Orc

Karga Blackhook's page

44 posts. Alias of FreeRadical.


Race

Half Orc

Classes/Levels

Rogue 1/ Inquisitor 3 HP:30/30 AC:20 T:11 FF:20 BAB:+2 CMB:+6 CMD:18 Perc +10 Judgement 1/day

Gender

Female

Size

Medium, 6'5"

Age

34

Alignment

NG

Deity

Sarenrae

Languages

Common, Orc, Varaisian, Shaonti

About Karga Blackhook

Karga Blackhook
Female half-orc inquisitor of Sarenrae 3/rogue 1 (Pathfinder RPG Advanced Player's Guide 38)
NG Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +10

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Defense
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AC 19, touch 11, flat-footed 19 (+9 armor)
hp 30 (4d8+7)
Fort +4, Ref +4, Will +6; +2 trait bonus vs. fear
Defensive Abilities orc ferocity

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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 greataxe +7 (1d12+7/×3) or
Melee silver scimitar +6 (1d6+3/18-20)

Special Attacks judgment 1/day, sneak attack +1d6

Domain Spell-Like Abilities (CL 3rd; concentration +6)
. . 6/day—touch of good (+1)

Inquisitor Spell-Like Abilities (CL 3rd; concentration +6)
. . At will—detect alignment

Inquisitor Spells Known (CL 3rd; concentration +6)
. . 1st (4/day)—bane (DC 14), bless, divine favor, wrath[APG]
. . 0 (at will)—acid splash, create water, detect magic, guidance, light, read magic
. . Domain Good

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Statistics
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Str 19, Dex 12, Con 13, Int 10, Wis 16, Cha 10
Base Atk +2; CMB +6; CMD 18

Feats Distracting Charge[ACG], Heavy Armor Proficiency, Intimidating Prowess
Traits courageous, schooled inquisitor

Skills Acrobatics -5 (-9 to jump), Climb +2, Disable Device +2, Intimidate +14, Knowledge (local) +5, Knowledge (nature) +5,
Knowledge (planes) +5 (+7 to identify abilities and weaknesses of creatures), Knowledge (religion) +6 (+8 to identify abilities and weaknesses of creatures),
Linguistics +5, Lore (Magnimar) +6, Perception +10, Profession (Dectective) +8, Sense Motive +9, Sleight of Hand -1, Stealth -1, Swim +2, Use Magic Device +4;

Racial Modifiers +2 Intimidate
Languages Common, Dwarven, Elven, Orc

SQ monster lore +3, orc blood, solo tactics, stern gaze +1, track +1, trapfinding +1

Other Gear +1 half-plate, +1 greataxe, silver scimitar, bedroll, belt pouch, canteen,
hemp rope (50 ft.), holy text (Sarenrae), masterwork backpack, silver holy symbol of Sarenrae, small tent, tattoo holy symbol of Sarenrae, trail rations (4), 52 gp, 9 sp

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Tracked Resources
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Detect Alignment (At will) (Sp) - 0/0
Judgment (1/day) (Su) - 0/1
Orc Ferocity (1/day) - 0/1
Teamwork Feat (change 3/day) - 0/3
Touch of Good +1 (6/day) (Sp) - 0/6
Trail rations - 0/4

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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Distracting Charge When ally with feat succeeds on a charge, you gain +2 to atk vs. target.
Inquisitor Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +3 (Ex) +3 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.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Sneak Attack +1d6 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 +1 (Ex) +1 to Sense Motive and Intimidate.
Touch of Good +1 (6/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1 rd.
Track +1 Add the listed bonus to Survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Backstory:
Karga was born the single child of an unknown Orc mother and Human father in Magnimar in the season of Spring, left in the care of an orphanage until she grew into late childhood. A partially lonely life, it wouldn’t be long before she turned ten that she would run away and pursue a more adventurous and danger fraught life. Karga, would become one of many street urchins in the large city, picking the pockets of weary travelers and unaware citizens that walked the districts of the Shore. As she grew into young adulthood, Karga would take the last name of Blackhook after using a hook found in the bazaar docks to defend herself in a violent and quick streetfight under the shadow of the ancient Thassalonian bridge. For this fight, Karga received a wound across her lip and cheek, leaving a scar that has been with her for years.

For years, she would look up to the cliffs standing above the lower city and dream of one day living up there, but was saddled with the life of a low ranking thug and theif. Karga’s life however wouldn’t change until she reached the age of seventeen when she happened to steal from the wrong person, a necromancer plied his trade in the Underbridge, taking with her a medallion that would see her chased and kidnapped by the undead conjurer. It was only miraculously through fate and a prayer to a goddess that she would pass her shrine on the occasion that she would be saved in a raid by members of the guard and priests of Sarenrae that she would be saved.

Of course, it would be revealed that only the goddesses disciples had come to aide the guard to kill the necromancer, not to save her, and the guard had been looking for her after having stolen several jewels from one of a rich merchant and noble. It was only through intervention of those same priests that she was to be redeemed by the church, to throw out her once criminal ways and become a better part of society. This was met with resistance, but faced with a likely time in prison for her theft, Karga agreed under the terms.

Karga would now become a devote of Sarenrae, learning how to worship and become part of the greater religion. At first meeting much of the teachings with the same resistance as before when she was given her choice, she would gradually give in to them, devoting herself to learning while being hand picked for a roll that suited her often more brutish nature. The Half Orc would become an acolyte to the more inquisitorial section of the faith, working hand and hand with the guard to help deliver judgments and to payback her time as a criminals. It would soon become part of her daily life until eventually she became the inquisitor, acting as the brutish hand of the faith to deal judgment and redeem those that can be saved in the light of her goddess, a purpose like she had found and becoming a member of the guard trained in the task of delivering justice to counties when the guard was stretched.

Spells:
0Lvl
-Acid Splash
-Detect Magic
-Light
-Read Magic
-Guidance
-Create Water

1Lvl
-Bless
-Bane
-Wrath
-Divine Favor