Umagro

Thorn Dulani's page

654 posts. Alias of Endoralis.


Full Name

Thorn Dulani

Race

Human

Classes/Levels

Inquistor 4/ Unbreakable Fighter 1 | HP 43/43| AC 20 T 12 FF 18| Fort +8 Ref +3 Will +6 | CMD 20 | Init +6 | Perception +10

Gender

Male

Size

Medium 5'5"

Age

20

Alignment

LG

Deity

Damerrich

Occupation

Executioner, Mercenary, Apothecary

Strength 18
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 15
Charisma 8

About Thorn Dulani

Thorn Dulani
Inquisitor 4
LG Medium Humanoid (Human)
Init +6, Senses Perception +9
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DEFENSE
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AC 19, touch 12, flat-footed 16 (+7 armor, +2 Dex)
HP 35 ((4d8+8 Con +4 FC))
Fort +6, Ref +3, Will +6

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OFFENSE
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Melee +1 Greataxe Attack +8 Hit: 1d12 Crit: x3 {S}
Dagger Attack +7 Hit: 1d4 Crit: 19-20 {S/P}
Cestus Attack +7 Hit: 1d4 Crit: 19-20 {P/B}
Ranged
Dagger Attack +5 Hit: 1d4 Crit: 19-20 {S/P}
Sling Attack +5 Hit: 1d4 Crit: {B}
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STATISTICS
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Str 18, Dex 14, Con 14, Int 12, Wis 15, Cha 8
Speed 20 ft.
BAB +3; CMB +7; CMD 19
Feats Judgement Surge, Haggler*, Celestial Obedience (Damerrich), Precise Strike
Skills Climb +4, Diplomacy +4, Heal +6, Intimidate +6 , Knowledge (arcana) +5, Knowledge (dungeoneering) +6, Knowledge (nature) +5, Knowledge (planes) +7, Knowledge (Religion) +6, Perception +9, Profession (Executioner) +6, Profession (Apothecary) +6, Ride -2, Sense Motive +9, Spellcraft +5, Stealth +2, Survival +6 (+2 to track), and Swim +4.
Traits Fated, Reactionary
Languages Common, Celestial
Possessions: +1 Breastplate, Two Daggers, One Great Axe, One Cestus, One Sling, Heavy Steel Shield, Bedroll, Five Torches, 50ft of Hemp Rope, Waterskin, Backpack, 7 days Trail Rations.
Wealth:
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SPECIAL ABILITIES
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Weapon and Armor Proficiency
An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Heroism Domain:

Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Judgement:

Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

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. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

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. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

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. The protection increases by 2 for every three inquisitor levels she possesses.

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. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Monster Lore: +2

Cunning Initiative: +2

Detect Alignment: At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track : +2

Solo Tactics : At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Teamwork Feat: Precise Strike

Spells:

Cantrips
Acid Splash
Brand
Create Water
Detect magic
Light
Stabilize

1st level 4/dy
Bless
Cure Light Wounds
Divine Favor
Shield of Faith

2nd level 2/dy
Cure Moderate Wounds
Shield Other

Background:
Thorn is the offspring of Thorgundr Ulfhiem (Ulfen) and Francesca Dulani (Sargavan), two well known mercenaries in the company known as the Evanescent Brigade. When he was young he often played, though rarely, with the other children of the company. He enjoyed going hunting with his father or playing target practice with his mother. Often he would watch the experts when they sparred or were debriefed for missions. He listened to the grand tales they spun of their exploits. He got along with some choice individuals, one being Verim Pharae, one of the Leader's (Juha's) offspring, one who was a few years older than him. The kid often protected him from bullies but was quite kind not to mention reckless! He was a true friend, often dependable for most of his younger years.

However when he was age 10 the company was attacked in the dead of night. Horned Demons had been set upon their group for interfering with a corrupt government several jobs back that they undertook to protect a local village. Chaos went rampant for a time, but Juha rallied his mercenaries together and they eventually slayed many of the creatures, repelling the rest. This however did not come with great loss, Juha and his wife were horribly wounded, Verim himself traumatized a huge gash across his chest as he tried to assist his veteran members. Other members were injured, but Thorn was devastated the most, he had lost both parents to the beasts. It took him a year to recover from the coma.

When he awoke, Thorn found himself in silk sheets, bandaged forehead and an elated Verim looking down, though this one seemed older showing signs of peach-fuzz. He informed Thorn, solemnly of the events that had occurred once more.. as if to drill into him the story had not been a dream. Verim even went as far as to show him his scar which went from the lower abs from the left and almost to his neck. Thorn later found out that he had been asleep and that Verim's family had adopted him.

The Pharae family helped him along the pain, treating him like their own (Not that they didnt treat him this way before, as he had been good friends already.) He trained along with them, sparred and was taught various things, finding he had a greater knack in Herbalism and potion-crafting. As he got older his body developed well but Thorn could not mentally get over the stress of actual combat, flashing back to the attack. He simply did not have the Courage. Though it would eventually come down to it, the thought of taking another life simply paralyzed Thorn. This often cause issues with live-steel training.

Juha Pharae noticed this and gave Thorn advice he would take for the rest of his current life. He told him of his great uncle; Lloyd. A man who wielded a mighty axe that could cleave a man in twain with a flick of his wrist but possessed the strength to not only harm but protect; that no enemy was deemed insignificant in his eyes. And that mindset came from his unswerving faith. Juha told him that if HE did not have Faith in himself then it was possible to Believe in someone else who did and eventually find your own faith, to pass on to future generations. At that time many of the young adults began finding deity's and paths of their own. Many of them followed the paths of their parents.

In life his father was known for his scouting skills, able to track based on the smallest of materials and strike a target from several feet away and lead grand ambush tactics. He was also a fine hunter and seemed deadlier in a group. His mother had a forked tongue and was adept with dagger-like blades slinging them great distances in multiple volleys with flare, she often empowered the younger members with inspiring commands. Known for her wit and knowledge, his parents were a duo of effective subterfuge.

Thorn took his family's teachings and held on to them, for they were the only portions that lived on in this world. and with much research, found his rock to solidify his foundation to this plane. Thorn found his deity, his ideal, Damerrich was who he wished to become. The Archon's scriptures required a strong soul and mind and powerful choices.

And so as he grew he became stronger, trained in the ways of his company, his parents, Damerrich and eventually became a full fledged member of the Evanescent Brigade. As customary however, newer members needed to pick an area to accept requests from, and sadly While Verim chose Mendev, Thorn chose Varisia. His practice and intuitive nature allowed him to become much better at interacting with people as of late; especially when it came to armor and weapons as he knew them intimately. And thus he set out for Varisia intent on gaining a greater experience through this journey to return and have the strength to prevent the same event from happening again. But first he would need to gain a proper request, maybe someone needed an apothecary or executioner?

Appearance:
Thorn only stands about 5'5", though clearly a mixture of his parents' heritage. He sports a lean, tone musculature with rich dark brown skin. his hair is blond, with a clean shaven cut, it had been allowed to grow for a month however and appear much like a crew-cut; black dead-pan fisheyes. Upon his face are crimson woad-markings in the shape of triangular arrows upon the Cheeks and forehead. Markings in he form of Celtic knots from the center of his chest up to the neck, along the shoulders, down he biceps and to the hands. His body is immaculate with little scarring or calluses, though deceiving. He often wears an azure and onyx breastplate with his holy symbol on he back and front with Celtic runes engraved along the edges. His weighted, bearded axe slung over his shoulder unless during a time of particular peace or negotiation. On his right arm a cestus crafted in the same manner as his Step-Brother's (Verim, who wears the matching left Cestus) so that they feel where one is, the other is watching.

Personality:
In contrast to his appearance and demeanor, Thorn is somewhat of a wallflower. While he might enjoy the company of people and animal alike, very rarely will he be the one to initiate conversation. Though whenever he does, it is often in a polite manner. Thorn tries to be dependable so if asked to compete a task, he does so, for bringing joy to another gives him some semblance of such himself. Thorn does not take Justice lightly and understands the reason for it and the many ways it can be handled. When pushed, Thorn can be quite fierce calling on his god to see him through it and gather great fury in his blows. He enjoys people and bird watching.