Augrym Ko’Charr's page

692 posts. Alias of Orsen.

Full Name

Augrym Ko’Charr, honorary Redleaf and The Stag Lord


Inquisitor 9 (HP 95/95), Init: +9, AC 25 (T 13, FF 23), Perception +19, Fort +11, Ref +7, Will +11, CMB+12 / CMD+25








Lawful Good




Stolen Lands



Strength 18
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 16
Charisma 7

About Augrym Ko’Charr

Augrym Ko’Charr
Male half-orc inquisitor (ravener hunter, sanctified slayer) of Erastil 9
LG Medium humanoid (human, orc)
Init 9; Senses scent; Perception +19
AC 25, touch 13, flat-footed 23 (+7 armor, +2 Dex, +1 insight, +1 natural, +4 shield)
hp 95 (9d8+45)
Fort 11, Ref 7, Will 11
Defensive Abilities sacred tattoo[APG]
Speed 30 ft. (20 ft. in armor)
Melee +1 longsword +15/+10 (1d8+7 S/17+) or
. . +2 defending longsword +16/+11 (1d8+8 S/17+) or
. . mwk cold iron longsword +15/+10 (1d8+6 S/17+) or
. . mwk silver longsword +15/+10 (1d8+5 S/17+)
Ranged composite longbow +10/+5 (1d8+2 P/×3) or
. . mwk heavy wrist launcher +11 (1d4+2 P/19+)
Inquisitor Spell-Like Abilities (CL 9th; concentration +12)
. . At will—detect alignment, discern lies (9 rounds/day)
Inquisitor (Ravener Hunter, Sanctified Slayer) Spells Known (CL 9th; concentration +12)
. . 3rd (4/day)—channel vigor, heroism, prayer, second wind
. . 2nd (5/day)—anticipate thoughts[OA] (DC 15), invisibility, litany of duty, tongues
. . 1st (6/day)—bless, divine favor, ears of the city, keep watch, wrath[APG]
. . 0 (at will)—acid splash, create water, detect magic, guidance, light, sift[APG]
. . Mystery Battle
Str 18, Dex 14, Con 17, Int 12, Wis 16, Cha 7
Base Atk +6; CMB 12; CMD 23
Feats Accomplished Sneak Attacker, Demon Hunter[ISWG], Improved Critical (longsword), Improved Initiative, Ironhide[APG], Keen Scent[APG], Outflank[APG], Precise Strike[APG], Shield Focus, Toughness, Weapon Focus (longsword)
Traits fate's favored, sword scion, vagabond child (urban)
Skills Acrobatics +13 (+9 to jump), Bluff -2, Climb +8, Craft (mapmaking) +15, Disable Device +14, Disguise -7, Intimidate +9, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (geography) +12, Knowledge (nature) +11, Knowledge (planes) +11 (+13 to know the powers and abilities of demons), Knowledge (religion) +11, Perception +19, Sense Motive +21, Survival +17 (+19 while tracking specific animal and to get along in the wild)
Languages Common, Goblin, Orc
Combat Gear stag's helm; Other Gear +1 agile breastplate[APG], +1 darkwood heavy wooden shield, +1 longsword, +2 defending longsword, composite longbow, mwk cold iron longsword, mwk heavy wrist launcher[UI], mwk silver longsword, boots of elvenkind, dusty rose prism ioun stone, plague rat belt[UE], ring of feather falling, animal call (dog)[ACG], backpack, bedroll, belt pouch, chalk, charcoal, concealable thieves' tools[UI], crowbar, eyeglasses, flint and steel, grappling hook, hemp rope (50 ft.), hip flask[UE], holy text (Erastil)[UE], ink, inkpen, journal[UE], manacles, masterwork tool, mess kit[UE], oldlaw whiskey (per bottle)[UE], pot, signal horn[APG], soap, spell component pouch, trail rations (10), waterskin, wooden holy symbol of Erastil, 1,607 gp, 4 sp, 9 cp
Special Abilities
Bane (+2 / 2d6, 9 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Demon Hunter +2 to recognize worshippers of deities with the Demon subdomain.
Demon Hunter Gain Knowledge and combat bonuses vs. demons
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (9 rounds/day) (Sp) Discern Lies at will
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknesses of creatures.
Orc Blood
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Sacred Tattoo +1 to all saves.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +4 (Ex) +4 to Sense Motive and Intimidate.
Studied Target +2 (swift action, 2 at a time) (Ex) Study foe as a Swift action, gain +2 to att/dam & some skills vs. them.
Track +4 Add the listed bonus to Survival checks made to track.
War Sight (Su) Take your choice of 2 initiative rolls. Always act in the surprise round.
Personality and physical appearance:
Physically imposing like a half-orc but passing for human for the most part. Tanned from his heritage and many years outside. His body is covered in tattoos telling his history and the history of Irori. His chest tattoo is that of a tiger as a tribute to Gru.

His is very calculated with everything he does. He studies his options and then acts. He is loyal to his companions. He is always trying to be the best at what he sets his mind to.

Born to two human parents, both were shocked to see that they’d given birth to a half-orc. Arguing ensued over how this could have happened. Accusations back and forth but, in reality, one of them just had distant relative with orc-blood. This didn’t matter to two nobles from Ustalav. It tore the family apart. When the dust settled, his mother brought him to an orphanage in the River Kingdoms.

Augrym grew up very studious. Every week was filled with new books he’d never read before. Every morning he’d work with weapons, and every afternoon he’d hit the library. He always wanted to find a way of feeding both mind and body. Every bit of knowledge was fascinating to him and this curiosity applied to people he met and monsters he’d fight.

He began working as a guide around the River Kingdoms. During one expedition, his group was ambushed by bandits. He was the only one in his group with fighting experience and he took down a lot of bandits, but there were too many and they were organized. He fell. As he was drifting off to his death, a sense of calm washed over him and it all went black. A majestic white tiger walked towards him. His name was Gruhastha and he offered to help him through this and continue on his path to perfection. Augrym agreed and was suddenly on his feet. He felt a presence in his hand as he began fighting anew. Gru’s voice guiding him the whole time gave him the extra edge to defeating these bandits.

Years past. Gru has helped guide him to being a devout follower of Irori. During this time, Augrym has become a well respected guide and warrior priest. Gru guides him in all aspects of his life like a sensei. His experience as a guide is why he was hired for this expedition.