Modoru Redgrave

Baro's page

1 post. Alias of Harakani.


About Baro

Baro was found by an Abadaran paladin. The Paladin had just finished killing Baro's parents when he found Baro, still a child. He knows that one was a half-orc mercenary, and one an evil cleric, but that is all.
Baro was adopted by a good Abadaran family, the Hemlocks. He competed with his siblings, striving to emulate his father.
His father, Jora Hemlock, was an Abadaran priest-banker. He noticed Baro's growing ability witty blades, and his easy way with people. Seeking guidance from Abadar on the future he discovered that Baro had two possible futures.
In one he was a hero of Abdar.
In the other he was a brutal warlord, uniting monstrous forces to create a new dark age of civilisation.
Jora encouraged Baro to join the priesthood.
Baro lasted nearly two weeks in the priesthood before being removed as obviously unsuited. In desperation he was enrolled as a Paladin initiate.
He excelled. He was excellent at talking to people and avoiding violence, but when violence occurred he acted decisively. He was devout, genuinely seemed to like everyone, and followed the rules mercilessly.
Baro has two character flaws.
He likes everyone. Everyone. He finds it easy to see things from their perspective, and on a good day he uses that to try to convince them to turn towards Abadar.
The second flaw seems to be a holdout from his hidden orc genes. He genuinely likes hurting things.
This second flaw should be a great problem for a Paladin, but Bora has buried it under an overwhelming devotion to the rules. He does exactly what the rules suggest. He offers quarter, is kind to animals, and does not lose control in battle. He just enjoys it when his job legitimately requires him to get bloody.
The Paladin order spent some time debating the issue before making Bora a Paladin, and in the end they decided that Abadar judges actions, not desires.
Bora was assigned to guarding particularly troublesome caravan routes in the hopes the problem he represented might sort itself out. He excelled at this, and was made an independent investigator.
The Sandpoint area was his first appointment.
hoping this is okay
Baro found an instant friend in Belor with his natural charm, fact he was here to help, ability to take orders uncomplainingly and a shared family name.
Full investigation revealed that Jora and Belor don't seem to share any common relatives for three generations, but still they get along well.
Up until this point Baro has spent almost all his time in the field, mostly riding guard on wagons. His first appointment is now up, and he has several weeks of leave he has decided to spend in Sandpoint before he applies for his next posting.

OOC explanation
Why the hurting things? Paladins are all about playing the moral code. When they fall they either redeem or fall hard. Baro - with his two possible lives, and orcish tendency to inflict pain - would make a really scary bad guy. But he's not bad. The code he follows makes him lawful good.
On the other hand, the good guys care whether he stays good, and the bad guys have a reason to try to get him to fall. Possibly one serious infraction might legitimately turn him dark side.
I'm assuming that if he does turn dark side he also ceases to be a PC.

Baro Hemlock
LG Medium Humanoid (Human)
Init +3; Perception +4
----- Defense -----
AC 17, touch 13, flat-footed 14
hp 12 (1d10+2) (fav)
Fort +3, Ref +3, Will +1
----- Offense -----
Speed 20 ft (30 ft without armour)
Melee Longspear +1 (1d8, 20/x2) brace reach
Melee Dagger +1 (1d4, 19-20/x2)
Ranged Heavy X-Bow +4 (1d10, 19-20/x2) (120ft)
Ranged Heavy X-Bow in 30ft +4 (1d10+3, 19-20/x2)
Ranged Dagger in 30ft +4 (1d4+3, 19-20/x2)
Space 5 ft.; Reach 5 ft.
----- Statistics -----
Str 10, Dex 16, Con 12, Int 10, Wis 8, Cha 18
Base Atk +1; CMB +1 CMD 14
Feats Point Blank Shot, Deadly Aim
Traits Favored Son: Belor Hemlock, Eyes and Ear of the CIty.
Skills +6 bluff (2 racial) +10 Diplomacy (3 class,1 rank,2racial) +4 Perception(3 class 1 rank 1 trait) +1 Knowledge:Local (3 class 0 rank 1 trait)Racial Modifiers +2 Diplomacy, +2 Bluff
Languages Common
----- Special Abilities -----
Aura of Good
Smite Evil 1/day
Detect evil at will
Silver Tongued(Ex/Sp/Su) Alt racial trait. Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.

equipment 150
50 - armoured coat
50 - heavy crossbow (8 lbs)
25 - Silver Holy Symbol
3 - 30 bolts (3 lbs)
2 - dagger x2 (2 lbs)
5 - Longspear (9 lbs)
2 - Backpack (2 lbs)
1 - sap (1 lbs)
0 - Explorer's outfit (8 lbs)
8 days rations (8 lbs)
8 gold