Vagorg

Hellig Usvart's page

53 posts. Alias of Ouachitonian.


Full Name

Sir Hellig Usvart

Race

Half-Orc

Classes/Levels

Warpriest 5 (Arsenal Chaplain, Divine Commander) VMC Inquisitor

Gender

Male

Size

Medium

Age

22

Alignment

LN

Deity

The Red Knight

Languages

Celestial, Common, Draconic, Infernal, Orc

Occupation

Mercenary and priest

Strength 20
Dexterity 16
Constitution 16
Intelligence 16
Wisdom 17
Charisma 13

About Hellig Usvart

Background:

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) warpriest (divine commander, molthuni arsenal chaplain) of The Red Knight 5/inquisitor* (Pathfinder RPG Advanced Class Guide 60, 129, Weapon Master's Handbook 6)
LN Medium humanoid (human, orc)
Init +3; Senses Perception +12
--------------------
Defense
--------------------
AC 24, touch 11, flat-footed 23 (+10 armor, +1 Dex, +3 shield)
hp 48 (5d8+15)
Fort +9, Ref +7, Will +10
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 lance +10 (1d8+10/×3) or
dagger +7 (1d4+7/19-20) or
mwk longsword +8 (1d8+7/19-20)
Ranged mwk composite longbow +6 (1d8+7/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 lance)
Special Attacks fervor 6/day (2d6), sacred weapon (1d8, +1, 5 rounds/day), weapon training (sacred weapons)
Warpriest (Divine Commander, Molthuni Arsenal Chaplain) Spells Prepared (CL 5th; concentration +9)
2nd—lesser angelic aspect, bull's strength (2)
1st—divine favor (3), shield of faith (2)
0 (at will)—create water, detect magic, mending, purify food and drink (DC 14)
--------------------
Statistics
--------------------
Str 20, Dex 16, Con 16, Int 16, Wis 18, Cha 13
Base Atk +3; CMB +7; CMD 21
Feats Combat Expertise, Deadly Aim, Diehard, Endurance, Fast Healer[APG], Mounted Combat, Pack Flanking[ACG], Pass For Human[APG], Power Attack, Ride-by Attack, Spirited Charge, Weapon Focus
Traits beast bond, deft dodger, fate's favored, sargavan guard
Skills Acrobatics -2 (-6 to jump), Disguise +1 (+11 to disguise yourself as human (and ignore the penalty for different race while doing so)), Handle Animal +10 (+14 to force this mount into an Unnatural Aura.), Intimidate +11, Knowledge (engineering) +7, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (nobility) +4, Knowledge (religion) +11, Linguistics +4, Perception +12, Ride +8 (+12 to force this mount into an Unnatural Aura.), Sense Motive +14, Spellcraft +11, Survival +12 (+14 to avoid becoming lost), Use Magic Device +9
Languages Celestial, Common, Draconic, Dwarven, Infernal, Orc
SQ battle tactician, bitter, finesse weapon attack attribute, orc blood, stern gaze +2
Other Gear +1 full plate, +1 heavy steel shield, +1 lance, dagger, iron-tipped distance arrow[UC] (20), mwk composite longbow (+5 Str), mwk longsword, cracked turquoise sphere ioun stone, handy haversack, wayfinder[ISWG], bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (The Red Knight)[UE], mess kit[UE], pot, soap, spell component pouch, tattoo holy symbol of The Red Knight[UE], torch (10), trail rations (5), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 51 gp, 53 sp, 8 cp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Battle Tactician (1/day) (Ex) As a standard action, grant allies in 30 feet a teamwork feat for 5 rounds.
Bitter Heal 1 less point when receiving healing from an ally’s class feature, spell, or sla.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
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.
Fast Healer +1 Add half CON mod to all HP gains due to healing.
Fervor (2d6, 6/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Pack Flanking If you and comp are adj or share square and threat same target, you're considered flanking.
Pass for Human +10 to Disguise yourself as a human. Can take 10 on this check in human areas.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Ride-By Attack You can move - attack - move when charging mounted.
Sacred Tattoo +1 to all saves.
Sacred Weapon +1 (5 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Spirited Charge Double damage when making a mounted charge (triple with a lance).
Stern Gaze +2 (Ex) +2 to Sense Motive and Intimidate.
Weapon Focus (Spears) Choose one weapon group. You become better at using that type of weapon.

Prerequisites: base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies
Weapon Training (Sacred Weapons) +1 (Ex) +1 to hit and damage with your sacred weapons.

Mount:

Sorrel CR –
Horse
N Large animal
Init +2; Senses low-light vision, scent; Perception +7
--------------------
Defense
--------------------
AC 24, touch 11, flat-footed 22 (+7 armor, +2 Dex, +6 natural, -1 size)
hp 48 (5d8+20)
Fort +8, Ref +6, Will +2; +4 morale bonus vs. fear and emotion effects.
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 50 ft. (35 ft. in armor)
Melee bite +6 (1d4+4), 2 hooves +1 (1d6+2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 19, Dex 14, Con 18, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +9; CMD 21 (25 vs. trip)
Feats Combat Expertise, Deadly Aim, Hefty Brute, Medium Armor Proficiency, Power Attack, Valiant Steed
Tricks Attack, Attack, Combat Riding, Combat Riding, Come, Come, Defend, Defend, Down, Down, Guard, Guard, Heel, Heel
Skills Acrobatics +2, Perception +7, Swim +4
SQ combat riding, finesse weapon attack attribute
Other Gear +1 chainmail
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Evasion (Ex) No damage on successful reflex save.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Hefty Brute Count as one size larger for CMB, CMD, carrying capacity, and size-based special attacks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Valiant Steed +4 vs. fear/emotion effects & to push you into unnatural aura. Wounds don't increase push DC.