a significant warming period. While Clydwell tends to attempt to cultivate the welcome, Argil tends to keep a stern and serious demeanor, sticking to his task of trusting few and looking out for the enemies of Iomedae. And so it remains an eternal struggle for the brothers.

To look at them, most wouldn’t guess that they are in fact twins. Argil has a fearsome facial disfigurement to go along with his abrasive, suspicious personality. He’s learned to use it over time, adding it to the overall act. It’s not really just an act though. Originally he was taught to resent the perverse faiths and individuals that opposed Iomedae. This he was good at. He slowly learned to resent the townspeople of Trunau, where they were left at the doorstep of Sanctuary. He knew they only trusted them on the word of their mentor Tyari, but otherwise thought of them as lesser. He resented his brother for remaining naive to this fact, and that he always needed Argil’s input before he could act. The strange thing is, he did not resent his brother for the final mistake that got them run out of town. He is definitely angry at what it cost him to rush back into the fire to save his brother. He still uses the incident as an example when chiding his brother to be more alert. Something in the back of his mind nags at him about that incident. His brother’s account of it didn’t fully add up, but for the time being, he chooses not to press him about it and force him to relive it.

TODO childhood nemesis from Trunau, that the townspeople may send after the brothers to hunt and kill them.

TODO sample of representative, grim quotes.