Trumpets

Eleazar Cor's page

110 posts. Alias of LurkingTyranny.


Full Name

Eleazar Cor

Race

Human

Classes/Levels

Inquisitor 1

Gender

Male

Size

Medium

Age

18

Deity

Korada, Pharasma

Location

The Immortal Principality of Ustalav

Strength 14
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 16
Charisma 12

About Eleazar Cor

background:
Eleazar grew up his entire life in the harsh land of Ustalav, living by its strict laws of survival and absorbing its customs. Though ethnically Varisian, he does not identify with his more nomadic brethren and views himself as a Ustalvian first and foremost. Though not nobility, Eleazar Cor was born to a family of educated and moderately successful burghers in the Palitanate of Canterwall. His uncle Doram even served two terms as mayor of the town Tamrivena, where Eleazar grew up. His father (Eadric) and uncle (Doram) own a small, rather successful business, creating parchment and vellum for scrolls, codices, tomes, and other books. Eleazar was the third child to live beyond infancy out of four. He knew his mother only in his infancy, retaining glimpses of her sad eyes and smiling lips, but little else. When Eleazar was four his mother died due to complications of an infection which occurred after a herd of zombies fell upon the town. She was one of many who perished and his father re-married one of the widows of a childhood friend.

Graceinne, his only sister and the oldest of Eadric’s children by six years, perished only four years ago on the way to her wedding. The caravan was decimated courtesy of an Orc raid from over the Western border. Though saddened by the news Eleazar had never been close to his sister. In addition to his sister Eleazar had two brothers named Helm and Korv. Helm, his older brother and the chosen heir, is four years older than Eleazar and is a clever man and a hard worker, but in Eleazar's opinion he lacks creativity or vision. He is content with his lot in life and while he cares for his family he has no desire to do any more for the community. Of his three siblings, Eleazar was always closest to his half-brother Korv, who is five years his junior.

Though he learned the rudiments of the family trade, Eleazar's destiny was always to be one of the learned priesthood. From an early age, his father and uncle encouraged him to take an interest in reading, indulging him by allowing him to look over the occasional prayer book or scroll left in collateral for a job. When Eleazar was eight he began his training at the local church of Pharasma. During this time of training Eleazar found himself prone to bouts of anger and bitterness. The few priests he trained under did too little in his opinion, merely reacting when the living dead or Orcs fell upon the town and its neighbors. He argued with his teachers that they could do more than just recording the deaths and performing the funeral rites. He also found issue with the idea that the people’s suffering was divine punishment for their misdeeds. He envisioned the church’s role as one of protection and guidance. He was beaten for his disobedient questioning and his family was warned he would be dismissed if it continued. Eleazar, at his father’s urging, kept his tongue but it only caused his anger to build up inside him. It was unleashed when during the year of his fifteenth birthday an unusual group of ghouls struck at the town at night and began abducting children. A professional scholar by the name of Lorrimor was brought into town to assist. Unwilling to sit by while an outsider helped, Eleazar abandoned his training and helped assist professor Lorrimor in tracking down the wretched creatures. Together with several other brave souls from the town they defeated and drove off the ghouls, though not without some casualties. The true purpose of the ghoul abductions was never discovered, but one of the creatures followed Eleazar back to town and attacked him and his family that evening. His father and Uncle were trying to convince Eleazar to return to the priesthood when the ghoul attacked. It was Korv that it found first. Eleazar rushed from heated debate with his uncle at the sound of his half-brothers strangled cry, but he was too late to save him. Eleazar hurled the fish oil lantern at the wretched spawn and nearly burned the house down, but ended its miserable existence. Scooping up his brothers body, he rushed to the church, begging the priests to return life to their brother, but he was told that this was the Reaper’s will and that Korv’s time had come. One of the priests even hinted that this might have been punishment for Eleazar’s disobedience and interference.

Furious anger and vengeance consumed Eleazar and he left his home town determined to protect the people of Ustalav from the many dangers of the land. His travels took him to the county of Barstoi where he trained with the well disciplined militia and learned how to fight properly. He was driven by anger and vengeance, but it did not nourish him and he let his quest against the unliving consume him and run his ragged. He broke his leg hunting down a Worg that was terrorizing a riverside hamlet and was forced to return to his family home until he recovered. Though his relationship was strained with his father and uncle, they would not turn him away and he helped as best he could with the parchment business. In the course of assisting them he came across a prayer book dedicated to the enlightenment of Korada. The unique text captivated Eleazar and renewed his purpose. In its pages he found an inner peace and learned to forgive those he held bitterness toward. Meshing the way of Korada with what he still found meaningful in his fallen faith for Pharasma, Eleazar re-dedicated his life, not to vengeance but to protection of the people. When he got back on his feet he made the trek southwest to Ravengro where he had a long conversation with an old acquaintance – one professor Lorrimor.

In the last year and a half he re-initiated his correspondence with Professor Lorrimor and even began the beginnings of a friendship, working with the professor to hunt down the undead scourge. It is to Eleazar’s great dismay that Lorrimor has passed and he has made the journey to Ravengro to properly pay his respects.

Appearance:
A young man with dark, hungry eyes. His features are strong and prominent, like those one would imagine on a senator or a military leader. Though he is not classically handsome, there is a rugged attractiveness to him. Broad shouldered and hairy, he tries to keep himself groomed, but his travels make it difficult. When maintained his dark brown hair is combed neatly and his facial hair kept to an elegant moustache. When unable, he'll sport a thick beard and chop his hair away in chunks if it gets too long.

stats:
Eleazar Cor
NG Human (Ustalav Varisian)
1 Inquisitor
Favored Class: Inquisitor
Age: 18

Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 13 (+1)
Wis 16 (+3)
Cha 12 (+1)

HP: 10
AC: 10
BAB: +0
CMB: +2
CMD: 14

Saving Throws: Fortitude (+5) , Reflex (+3) , Will (+6)

Traits: Subject of Study - Undead (+1 damage versus undead), Undead Slayer (+1 damage versus undead)
Racial Traits: Skilled, Bonus Feat

Skills (1+6+1+1): Diplomacy (Cha) [1 Rank]+5, Heal (Wis) [1 Rank]+7, Intimidate (Cha) [1 Rank]+5, Knowledge dungeoneering (Int) [1 Rank]+5, Knowledge religion (Int) [1 Rank]+5, Perception (Wis) [1 Rank]+7, Sense Motive (Wis) [1 Rank]+7, Stealth (Dex) [1 Rank]+6, Survival (Wis) [1 Rank]+6

* Above are unmodified.
Intimiate modified by Stern Gaze (+1)
Knowledge checks modified by Monster Lore (+3)

Languages known: Common (Cheliax/Taldan), Varisian

Weapons / Combat:

Feats: Power Attack, Cleave, *Improved Unarmed Strike (Via Diety Favored Weapon)

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.

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.

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).

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.

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).

Domain (Su) Protection (Defense):
Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

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

Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Spells Known:
0th: Create Water, Detect Magic, Disrupt Undead, Light
1st: Bless Water, Shield of Faith, Cure Light Wounds

Equipment: Gold - 120
Lamellar (leather) +4 Armor, (+3 Dex, -2 Armor Check)
Heavy Wooden Shield +2 Armor (-2 Armor Check)
Sickle
Morning Star
Javelin (4)
Light Crossbow
(6) Wooden Stakes