Barbarian

Korseth of Squirestone's page

1 post. Alias of andreww.


About Korseth of Squirestone

Appearance

Korseth is a tall, muscular halforc with thick black hair. His body is adorned with tattoo's, some from his criminal past and others which mark him as a devotee of Sarenrae. He has come to terms with his past and does not seek to hide the marks of his misspent youth.

Background

Korseth was born in the small town of Squirestone, close to the border with the Hold of Belkzen. An unwanted half orc child, the product of a brief liaison between his hunter mother and orcish father, he was left with relatives to raise him. They didnt do a bad job but he wanted more and struck out to Vigil as soon as he was old enough to leave home, hoping to make his fortune. Early on he fell in with a bad lot and stooped to banditry and theft, preying on those newly arrived to aid Latwall's defence.

It was while he was robbing the tent of a newly arrived crusader that his life changed. The owner, a half orc Paladin of Sarenrae called Hakith returned early and found Korseth in the middle of robbing him. He took the boy into custody and gave him a choice, he could turn him over to the authorities where he would almost certainly be hanged or he could take on the role of his squire. Hakith seemed to see something in the boy and Korseth took the only sensible choice, intending to run off at the first opportunity. Run he did, several times, and each time Hakith would find him and bring him back. Together they travelled Lastwall, the Hold and Ustalav, Hakith teaching the boy what he could. In time they became friends and Hakith brought him to his tribe, the Burning Sun, an orcish tribe dedicated to Sarenrae and committed to turning the orcs of Belkzen away from violent and destructive ways.

Korseth was accepted amongst them and found a true home thee. He had been given a chance by Hakith and he would not let him down. He trained hard and eventually the two parted as Hakith continued his quest to oppose the return of the Whispering Tyrant and battle the Whispering Way. Recently Korseth has learned that his old friend has been captured by the Way. He fears he may be dead but has set out now to find him and stop whatever the Cult is up to.

Defining Moment

His inductiion onto the Burning Sun tribe and acceptance by Sarenrae. He atoned for his past and sought forgiveness and the chance to make up for his actions. He never expected forgiveness or to be accepted and was stunned when he was. Since then he has dedicated himself to helping the Burning Sun and trying to stop the orcs of Belkzen coming under the sway of the Whispering Tyrant once more should he ever return.

What have you done to garner attention

As a witch hunter Korseth has focused his efforts on dealing with powerful magicians who try and twist others to their own ends. He has clashed with demon summoning orcish shamans, scheming Razmirian priests and Urgathoan necromancers seeking to dig up Lastwalls many crusader tombs. He relishes the chance to hunt down a bunch of dangerous Whispering Way cultists.

Stat Block:

Korseth of Squirestone
Male half-orc inquisitor (witch hunter) of Sarenrae 12 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Combat 53)
NG Medium humanoid (human, orc)
Init +10; Senses darkvision 60 ft.; Perception +23

Defense
AC 28, touch 17, flat-footed 22 (+7 armor, +6 Dex, +1 insight, +4 shield)
hp 99 (12d8+36)
Fort +17, Ref +16, Will +17; +2 bonus vs. negative levels, +4 dodge bonus vs. allies spells
Defensive Abilities sacred tattoo[APG], stalwart

Offense
Speed 30 ft.

Melee cold iron scimitar +12/+7 (1d6+2/18-20 plus 1d6 acid)
Ranged +3 adaptive greenwood composite longbow +19/+14 (1d8+5/×3 plus 1d6 acid) or
Ranged mwk composite longbow +17/+12 (1d8+1/×3 plus 1d6 acid)

Special Attacks greater bane (12 rounds/day), judgment 4/day (2 simultaneous)

Inquisitor (Witch Hunter) Spells Known (CL 12th; concentration +15)

4th (3/day)—death ward, freedom of movement, greater invisibility, restoration

3rd (5/day)—cure serious wounds, daylight, dispel magic, heroism, magic vestment, greater magic weapon, shield of wings

2nd (6/day)—blistering invective[UC] (DC 15), delay poison, invisibility, resist energy, see invisibility, stricken heart[ACG], surmount affliction[UM], tongues

1st (6/day)—comprehend languages, deadeye's lore[UC], disguise self, divine favor, ears of the city, keep watch, protection from evil, remove fear, shield of faith

Orisons (at will)—create water, detect magic, detect poison, guidance, light, stabilize

Domain Reformation inquisition
Buffs Korsek casts extended greater magic weapon and two extended magic vestment spells at the end of each day. They last 24 hours.

Statistics
Str 14, Dex 22, Con 16, Int 14, Wis 16, Cha 8
Base Atk +9; CMB +12; CMD 28

Feats Clustered Shots[UC], Coordinated Shot[ACG], Deadly Aim, Enfilading Fire[UC], Escape Route[UC], Friendly Fire Maneuvers, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot

Traits criminal, fate's favored

Skills Climb +6, Diplomacy +20, Disable Device +24 (+29 with goggles), Intimidate +28, Knowledge (history) +14, Knowledge (religion) +19, Perception +23, Sense Motive +26, Sleight of Hand +18, Spellcraft +19 (+22 to identify a spell as it's being cast, to identify the properties of a magic item using detect magic, or to decipher a scroll), Stealth +10, Survival +20 (+25 when tracking), Swim +6

Languages Abyssal, Common, Necril, Orc

Special Qualities awaken discontent, knowledgeable defense, orc blood, shadowhunter, solo tactics, spell sage, spell scent, stern gaze +6

Equipment:

Magical gear boots of speed, deliquescent gloves[UE], lesser extend metamagic rod, belt of physical perfection +2, cloak of resistance +3, cracked dusty rose prism ioun stone, cracked magenta prism ioun stones (diplomacy, intimidate, knowledge religion, sense motive, spellcraft, survival), cracked pale green prism ioun stone (attack), cracked pale green prism ioun stone (saves), dusty rose prism ioun stone, efficient quiver, goggles of minute seeing (not worn), handy haversack, headband of mental prowess +2 (Int, Wis), lenses of detection, lesser talisman of freedom[OA] (3), swarmbane clasp (not worn)

Weapons and armour adamantine durable arrow (20), cold iron durable arrow (50), silver durable arrow (50), +1 spell storing mithral chain shirt (stricken heart), mwk buckler, +1 adaptive greenwood composite longbow, cold iron scimitar, mwk composite longbow (+1 Str)

Scrolls scroll of align weapon (x2), scroll of lesser restoration (x5), scroll of remove paralysis (x2)

Wands wand of cure light wounds (50 charges), wand of divine favor (50 charges), wand of heightened awareness (50 charges)

Mundane equipment acid (5), air crystal (2), alchemical grease[APG] (4), alchemist's fire (5), antiplague[APG] (2), bedroll, cold weather outfit, diamond dust (worth 1,000 gp), folding shovel[UE], iron holy symbol of Sarenrae (2), masterwork thieves' tools, pot, silk rope (50 ft.), small tent, smoked goggles[APG], spell component pouch (2), trail rations (14), winter blanket

Money 516 gp, 6 sp

Special Abilities:

Awaken Discontent (3/day, DC 19) (Su) Affect target with charm person as a std action.
Blessed Correction (3/day) (Ex) Roll twice for Diplomacy, Intimidate, or Perform (oratory) checks & take best roll.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Coordinated Shot If ally threatens but doesn't provide cover gain +1 bon on ranged atks vs. opp.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Enfilading Fire +2 to ranged att vs. a foe flanked by an ally with this feat.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Friendly Fire Maneuvers Allies who also have this feat cannot provide soft cover to enemies.
Greater Bane (+2 / 4d6, 12 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Knowledgeable Defense +3 At 2nd level, a witch hunter who identifies a spell with Spellcraft gains a bonus against its effects, either a +1 bonus on saving throws or a +1 dodge bonus to AC against this spell. This bonus increases every four levels (to a maximum of +5 at 18th
Manyshot You can shoot two arrows as the first attack of a full attack action.
Second Judgment (4/day) (Su) Variable bonuses increase as the combat continues.
Shadowhunter Attacks affect incorp foes as though use magic weapon, 2x phys ab heal from undead, +2 to save vs. neg levels.
Spell Sage +3 (Ex) At 1st level, a witch hunter adds her Wisdom modifier on Spellcraft checks in addition to her Intelligence modifier when attempting to identify a spell as it is being cast, to identify the properties of a magic item using detect magic, or to d
Spell Scent (1/day) At 6th level, the witch hunter learns how to sense unique spell signatures, and can follow the trail of a cast spell or spell effect cast back to its source. Once per day, when the witch hunter comes into contact with or is exposed to a spell effect
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Stern Gaze +6 (Ex) +6 morrale bonus to Sense Motive and Intimidate.

Dice rolls:

Base values +19 to hit, +5 damage. Attacks include, deadly aim (-3/+6), judgment of justice (+3), judgment of destruction (+0/6), divine favour (+4/4), haste (+1), heroism (+2), enfilading fire (+2), coordinated shot (+1 or 2), bane (+2/4d6+2), point blank shot (+1/1) and rapid shot (-2)

[ooc]Allies do not provide cover to enemies and if all attacks are made against the same target DR is only applied once

Single Attack
[dice= Longbow]1d20+19[/dice]
[dice=Damage] 1d8+5[/dice] + [dice=Acid]1d6[/dice]

Full Attack
[dice=Manyshot]1d20+17[/dice]
[dice=Damage] 1d8+5[/dice] + [dice=Acid]1d6[/dice]
[dice=Damage] 1d8+5[/dice] + [dice=Acid]1d6[/dice]

[dice=Rapid Shot]1d20+17[/dice]
[dice=Damage] 1d8+5[/dice] + [dice=Acid]1d6[/dice]

[dice=Haste]1d20+17[/dice]
[dice=Damage] 1d8+5[/dice] + [dice=Acid]1d6[/dice]

[dice=Iterative]1d20+12[/dice]
[dice=Damage] 1d8+5[/dice] + [dice=Acid]1d6[/dice]