Half-Orc

Mort Kendall's page

4 posts. Alias of Xisifer.


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Good idea, Ragnar.

Spoiler:

The heavy oaken door to the Silver Stoat bangs open with a gust of frozen wind. A tall, imposing figure steps inside before closing the door with a heavy whud.

Looking around the dim tavern is a tall, imposing Half-Orc wearing a wide-brimmed black hat and thin spectacles. His skin is a dusky forest green, and his eyes are pure red. He wears a long black greatcoat that billows and flares dramatically in the leftover wisps of wind, revealing a fine sky-blue silk vest can be seen, with a shirt of fine chainmail beneath it. His belt holds a longsword, heavy mace and a dagger, and his heavily-laden backpack has a crossbow slung next to it.

The heavily-armed Half-Orc clomps a few times, shaking the snow off his shoulders and boots and revealing a dull crimson symbol on the back of his coat. He approaches the bartender. "Warmed mead, if you please," he says curtly, his voice smooth with a well-cultured accent. He pronounces everything with exact, precise enunciation as he glances around the room. "Your establishment appears to be quite lucrative this evening."


1. Build a character using the crunch below.

Done.

CHARACTER:
Lawful Neutral Male Half-Orc
Class: Inquisitor

Racial Traits: Darkvision, Intimidating, Orc Blood
Alternate Racial Traits:
City-Raised (grants +2 Know[local], proficient w/whips and longswords)
Acute Darkvision (grants Darkvision 90ft)
Favored Class: Inquisitor
Inquisition: Heresy
Age: 32, Height: 6'8, Weight: 220 lbs, Eyes: Red Hair: Black, Skin: Green

Initiative: +1

Senses: Perception +7, Darkvision 90ft

==DEFENSE==
AC: 15, touch 11, flat-footed 14 (+4 armor, +1 DEX)
HP: 9
Fort: +3, Ref: +1, Will: +5
Armor: Chain Shirt
Defensive Abilities:

==OFFENSE==
Speed: 30ft
Melee: Longsword +3 (1d8+3)
Melee: Heavy Mace +3 (1d8+3)
Melee: Dagger +3 (1d4+3)
Ranged: Light Crossbow +1 (1d8)
Special Attacks: None

==STATISTICS==
STR 16, DEX 12, CON 10, INT 14, WIS 16, CHA 8
BAB: +0, CMB: +3, CMD: 14
Feats: Skill Focus: Intimidate
Traits:
Northern Ancestry (+1 Fort, cold resistance 2) [Reign of Winter]
Honey-Tongued: +1 Diplomacy or Bluff when dealing with agents of the law (judges, guards, paladins, etc). [Faiths of Balance]

Skills: 6+2=8
Bluff +7
Intimidate +13
Know[arcana] +6 (+9 when ID'ing monsters)
Know[dungeoneering] +6 (+9 when ID'ing monsters)
Know[nature] +6 (+9 when ID'ing monsters)
Perception +7
Sense Motive +8
Stealth +5

Languages:
Common, Infernal, Orc Goblin

Currency:
30

[spoiler=INVENTORY]
Chain Shirt(100gp, 25lbs)

Longsword(15gp, 4lbs): 1d8, 19-20, S

Heavy Mace(12gp, 8lbs): 1d8, x2, B

Dagger(2gp, 1lb): 1d4, 19-20, P or S

Light Crossbow(35gp, 4lbs): 1d8, 19-20, 80ft, P

30 Bolts(3gp, 3lbs)

Inquisitor's Kit(30gp, 34lbs): Backpack, Bedroll, Belt Pouch, Candles, Cheap Holy Text, Flint and Steel, Iron Pot, Manacles, Mess Kit, Rope, Soap, Spell Component Pouch, 10 Torches, 5 Trail Rations, Waterskin, Wooden Holy Symbol

Grappling Hook(1gp, 4lbs)

Compass(10): +2 to avoid becoming lost or to navigate underground

Canteen(2gp, 1lb)


[/spoiler]

SPELLS:

(0) Detect Magic
(0) Stabilize
(0) Light
(0) Brand
(1) Inflict Light Wounds
(1) Cure Light Wounds

APPEARANCE:

Mort Kendall is a tall, imposing Half-Orc wearing a wide-brimmed black hat and thin spectacles. His skin is a dusky forest green, and his eyes are pure red. He wears a long black greatcoat that billows and flares dramatically in the wind when it isn't tied shut, and underneath it a fine sky-blue silk vest can be seen, with a shirt of fine chainmail beneath it. His belt holds a longsword, heavy mace and a dagger, and his heavily-laden backpack has a crossbow slung next to it.

PERSONALITY:
Mort is a dour, reserved Half-Orc who prefers things to be exact, precise, neat and orderly (with a hint of OCD). He becomes implacably determined in the pursuit of an objective, and his cold fury is a sight to behold should he be crossed. He wields the law as a weapon (sometimes literally, with a massive iron-bound tome of the Laws & Regulations of Absalom), and while he worships Asmodeus, he reveres the archdevil Lord of Hell more for his role as the ultimate law-giver and lawyer, rather than his association with Evil.

BACKGROUND:

Raised in Absalom, Mort's stern Human father made sure he grew up with as few ties to his Orcish heritage as possible. Severely beaten every time he raised his hand in hulking rage or brutish anger, Mort instead channeled his natural tendencies into ice-cold logic and icy, vicious politeness. This mollified his father, and soon Mort entered law school at a well-to-do, prestigious university with the help of a loan his father took out on his behalf. Soon Mort was clerking at a respectable law firm, Goldman & Lynch, whose proprieters also worshipped Asmodeus, the Archduke of Hell and the Prince of Law.

Bureaucracy suited Mort just fine, but it wasn't until a rather unusual case crossed his desk that Mort even considered venturing into the world beyond Absalom. Instructed by Merril Goldman himself, Mort was assigned to travel far to the north, to the land of Taldor, to serve a notice of levy and taxation to a person known as "The White Witch".

Ever dutiful, Mort packed up what meager gear he could put together and boarded a ship, not knowing what lay in store...

[/spoiler]

2. Share how often you can post/contribute to the game. I don't want to put unrealistic expectations on the group, but I'd like to shoot for one post per day on weekdays. If we go faster, I'm down with that.

Once per day on weekdays is fine. I'll post on my lunch break or after work.

3. Share how many other PBPs you're currently playing.

Zero.

4. Interact with the other applicants.

I'll do that shortly.

=====================

1. The adventure starts in the village of Heldren, a small village in Taldor just north of the Border Wood near Qadira. All characters should be residents of Heldren. Were you born there? Are you newly arrived?

Mort has only recently arrived in Heldren, having recently sailed there from Absalom in pursuit of a legal contract.

2. If you're playing as a common race, how do you view other, rarer races? If you're playing as an uncommon race, how did you come to live among the common?

As a Half-Orc, Mort knows he has no place to judge others for their shape or color, but due to the way he was raised, he has very little respect for those who cannot civilize themselves and adapt to their surroundings.

3. What will your character contribute to the party in and out of battle?

In battle, Mort will act as a front-line fighter with a variety of weapons. He will also be Intimidating his foes.

Out of battle, Mort is a cold and icily-polite fellow who is dedicated to his mission. He may find a great deal in common with those who are similarly lawful (or at least respecting of the law), but he has little patience for those who actively shun society.

4. What goals/aspirations does your character have? These don't always need to be lofty or noble.

Beyond fulfilling his immediate duty, Mort's goal is to return to Absalom and set up his own lawyering firm, earning his father's respect through massive amounts of legal income and profit.


I'm getting confused. Is this still the recruitment thread, or did the game suddenly start?


Finished my Inquisitor, all except for the actual fluff (personality, background, etc). I'll work on it tomorrow.

-Xisifer