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About Hellig UsvartBackground:
Hellig was born to a chieftain's daughter in a northern orc can. His grandfather, relatively forward-thinking for his kind, took a human wife, and encouraged his half-orc daughters to do the same. As such, Hellig was born only one-quarter orc. Likewise, the tribe had abandoned the old orc gods to follow Tempus and his exarches. Growing up, he studied battle under his grandfather and his mother's sister, a warrior-priestess of The Red Knight, who taught him much, but whose lessons were often harsh and grueling. All this drew the ire of more traditional orc clans, and while Hellig was still an adolescent, other clans attacked and destroyed his tribe. He only just escaped with his human father, who took him to the Citadel of Strategic Militancy, hoping the boy could continue his education there. He did, and he flourished. He learned to ride and shoot and fight with the sword, and to cast spells that further enhanced his battle prowess. He was impressive enough that he was commissioned to travel the land, spread the Red Lady's word among soldiers, and to visit other temples and devoted bands, ensuring their orthodoxy and devotion. This roving life is a lonely one, as he is rarely in the same place for more than a week, and has no regular companion besides his horse Sorrel, but he does enjoy getting to travel Faerun and study the tactics and weapons of the different cultures in different regions. The more he sees, the more he almost considers it a blessing, what befell his mother's tribe. Orcs, and even half-orcs, are brutal, simplistic fighters, and he finds their 'culture' boring and loutish. He is glad to have spent much of his upbringing around humans. Appearance/Personality:
Hellig is clad head to toe in red-enameled full plate. Even his face is generally hidden, partly because he feels that anonymity makes him a better conduit for the Red Lady's message, partly because he is embarrassed by his half-orc heritage and not showing his face makes it much easier to pass for human. Hellig is of fairly average high, but well-muscled, with hair cut short beneath his helmet. With his armor on, his race is difficult to determine. With his armor off, his most notable feature is that his left arm is tattooed from he elbow down with a checkered pattern, and his left palm bears the holy symbol of the Red Knight. Hellig is wary, having often found that mortal allies will let you down, whether through their own weaknesses or simply the limitations of circumstance. Only the Red Lady can truly be relied upon. She will not fail. likewise he is reticent to let anyone too close because he finds that humans often discriminate against his kind. More than once in the past, a "friend" has become suddenly cold, or cut ties entirely when they learned of his orcish ancestry. But the Grandmaster of the Lanceboard accepts all who follow her doctrines. Likewise his wandering life is a lonely one, and his role as a roving inspector and enforcer orthodoxy wins him few friends, even among the rules-following holy strategists. He is comforted by the knowledge that the Lady of Strategy's dictates will win out in the end, and even the most unconventional of her followers will see the light eventually. This reticence, and his preference not to show his face, leads to him being seen almost as an avatar of the Lady, as her will made manifest, rather than as having a personality of his own. He is fine with that. Usually. Occasionally he thinks it must be nice to have friends.
Stats:
Hellig Male half-orc (mystic) inquisitor (ravener hunter, sanctified slayer) 8 (Pathfinder Player Companion: Blood of the Beast 4, Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38) LN Medium humanoid (human, orc) Init +5; Senses darkvision 60 ft.; Perception +15 -------------------- Defense -------------------- AC 26, touch 12, flat-footed 25 (+10 armor, +1 deflection, +1 Dex, +1 natural, +3 shield) hp 96 (8d8+32) Fort +12, Ref +8, Will +13 Defensive Abilities sacred tattoo[APG] -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee +1 spell storing longsword +13/+8 (1d8+8/17-20) or mwk cold iron dagger +12/+7 (1d4+5/19-20) Ranged mwk orc hornbow +8/+3 (2d6+5/×3) Special Attacks bane (8 rounds/day), sneak attack +3d6, studied target +2 (2nd, swift action) Inquisitor Spell-Like Abilities (CL 8th; concentration +12) At will—detect alignment, discern lies (8 rounds/day) Inquisitor (Ravener Hunter, Sanctified Slayer) Spells Known (CL 8th; concentration +12) 3rd (3/day)—blood scent[ARG], cure serious wounds, searing light 2nd (5/day)—boneshaker[HA] (DC 16), cure moderate wounds, shared training, tactical acumen[UC] 1st (5/day)—cure light wounds, divine favor, inflict light wounds (DC 15), protection from evil, shield of faith 0 (at will)—acid splash, create water, detect magic, light, read magic, stabilize Mystery Battle -------------------- Statistics -------------------- Str 21, Dex 13, Con 16, Int 10, Wis 18, Cha 10 Base Atk +6; CMB +11; CMD 23 Feats Accomplished Sneak Attacker, Demon Hunter[ISWG], Diehard, Disciple Of The Sword, Endurance, Improved Critical (longsword), Outflank[APG], Power Attack, Toughness, Weapon Focus (longsword) Traits deft dodger, fate's favored Skills Acrobatics -6 (-10 to jump), Heal +8, Intimidate +19, Knowledge (arcana) +5, Knowledge (dungeoneering) +4, Knowledge (engineering) +7, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (local) +1, Knowledge (nature) +4, Knowledge (nobility) +4, Knowledge (planes) +5 (+7 to know the powers and abilities of demons), Knowledge (religion) +11, Perception +15, Sense Motive +19, Spellcraft +11 Languages Common, Orc SQ demon hunter, loner, monster lore +8, mysteries (combat trick, battle), orc blood, revelations (skill at arms, weapon mastery), solo tactics, stern gaze +4, track +4 Other Gear +1 slumbering full plate, +1 heavy steel shield, +1 spell storing longsword, iron-tipped distance arrow[UC] (20), mwk cold iron dagger, mwk orc hornbow (+5 Str), amulet of natural armor +1, bag of holding, minor, belt of physical might +2 (Str, Con), cloak of quick reflexes +1/+2[MA], headband of inspired wisdom +2, ring of protection +1, bandolier[UE], bandolier[UE], bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Red Knight)[UE], manacles, mess kit[UE], pot, soap, spell component pouch, tattoo holy symbol of Red Knight[UE], torch (10), trail rations (5), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 242 gp -------------------- Special Abilities -------------------- Bane (+2 / 2d6, 8 rounds/day) (Su) Make the weapon you are holding a bane weapon. Darkvision (60 feet) You can see in the dark (black and white only). 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. Diehard You are stable and can choose how to act when at negative Hp. Discern Lies (8 rounds/day) (Sp) Discern Lies at will Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Loner -1 to AC and attack when adjacent to ally or using aid another. Monster Lore +8 (Ex) +8 to Knowledge checks when identifying the weaknesses of creatures. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Sacred Tattoo +1 to all saves. 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. |