Irabeth Tirabade

Crusader Kelagh's page

26 posts. Alias of French Wolf.


Race

Hobgoblin Inq1 | Init +3 | Hits 11/11 | Fate 3 | AC 20, tch 14, fft 16 | F +4, R +3, W +6 | darkvision 60ft, Perception +8

About Crusader Kelagh

Appearance and Personality
Kelagh is a hobgoblin girl with an abundance of common sense and energy for life. Her penetrating green eyes can either shine with the sight of natural beauty or flash with anger at wanton destruction. She takes pleasure in the natural wilderness, courage from her faith in Mielikki, and satisfaction with the ending of a Malarite. Kelagh hopes for a happier life somewhere in the Silver Marches but until then the memory of her dead lover, Miress, makes action preferable to relaxation.

Faith and Ambition
Inquisitors (or Crusaders) within the faith of Mielikki operate in the third arm, the Needles, alongside the rangers. They are led by Shadoweir, woodland knights that are usually druid/rangers. Kelagh found the faith ideal, but since the loss of Miress, she developed a reputation for more extremist action against the followers of Malar. This led to her exile as a heretic to Briarwood, a solution that suited everyone in the High Forest. How long the exile lasts depends on whether the hobgoblin can tone down her militaristic tendencies and return to the fold.

Mielikki, the Forest Queen
Daughter of Silvanus and sister to Eldath, Mielikki's beliefs match those of the ranger closely. All faithful are known as Walkers of the Forest Way, they are taught to embrace the wild, not fear it, protect and defend every tree and plant. They strive to keep in balance the indiscriminate use of fire and axe by woodsfolk, instead to teach others to do the same. This makes the sport and love of hunting of Malar enemy number one.
The Needles also work against those that deal in fire magic (i.e. Kossuth or the Red Wizards) and encourage farm and city dwellers to do revere nature. They are also charged with helping Those That Harp, if it does not conflict with their primary duties.
One such edict is that 40 saplings should be planted for every one culled.

Background History
Kelagh was whelped into the heavily Malarite Marmug clan. Tough and wise, she did well especially with her favourite brother, Feroa. They survived the inevitable clashes of childhood and somehow managed to keep safe too. It was Feroa who got Kelagh included in her first raid. This was a chance for the teenage hobgoblin to gain her first kill scar. However the raid turned into an elaborate elven trap, a glade wherein many Marmug fell feathered through the heart. The protective brother and callow sister fell into a pit net and were captured. Taken into custody on the elven floi platform of a treehome and treated well, they bided their time until the right moment came.
Feroa broke a guard's neck and stole his weapons leading them towards safety in the woods. However a chance encounter with a single ranger, Bonever, ended with a wounded Feroa on the run and Kelagh recaptured. The brother's despairing last words were, "I'll come for you, Kelagh."
Bonever heard it too and took it upon himself to hold the girl, gradually using her natural wisdom and common sense to reveal the truth of the world around her. During the next few years, she matured, losing the clawed grip of Malar from her heart. In time Kelagh saw just how enriching Meilikki's faith was. Day by day, Bonever showed her fresh sights and sounds that reinforced the religion.
As a squire of Bonever, she first discovered the Golden Oak of Miress, the dryad. It was love at first sight, Miress' joyous kisses and tender mercy finished the job that the mentor had started. The girls enjoyed a dozen months of happiness and laughter, until the day that Feroa found the dryad alone by a pool.
The hobgoblin was now a pack leader, he had never forgotten his sister, and kept searching for information about a single Marmug girl. That search led him to the Golden Oak, and the dryad screamed of her love for Kelagh, admitted their joint faith in Meilikki against all Feroa's disbelief. As the tree was burned to the ground, the furious hobgoblin leader left with a callous rage and Miress' fairy heart on his necklace. He made a new promise to kill his sister.
Finishing her latest patrol, Kelagh returned to find the drifting ashes and her lover's empty chest. She fell into shock and by the time it passed the girl couldn't follow the tracks far enough. All she knew was that the bloody marks of Malar and distinctive heavy prints were indelibly fixed in her mind.
Kelagh has spent the three seasons in Briarwood, maintaining links with the outlying farmsteads and helping to operate the shrine to the Forest Queen. She managed to down a rogue boar recently. The meat found its way onto the table of the Golden Pig. This was not the first such kill paid for by Kaidan.

Friends
1) Bonever, Shadoweir knight of the High Forest and mentor who indoctrinated her into the faith.
2) Kaidan, dwarf and owner of the Golden Pig, perhaps more of an acquaintance but they both respect the other's talents.
3) Verrus Adar, local militia leader in Briarwood, who has received valuable information this spring on the movements of orcs and giants around the Spine from Kelagh.
4) Faerin met Kelagh in the wilderness, praying over the body of a dead hart. The pair shared a meal of roasted venison, even if the old meat was a little tough and stringy. From time to time since then they have shared a camp or trek around the ruins, separating when the crusader sees the ranger needs more time alone.

Enemies
1) Feroa has sworn an oath to kill his sister for her betrayal of Malar and the tribe. And him. Worst she does not know that he was responsible for the death of Miress.
2) Sergeant Larin, who still burns with embarassment when someone mentions his being openly rebuffed by Kelagh for sexual advances. The man would not take no for an answer.
3) Harrion Gorrisle is a proud half-elf hunter armed with a darkwood longbow and raven-fletched arrows. He enjoys taking birds on the wing, and carelessly leaves the bodies for carrion.

Initial Info
Female Hobgoblin Inquisitor (heretic) 1
NG Medium Humanoid {goblinoid)
Init +3, Senses Darkvision 60ft, Perception +8
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Fate points
3 = Level (1) + Cha bonus (+2)

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Defense
Armour Class 20, touch 14, flat-footed 16
(+4 armor [lamellar(leather)], +3 Dex., +2 shield [large wooden shield], +1 dodge)
hp 11 [8+2(Con)+1(favored class)]
Current hp 11,
Fort +4, Ref +3, Will +6
SD judgement 1/day
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Offense
Spd 30
Melee scimitar +2 (1d6+2/18-20)
Melee dagger +2 (1d4+1/x2)
Ranged longbow +3 (1d8/x3)
SA judgement 1/day
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Statistics
Str 15, Dex 16, Con 14, Int 13, Wis 18, Cha 13
BAB +0, CMB +2, CMD 16 (+1 bab, +3 Dex., +2 Str.)
Feats Dodge
Traits Devoted healer, Hunter
Languages common, goblin, sylvan
SQ stern gaze, spells, domain, lore of escape, hide tracks
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Skills
[6(inquisitor)+1(Int)] = 7 skill ranks at first level
ACP = armor check penalty [-2 for lamellar(leather)]

Appraise: +1 (0(ranks)+1(Int))
Acrobatics: +1 (0(rank)+3(Dex)-2(ACP))
Bluff: +9 (1(rank)+1(Cha)+4(wis)+3(class skill))
Climb: +4 (0(rank)+1(Str)+3(class skill))
Diplomacy: +1 (0(ranks)+1(Cha))
Disguise: +1 (0(ranks)+1(Cha))
Escape Artist: +9 (0(rank)+3(Dex)+3(class skill)+1(trait))[/b]
Heal: +8 (1(rank)+4(Wis)+3)
Intimidate: +1 (0(rank)+1(Cha))
Knowledge (Nature) +5 (1(rank)+1(Int)+3)
Linguistics:
Perception: +8 (1(rank)+4(Wis)+3(class skill)
Ride: +3 (0(ranks)+3(Dex))
Sense Motive: +8 (1(rank)+4(Wis)+3(class skill))
Survival: +8 (1(rank)+4(Wis)+3(class skill)
Spellcraft: +1 (0(rank)+1(Int))
Stealth: +13 (1(rank)+3(Dex)+4(Wis)+3(class skill)+4(racial)-2(ACP))
Swim: +1 (0(ranks)+1(Str))
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Spells (spells in italics have been cast, concn +2)
1 - cure light wounds, protection vs. evil, shield*
0 - acid splash (ranged touch +3), daze (Will DC14), detect magic, detect poison
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Defense Subdomain (Protection)
Replacement Power: The following granted power replaces the resistant touch power of the Protection domain.

Deflection Aura (Su): Once each day, you can emit a 20-foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.

Replacement Domain Spells: 1st—shield, 2nd—barkskin, 7th—deflection*.
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Gear
Combat Gear
Scimitar (15gp, 4lbs)
Leather armour (lamellar) (60gp, 25lbs)
Heavy wooden shield (7gp, 10lbs)
Longbow (75gp, 3lbs)
20 Arrows (1gp, 3lbs)
Dagger (2gp, 1lb)

Other Gear
Bell and twine (1gp, 0lb)
Backpack (2gp, 1lb)
Blanket (5sp, 0.75lb)
10 candles (1sp, 0lb)
Canteen (2gp, 0.25lb)
Bag of pepper
Healers kit (50gp, 1lb)
Trail Rations 4 days (4gp, 2lb)
Whetstone (2cp, 1lb)
Skinning Knife (2gp, 0.25lb)
10 chalks (1sp, 0lb)
Wooden symbol of Freya (1gp, 0lb)
40ft. Knotted silk rope (10gp, 1lb)

Consumables

Wealth
Gold 7
Silver 3
Copper 8

Hobgoblin Racial Traits

Spoiler:
+2 Dexterity, +2 Constitution: Hobgoblins are fast and hardy.
Goblinoid: Hobgoblins are humanoids with the goblinoid subtype.
Medium: Hobgoblins are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Hobgoblins have a base speed of 30 feet.
Darkvision: Hobgoblins can see in the dark up to 60 feet.
Sneaky: Hobgoblins receive a +4 racial bonus on Stealth checks.
Languages: Hobgoblins begin play speaking Common and Goblin. Hobgoblins with high Intelligence scores can choose from the following: Draconic, Dwarven, Infernal, Giant, and Orc.

Heretic (Archetype)

Spoiler:
While all inquisitors hunt the enemies of the faith, sometimes, either through political maneuvering by her enemies or an unyielding tenacity that breaks her faith's basic tenets, an inquisitor can find herself a heretic. Still unyielding in her cause, these heretics are accustomed to using guile and deception to hide themselves and their activities while they continue to hunt their enemies.
Judgment (Su): A heretic gains the following judgment in addition to the normal list of inquisitor judgments.
Escape (Su): Each time the inquisitor using this judgment hits an opponent with a melee or ranged attack, she can use a move action attempt to create a diversion to hide (see the Stealth skill).
Lore of Escape (Ex): At 1st level, the heretic uses every trick she knows to escape those now pursuing her. She adds her Wisdom modifier on Bluff and Stealth skill checks in addition to the normal ability score modifiers. This ability replaces monster lore.
Hide Tracks (Ex): At 1st level, a heretical inquisitor is adept at hiding her tracks. Creatures attempting to track her take a –5 penalty on rolls to find or follow her tracks.