Member of the Ninth Battalion

Rorgrym Khazhugar's page

115 posts. Alias of Sir Jolt.


About Rorgrym Khazhugar

RORGRYM KHAZHUGAR
Male Dwarf Cleric 1
CG Medium Humanoid (Dwarf)
Init +1; Senses Darkvision (60 feet); Perception +2
Funds 8g 7s 5c

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DEFENSE
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AC 18, touch 11, flat-footed 17. . (+5 armor, +2 shield, +1 Dex)
hp 14 (1d8+6)
Fort +6, Ref +1, Will +5
Defensive Abilities Defensive Training
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OFFENSE
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Spd 30 ft.
Melee . . Trident +4 (1d8+2/20/x2)
Ranged Crossbow, Heavy +2 (1d10/19-20/x2)
Special Attacks Agile Feet (5/day)
Spell-Like Abilities Icicle (5/day)
Cleric Spells Known
(CL 1, 3 melee touch, 1 ranged touch):

STATISTICS
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Str 14, Dex 12, Con 16, Int 10, Wis 16, Cha 11
Base Atk +1; CMB +4; CMD 14
Feats Toughness +3
Traits Devotee of the Green: Knowledge: Nature, Rostlander
Skills Appraise +0, Bluff +1, Diplomacy +1, Heal +2, Intimidate +1, Knowledge: Nature +5, Knowledge: Religion +4, Sense Motive +2
Languages Common, Dwarven
SQ Aura (Ex), Channel Positive Energy 1d6 (4/day) (DC 11) (Su), Cleric Domain: Travel, Cleric Domain: Water, Greed, Hardy, Hatred, Slow and Steady, Spontaneous Casting, Stability, Stonecunning +2
Combat Gear Bolts, Crossbow (30), Scalemail, Crossbow, Heavy, Shield, Heavy Steel, Trident; Other Gear Bag, Waterproof (empty), Bedroll, Blanket, winter, Fishhook, String (50'), Waterskin
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SPECIAL ABILITIES
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Agile Feet (5/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Positive Energy 1d6 (4/day) (DC 11) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Travel Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Cleric Domain: Water Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Icicle (1d6+0) (5/day) (Sp) 30' Ranged touch attack deals 1d6+0 Cold damage.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.

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Backstory

Rorgrym was born in a small river village in Touvette on the banks of the Yhalt River 63 years ago. His mother died during childbirth and he was raised by his father, Rogar. Rogar was a retired ranger who owned the mill and the smithy in the village and so, locally, was a person of some importance.

Rorgrym was born with a birthmark on the back of his left shoulder. The birthmark looked suspiciously like the sign of Hanspur but most laughed this off; why would a god of rivers mark a dwarf? Besides, it wasn't a good idea to talk too loudly about religious markings in the intolerant Touvette.

Unfortunately, despite never having set foot in a temple of any kind, and being only a baby, a neighbor accused his family of being religious fanatics in the hopes that this would prevent his own sons from being involuntary canon fodder in some border skirmish. Rogar took Rorgrym and fled to the south; they would never set foot in Touvette again.

They took a small boat on the river route south along the Yhalt then briefly cut across land to the Chalkstone River and then down to Hymbria. Seeking guidance from the elves who, reluctantly, told him that his tattoo was indeed a sign on the god Hanspur; they gave Rogar some brief instruction about Hanspur and then told him to sod off.

Heading back north, Rogar needed money and hooked up with a gang of “adventurer’s” called Jurl’s Daggers, a group of freedom loving rebels, or so they claimed. Soon, it became clear that they were really just bandits and Rogar quickly grew disgusted with the gang’s depravity and left one night. He travelled northwest across Gralton, skirted the ruins of Heibarr and traveled, as quickly as possible, across the Loric Fells before crossing into Brevoy (and good riddance to the River Kingdoms).

Having little better to do and no clear goal in mind, he found work in the mills and smithies of Rostland. As Rorgrym grew, a fellow worker noticed the tattoo of Hanspur (though to Rorgrym, the tattoo never looked like a rat but rather the face of a really ugly orc with his face smashed in with a mace) and introduced him to a friend well versed in religion. It was the undisputed that Rorgrym did indeed have the divine gift. Rogar always thought it odd that Rorgrym, as a child, liked to play in the small streams and ponds of the area. Rogar simply shrugged though, it wasn’t his place to say why the gods did or didn’t call someone to their service.

Rorgrym is friendly and casual and seems unconcerned with some of the more sinister folklore about his deity nor does he seem bothered in the least that his faith is not widespread. He’s always willing to listen and rarely seems perturbed unless the topic drifts to the River Kingdoms which, having inherited his father’s prejudice, tends to put Rorgrym in a foul mood.

He is a bit bothered that, as a dwarf cleric of a water deity, people often don't take him seriously. He also regrets that he's slowly grown more distant from his father; not out of dislike but rather because they have nothing in common. As such, he's starting to feel a little out of place and isn't really sure where he fits anymore.

On the back of his right hand he bears a birthmark that is clearly the symbol of Hanspur. At least, clear to everyone else. When Rorgrym looks at it, it just has the appearance of a really ugly orc who's face has been smashed in with a mace. How every single other person he meets gets a rat walking on water out of that is a mystery.

Campaign Questions

1. Why are you interested in working with the Swordlords of Brevoy?

Two main reasons. One, a civil war benefits nobody and it's always the freedoms of the innocent that suffer first. If he can help chance that, then he will. Two, he barely has a copper to his name and needs the work and this seems like a worthy cause.

2. What is your motivation to reclaim the Stolen Lands?

Again, two main reasons. One, the idea of exploring a new area that could have numerous lakes, rivers, streams etc. calls very deeply to him on a spiritual level. Two, though he doesn't like to talk about it, he despises the River Kingdoms. Claiming land that the River Kingdoms have also on occassion claimed the rights to (falsely in Rorgrym's mind) brings a certain amount of joy.

3. What will your character contribute to the group?

He's a very sturdy outdoor themed Cleric who can contribute equally with spells or combat. If pressed, he can make a passing faceman as well.

4. What are your plans for your character mechanically?

Stay as a Cleric. Spend skill points on outdoor and face skills to maintain both core strength and diversity.

5. What are your plans for your character from a story-perspective?

Take joy in exploring a new land and hopefully, find a place in this world where he fits. His faith means a lot to him though he generally isn't one to proselytize or get into religious arguements. And, of course, never forget the reason why he's doing this mission in the first place: prevent a war where the innocent suffer and snooty nobles stay safe from harm (he also feels very strongly that exploring these lands is what Hanspur wants him to do).