Hestrig Orlov

Kjellberg's page

39 posts. Alias of Birch33.


Classes/Levels

Female Ulfen Inquisitor 1 - Init +2, Perc +8, AC 14, Touch 12, Flat 12, hp 11, Fort +2, Ref +2, Will +6, Speed 40ft

About Kjellberg

Appearance:

Like most Ulfen, Kjellberg is tall – a little over six feet in height. Her skin is pale and her hair blond – worn long and elaborately braided.

Her clothes reflect the climate she’s in – as Desna takes her from place to place (but more of that later).

Background:

The Realm of the Mammoth Lords is a savage, windswept wilderness renowned for the primeval beasts that inhabit it. Not the kindest of environments to bring a child into – but Kjellberg’s parents were both Ulfen and at the time of her birth, they made their home in Grungir Forest.

While fey, wild animals, monsters, and linnorms reside everywhere humans do not, in Grungir Forest, they rule. Grungir Forest spreads across the central southlands in a nearly unbroken mass, with only the Thundering River and a few roads providing a break in the eastern reaches.

While humans live around the forest’s eastern outskirts, they are careful not to travel too deeply into the woods — it’s generally not considered worth the risk to travel far enough in that you can’t see the forest’s edge.

This same reluctance to explore does not apply to the numerous adventurers and followers of Desna who have
been drawn to Grungir Forest, eager to plumb its depths in the hunt for unique creatures or secret places of power.

Such a place is Moonwing’s Bough. Named after the first priest of Desna to reach the site in the modern age, Moonwing’s Bough is a small pocket of oak trees in an otherwise evergreen part of Grungir Forest. The site is home to an ancient shrine to Desna, built thousands of years ago by her worshipers during the height of Thassilon’s rule. The shrine is one of the most legendary sacred sites in Desna’s faith, but very few of her worshipers attempt the dangerous quest to reach it. Kjellberg’s parents – both clerics of Desna were two that managed just that, despite her mother being 9-months pregnant.

No sooner had they found the small stone shrine than Kjellberg’s mother went into labour. All night her father prayed and in the morning his prayers were answered with the birth of a beautiful and healthy baby girl. They say those who worship here are granted a miracle; the exact boon granted depending upon the worshiper’s need, but is always something beneficial. Kjellberg’s parents told everyone that their daughter was the miracle they wished for – and perhaps they were right.

Like most Ulfen children, she as trained to use weapons as soon as she had the strength to hold them, and took naturally to the starknife that her parent’ used as a matter of course.

Not all Ulfen are content to remain their entire lives in the same place, and nor do followers of Desna. So Ulfen followers of Desna are destined to live a nomadic life. And so Kjellberg grew up embracing various ethnicities, religions and lands – taking it all into her stride.

And so Kjellberg spent her formative years as a wanderer, embracing Desna’s teachings but never showing any likelihood of following her parents in the life of a cleric. Instead she lived on her skills and wits to shape the world around her – never malevolently – but with a subtle jest or twist of phrase, you could steer people to do her bidding.

Personality:

Like many of the Ulfen, Kjellberg has learned the silence of the north, to be still as a mountain and quiet as a snowfall. She knows how to listen for the howl of the winter wind, the step of the fox in the woods, and the distant cry of the winter wolf across the plains.

A combination of race and faith means she makes her home in the most distant and inhospitable lands. She does not see her lot as particularly hard; she values her regular independence and isolation as she seems to go out of her way to face dangers less passionate races would balk at.

She possesses a strong connection to the natural world and takes many of her cues from the way wild animals live their lives. She believes in strength, the unity of a clan, and the concept of taking what one needs from nature and nothing more.

She considers personal honour to be very important, and insults are rarely shrugged off. She is confident without being arrogant and abhors people who try to inflict their values and opinions on her. They are entitled to their opinion but so is she!

But fundamentally, Kjellberg would be described as good. Some of that goodness is derived from a sense of injustice at her parent’s death – holding all things evil as accountable. Perhaps it’s her inbred honour system? She follows a strict code of behaviour that guides her path in this world, and she expects others to do likewise.

Maybe it’s about justice – she certainly believes that others receive the punishment they deserve for wrongdoings, and the law must be fair to all.

The truth is no doubt a mix of all of them She is determined to hunt down all things evil and ensuring they face their just punishment. She is certainly strong-willed and acts as her conscience dictates without seeking to inflict her ideals on others.

Kjellberg’s Story:

Kjellberg’s parents were drawn to the Worldwound. To this day, she doesn’t know why. All she knows is that they didn’t last 24 hours in the inhospitable place. Perhaps it was the water? It may have been poisoned or diseased but either way, they both died swiftly – and thankfully painlessly.

Skeletal assassins whose touch melts flesh. Laughing seductresses bathed in blood. Bestial monstrosities offering your heart's desire. These were the things people feared from the Worldwound, not a simple drink of water. Regardless, Kjellberg learned a valuable lesson that day. No longer able to be the daughter of travelling clerics, Kjellberg had to find a way of fending for herself. She’d already decided that life as a cleric was not for her but her passion for defeating anything the Worldwound had to offer was ignited.

Kjellberg had to focus on what she knew. She may not be cut out to be a cleric, but she knew Desna. Her deities desire to hold out for hope and embrace mysteries led her to help those that lay their life down to fight against intelligent monsters that threaten the common folk, especially those that prey on dreams.

She considered going to find The Whispered Song – a hidden group of Desnan worshipers in the darkest reaches of shadow-haunted Nidal but the very same night she planned to leave to find them she had a dream. Desna visited her and she dreamed of a city that overlooked the Worldwound from a perch on the eastern bluffs above the West Sellen river.

Kenabres.

The gathering place for crusaders headed into the Worldwound, and home to a resolute — if occasionally overzealous — group of defenders, she travelled swiftly and offered her services. She was considered a good fit to be an inquisitor.

An inquisitor's work may seem unconventional to others, but sometimes to do real, lasting good, it is necessary to engage in actions that appear to cross lines – special tasks require special skills and living on the sharper, rustier side of purity, inquisitors carry a heavy but still holy burden.

Grim and determined, she found she was suited to the role – rooting out enemies of the faith, using trickery and guile when righteousness and purity was not enough.

Secrets/Plot Hooks:

Kjellberg’s birth was the first clue to her mythic future – although it’s always easy to be wise after the event. For her parent’s to reach Moonwing’s Bough was miracle enough but to be born the night her father prayed to Desna had to be worthy of some recognition.

The second clue is in her personality. If anyone was destined to become a Mythic Trickster, it is Kkjellberg.

Kjellberg’s popular sayings:

Any troll’s arm comes off
Persist long enough and you will succeed

Go sow the whitecaps!
You’re wasting your time, go away and stop wasting mine!

He’d scare the sea away at low tide
He’s ugly (or fearsome). Usually used as an insult

A pass is best seen from the top of the mountain
Do not look for the easy way out. It is wise to accept a challenge and learn

Crunch:

Ulfen Inquisitor 1
CG Medium Human / Humanoid (Human)
Init +2; Senses Perception +8
==DEFENSE==
AC 14, touch 12, flat-footed 12 (+2 armor, +2 dex)
hp 11 (1d8)
Fort +2, Ref +2, Will +6
Armor Leather, Light
==OFFENSE==
Spd 40 ft/x4
Melee Cold Iron Starknife +2 (1d4) 20/x3
Melee Cold Iron Melee Dagger +2 (1d4) 19-20/x2
Ranged Light Crossbow +2 (1d8) 19-20/x2
Ranged Thrown Dagger +2 (1d4) 19-20/x2
==STATISTICS==
Str 10, Dex 14, Con 10, Int 10, Wis 18, Cha 14
BAB +0, CMB +0, CMD +12
Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Shield Proficiency (PFCR 133), Toughness (PFCR 135), Weapon Finesse (PFCR 136)
Skills Acrobatics +2, Jump +6, Bluff +6 [w/ persons attracted to you +7], Diplomacy +2 [w/ persons attracted to you +3], Heal +8, Intimidate +7, Knowledge (arcana) +4, Knowledge (nature) +4, Knowledge (religion) +4, Perception +8, Perform (act) +2, Ride +2, Sense Motive + 5, Spellcraft +4, Stealth +2, Survival +4
SU
Judgment (PFAPG 38 - 39)
You can pronounce judgment upon her foes as a swift action. You can use this ability 1 times per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end.
- Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. (PFAPG).
- 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. (PFAPG).
- Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. (PFAPG).
- Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance. (PFAPG).
- Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. (PFAPG).
- Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. (PFAPG).
- Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. (PFAPG).
- 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. (PFAPG).
- Smiting: This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction. (PFAPG). (PFAPG 38 - 39).
Door Sight (PFAPG 90)
- Door Sight (Su): You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 7 inches. You can use this power 7 times a day. [PFAPG 90] (PFAPG 38).
Monster Lore[/bn]
Inquisitor adds +4 on Knowledge skill checks when trying identify the abilities and weaknesses of creatures. (PFAPG 40).
[b]Stern Gaze

Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +1 morale bonus on all Intimidate and Sense Motive checks. (PFAPG 40).
MC Inquisitor Domain - Explorer (PFAPG 38), Inquisitor Orisons (PFAPG 38)
Traits Charming (Social) (PFAPG 330), Touched by Divinity (Campaign: Wrath of the Righteous) (PFAP: WotR 7)
Languages Common, Skald
==MAGIC==
Spells Known
0 – 4
1 – 2
Spells Cast Per Day
0 - Orisons
1 – 2
Actual Spells Known
0 – Daze, Detect Magic, Light, Read Magic
1 – Comprehend Languages, Shield of Faith
==EQUIPMENT==
Cold Iron Starknife, Light Crossbow, Cold Iron Dagger, Dagger, Leather Armour, Silver Holy Symbol, Holy Text
Money: 16gp