Grod was born into a half-orc family that had lived in Lastwall for generations. He grew up like many other young men in the country, attending Iomedae's church and hearing tales of the great Paladins of Lastwall and their exploits. But he knew the other boys were casting sidelong glances at his green skin and tusks. He knew that in boyhood games of Knight & Orcs, he would face off against the others, usually alone. Such was the life of a half-orc in Lastwall, to know that you bled the tainted blood of the enemy. His family attended Iomedaean services, but few would call them devout. They privately held to the old spirits, and his shaman aunt tried to toughen the young boy by putting him through all the vicious rituals that apprentices had undergone for generations. It worked, after a fashion. But it also drove Grod to leave his family behind and join the Lastwall military.
Here he found more Iomedaeans, more men raised on tales of glorious battle against orcs. He was accepted as a soldier, but never as an equal. He languished for years on the Ustalavic border, assigned duties cleaning latrines, peeling vegetables, or meting out beatings to those deemed deserving of punishment. Finally, after helping to rescue a patrol, he was allowed to serve on he active border.
Here he saw more of the same, nearing the front only as a translator, always viewed as a potential enemy within by his comrades. After being volunteered to execute several soldiers who had shown cowardice, he was taken aside by the judge who had presided over the trial. The judge, unlike anyone else in the orc's life, saw true potential in him. The judge was a paladin of Damerrich, and saw in the half-orc's steadfast acceptance of drudgery a certain rare form of honor, not often found among gloryhound crusaders: the ability to bear up under the worst of circumstances and still serve a greater cause selflessly, even when mistreated by comrades.
The judge took the young man under his wing and taught him Damerrich's faith and the paladin's ways. Over the next several years, Grod eagerly absorbed everything the man taught him, until he was granted the title Paladin of Damerrich himself. Grod now endeavors to serve his god as much as his country by consciously taking the hard tasks no one else wants. He came to Roslar's Coffer with the reinforcements that drove off the Twisted Nail, and has made a home here serving as an arbiter and enforcer of justice. When a citizen is sentenced to be whipped, lose a hand, be branded, or even (rarely) executed, the locals turn to the big half-orc to do the dirty work. They know he will do it without complaint or remorse.
Appearance & Personality:
Clad in a black executioner's outfit over chainmail and carrying a massive axe, Grod cuts an intimidating figure. This is only augmented by his penetrating stare and grim silence, which is interrupted only by dark humor. Few strangers can get more from him than a frown or a cutting remark.
Since childhood he has mistrusted Iomedaeans. Yes, many of their priests are honorable and valiant, but many of their lay worshippers are too hungry for glory, too eager to slaughter orcs indiscriminately. As an adult, he suspects that many of them see little more than his skin and instantly count him an enemy, and he watches constantly for Iomedaean perfidy. Paradoxically, this makes him the perfect man to mete out punishment, since many criminals would try to throw themselves on a fellow Iomedaean's mercy. Of course, the massive orcish axe he wields does nothing to reassure hose who might mistrust him.
Through the good times and the bad Grod soldiers stoically on, shouldering great burdens as a matter of faith and pride. He sees the opportunity to bear up under hardships that others cannot to be a gift from Damerrich, a chance to prove his dedication and worth. Most townsfolk just see a half-orc who takes perverse joy in doing scut work and hurting people (people who deserve it, it must be said), and are naturally wary. This, of course, only feeds Grod's paranoia.
Half-orc (mystic) paladin (tortured crusader) 3 (Pathfinder RPG Horror Adventures 65)
LG Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +9
Aura courage (self only)
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 28 (3d10+6)
Fort +6, Ref +4, Will +9; +1 morale vs. fear
Defensive Abilities sacred tattoo[APG], second chance; Immune disease, fear
Speed 30 ft. (20 ft. in armor)
Melee butchering axe +8 (3d6+10/×3) or
bite +3 (1d4+3)
Special Attacks smite evil 1/day (+4 attack and AC, +3 damage)
Str 20, Dex 12, Con 12, Int 10, Wis 16, Cha 9
Base Atk +3; CMB +8; CMD 19
Feats Combat Expertise, Deadly Aim, Diehard, Endurance, Exotic Weapon Proficiency (butchering axe), Power Attack
Traits fate's favored, the pessimist, tusked
Skills Acrobatics -3 (-7 to jump), Heal +7, Intimidate +2, Knowledge (engineering) +1, Knowledge (geography) +1, Knowledge (history) +3, Knowledge (nobility) +4, Knowledge (planes) +4, Knowledge (religion) +6, Perception +9, Sense Motive +7
Languages Common, Orc
SQ alone in the dark, lay on hands 4/day (1d6), mercy (sickened), orc blood
Other Gear scale mail, butchering axe, backpack, bedroll, belt pouch, executioner's outfit, flint and steel, hemp rope (50 ft.), holy text (Damerrich)[UE], iron holy symbol of Damerrich[UE], mess kit[UE], pot, soap, soldier's uniform[UE], trail rations (5), waterskin, 14 gp, 1 sp
Alone in the Dark Can use lay on hands only on self, use 2 to gain use of smite evil, and auras only affect self (not allies).
Aura of Courage +4 (self only) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (1d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sacred Tattoo +1 to all saves.
Second Chance (1/day) (Su) Use 2 lay on hands and establish a trigger to apply healing and a known mercy to self.
Smite Evil (1/day) (Su) +4 to hit, +3 to damage, +4 deflection bonus to AC when used.