Harsk

Jorgen Ulrichsson Truesight's page

153 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Race

Human (Kreig)

Classes/Levels

Inquisitor 2

Gender

Male

Size

6'1, 175 lbs

Age

27

Alignment

Neutral Good (neutral tendencies)

Languages

Kreig, Jotun

Occupation

Witchhunter

About Jorgen Ulrichsson Truesight

Max HP: 22 Current HP: 19 Non lethal :17
STR 12 (+1) DEX 16(+3) CON 16 (+3) INT 12 (+1) WIS 17 (+3) CHA 7(-2)

Defense

AC: 13 (15 Shield of faith)
Touch: 13 (15)
Flat footed: 10 (12)

Armor

Spoiler:

Speed: 30

Offense

BAB:+ 1 CMB: +2 CMD: 17

Combat:
Melee: Short spear +2 (+5ranged) 1d8 +1 x2 20ft
Melee: Dagger +2 1d8+1 19-20 x2
Ranged: 3 Javelins +4 (+5 within 30') 1d6+1 x2 30ft
Ranged: 2 throwing hammers +4 (+5 within 30') 1d4+1 x2 20ft

Initiative +6

Fort: +6 Reflex: +3 Will: +6

Special Abilities

Spoiler:

Judgement 1/day
Monster lore
Orisons
Stern Gaze
Domain (Rune)
Rune Lore
Cunning intiative
Detect Alignment
Track

Languages: Krieg, Jotun

Skills: 6+1Int+1human+1favored=9 per level

Spoiler:

Acrobatics +8
Bluff+ -2
Climb +1
Craft
Diplomacy -2
Disguise -2
Escape artist +3
Jump +1
Handle Animal +1
Heal+3
Intimidate -1
Knowledge Dungeoneering +
Knowledge Planes+
Knowledge Nature+6 (+9)
Knowledge Arcana+6 (+9)
Knowledge Religion+5 (+8)
Linguistics
Perception + 4
Profession(Witch Hunter)+8
Sense motive +10
Ride +
Spellcraft+6
Stealth +8
Swim + 5
Survival +8

Feats:

Spoiler:

Point blank shot, Iron Will, Scribe scroll (domain bonus)

Rune domain powers

Spoiler:

Granted Powers: In strange and eldritch runes you find potent magic. You gain Scribe Scroll as a bonus feat.

Blast Rune (Sp): As a standard action, you can create a blast rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 point for every two cleric levels you possess. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. The rune is invisible and lasts a number of rounds equal to your cleric level or until discharged. You cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (6/day)

Trait:

Spoiler:

Deft Dodger
Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.

Hunter of the Dark:
You’ve long heard rumours of dark deeds afoot in your hometown. During the dark of the moon, children and animals have gone missing. There were whispers of shapechangers and soul stealing spirits in the night and so you decided to put paid to such talk, and perhaps improve your standing in the community. Could the druids themselves be responsible since no serious investigation has taken place? What has gone on? Most of all who has taken those missing and does their kidnapping indicate a criminal mastermind or a more diabolical plan? Your investigations have increased your ability to handle people in one of several ways. Anyone taking this trait gains a further insight for them alone. Also choose one of the following skills: Bluff, Diplomacy, Knowledge (local), Perception, Sense Motive,
or Stealth. You gain a +1 trait bonus on this skill and it is always considered a class skill for you.

The leader of the sect, the one who escaped your clutches wore an animal mask with horns and used a bloody sickle on the victim. The grisly orgy that followed the death revolved around the worst aspects of the natural worship of Samthrain. Holmvik came after and although this is something not really discussed there are rumours of a sect within the religion, a sect that worships by night, the followers of the Dark Moon.

Equipment (lbs)

Spoiler:

Bedroll
Fishhook
Flask
2 pitons
Whetstone
sack


Spells
Known: 0-5,
Detect magic, read magic, resistance, detect poison, disrupt undead

1st -3
Shield of faith, true strike,cause fear

Per day: 1-3

Capacity:

Spoiler:

Light: 43 lbs
Medium: 86 lbs
Heavy: 130 lbs

Background

Spoiler:

Jorgen was born to deal with magic. At the age of 10 Jorgen was struck with the oddity of the woman whose hut stood next to his father’s. Why did no one else see the dark things that crept over her house? Why did she look old occasionally, but only for a second?

Still no one believed him, so determined and courageous, the boy crept into the sweat lodge one feasting night and stood up, asking why a witch was allowed to live in the village. Was she good then?

That night young Jorgen was on the receiving end of a merciless beating from his father, for causing such embarrassment. It was only a few days later, when one of the tribe’s Bards followed up on the boy’s claim, more out of thoroughness than an actual belief of the child, did it become clear that the boy had a gift for seeing through veils. A witch had manipulated the minds of those living near, hiding in plain sight.

From that day began Jorgen’s training in the arts of hunting and tracking, of combating the most dangerous prey alive, the Witch.

His training took him all across his people’s land , often spending months at a time without speaking a single word, and as an honor for once rescuing the animal companion of a druid of the circle, he was allowed to enter the grove where he was gifted with a whisper of ancient earth magic, the Rune of Change.

Jorgen has served well and garnered a great deal of respect for one his age. His most recent task was to be assigned to the young sorceress Saorise, to act as her protector, provide legitimacy in the face of the people and if need be, to neutralize her.

Personality

Spoiler:

Jorgen is calm and pragmatic, some would say cold, looking at situations from all possible views. As a result of this, and due to exposure to an arcane caster on a human level, his view on the automatic assumption that arcane magic is inherently evil may be changing, a fact that he has not spoken of with anyone, and intends to keep to himself.

As a result of much time spent in isolation while tracking and stalking his quarry, his social skills are somewhat lacking, leaving him a less than desirable conversationalist and unaccustomed to social niceties which he considers pointless. His focus can occasionally take on an almost mono-maniacal intensity, though he sees it simply as devotion to the cause of defending his people against the vile arts. He accepts the fact that in order to protect society one must become almost as much of an outsider as those they protect it from.

Description

Spoiler:

Jorgen's features would be considered attractive were it not for the perpetual scowl displayed across them. Rugged in nature, the man carries the aura of a pice of granite, steady, implacable and unrelenting.

While not as heavily imbued with muscle as other Krieg warriors, his lithe form holds a snow lepoard's grace, a subtle indication of the danger he presents.

Wearing mostly lined sun-bleached leathers marked with the symbol of the witch hunters, rather than the heavy furs possessed by many of his kinsmen only serves to make him stand out more.
tattoo

Wealth

Spoiler:

pp gp sp cp
gems

Rune Knowledge

Spoiler:

Here is a bit about runes for you. Even though a character knows how to use a given rune, it must be recreated with each use. The PC knows how to shape the rune, and each time he makes one, it can take a different form affected by the factors surrounding the moment. It could be the time, the place, motives, or creature involved that alter the rune. It takes wisdom and common sense to understand how to make a rune correctly.
Shaping involves three steps.

Step One - planning which means a full ten minutes of contemplation during which the character must remain undisturbed.

Step Two - carving which involves having something special to carve it with (often linked to the rune itself) and carve it on. Paper is no good. You do not plan and then look around for the materials or carver, there must be no delay. typical surfaces include boards, blades, drinking horns, and stones, typical implements may be a knife or any other hard pointed tool.

Step Three - activating the rune must happen within two rounds of its carving for the rune to be effective. This is either by a poem spoken over the rune or anointing the rune with beer or spit.
All told the process takes about 15+d20 minutes to shape a rune. Upon completion, either the player or DM makes a Wisdom check to see if the rune worked successfully. After the rune has served its purpose, it is merely a carved pattern and cannot be reused.

Change-Rune - This rune allows the caster to assume the form of a natural animal. Once per day,the rune can be made and the change lasts for a number of hours equal to the casters level or until he sleeps. Upon completion, the character assumes the animal's form, his equipment and clothing do not transform with him. He does not gain any of the animal's special abilities nor can he use the change-rune on anyone else.
The caster can end the transformation when he wishes.


Judgements etc.
Spoiler:

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. The bonuses granted by the judgment continue to
improve on following rounds, reaching a maximum bonus
that lasts until the judgment ends.

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. The inquisitor must participate in the combat
to gain these bonuses. If she is frightened, panicked,
paralyzed, stunned, unconscious, or otherwise
prevented from participating in the combat, the ability
does not end, but all of the bonuses reset to those
granted on the f irst round until she can participate in
the combat again.

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, but doing so resets
the bonus granted to those granted on the first round.
Destruction: The inquisitor is filled with divine wrath,
gaining a +1 sacred bonus on all weapon damage rolls.
This bonus increases by +1 each round after the first, to
a maximum of +3 on the third and following rounds. At
10th level, all of these bonuses are doubled (+2 on the first
round, +4 on the second, and so on).

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 of damage each round after
the first, to a maximum of 3 points of damage on the
third and following rounds. At 10th level, the amount of
healing doubles (2 hp on the first round, 4 on the second,
and so on).

Justice: The judgment spurs the inquisitor to seek
justice, granting a +1 sacred bonus on all attack rolls.
This bonus increases by +1 each round after the first, to
a maximum of +3 on the third and following rounds. At
10th level, the bonus is doubled on all attack rolls made
to confirm critical hits.

Piercing: The judgment gives the inquisitor great focus
and makes her spells more potent. This 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 each round after the first to a maximum of
+3 on the third and following rounds. At 10th level, all of
these bonuses are doubled (+2 on the first round, +4 on the
second, and so on).

Protection: The inquisitor is surrounded by a protective
aura, granting a +1 sacred bonus to Armor Class. This bonus
increases by +1 each round after the first, to a maximum
of +3 on the third and following rounds. At 10th level, the
bonus is doubled against attack rolls made to confirm
critical hits against you.

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 each round after the first, to a maximum
of +3 on the third and following rounds. At 10th level, the
bonus is doubled against curses, diseases, and poisons.

Resiliency: The judgment makes the inquisitor resistant
to harm, granting DR 1/magic. This bonus increases to 2/
magic on the second round, and 3/magic on the third and
following rounds. 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 each round after the first, to a maximum of 6 on
the third and following rounds. At 10th level, the amount
of protection increases to 5 on the first round, plus an
additional 5 each round thereafter, to a maximum of 15
on the third and following rounds.

Smiting: The judgment bathes the inquisitor’s weapons
in a divine light. This judgment provides no bonus on the
first round. On the second round, the inquisitor’s
weapons count as magic for the purposes of
bypassing damage reduction. On the third and
following rounds, 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 a bonus
on the third round. At 10th level, on the third and
following rounds, the inquisitor’s weapons also count
as adamantine for the purpose of overcoming damage
reduction (but not for reducing hardness).

Stern Gaze- 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).