About Thurl RavenscroftPersonality:
Thurl is devoted to the ideal of Law almost to an extreme; years of living alone so close to the chaos of the Stolen Lands have strengthened his devotion to the rule of law and his belief that the region MUST be tamed for the greater good of Brevoy and the entire Inner Sea. His personality is serious and stoic, brash and willful. This is not to say he doesn’t have a sense of humor, but above all else he is dedicated to the idea that elements of chaos and disorder must be rooted out and annihilated. In the quiet times he can seem contemplative or lost in thought. In battle, though, his fervent dedication to rule of law and his force of personality can be every bit as menacing as the falchion he carries at his side. Appearance:
Thurl stands slightly taller than the average humanoid at 5’11” and, though muscular, his frame is more compact than it is bulky. His jet-black hair is cut chose to his head, the better to avoid having it foul his aim From his lower lip protrude the tips of a pair of tusks, further evidence of his already-obvious heritage. His green eyes, though, hint at a wisdom that defies his orcish background, a strong sense of intuitiveness and awareness of the goings-on around him.
His time spent alone in the wilderness has left him with his fair share of scars and remembrances of battles past, but he considers them badges of honor and testimony of his dedication to the cause of civilizing the Stolen Lands as much as he can, whether it be by slaying dangerous animals or ending the occasional bandit too stubborn to surrender. Once he speaks there is little doubt that he has, at least mentally, left his orcish heritage behind him, the insight and wisdom with which he speaks often overshadowing by far the less-than-attractive appearance that might otherwise cause others to shun him. Background:
Thurl Ravenscroft's earliest memories are of the church of Abadar in Brevoy where he was left as an infant with nothing save a note giving his name. He doesn't know who his mother or father were, though he assumes his beginnings were no less unpleasant than others of his pedigree. Still, Thurl was more fortunate than many half-orcs; whoever his mother was, she at least cared enough for him to take him to one of the few places that would accept him for who and what he was.
As time passed, Thurl saw several expeditions depart from Rostland to try and settle the Stolen Lands, though none returned. Each time the adventurers left, they sought the blessings of Abadar, among other gods, to have his hand on their journey as they sought to bring civilization to the uncivilized. His caretakers knew, after so many failed attempts at settling the Stolen Lands, it would take someone who was nearly as unforgiving as the land itself to tame the wilderness; as he grew, several believed that Thurl himself would eventually become an excellent emissary to the region. The clerics gave him instruction in the tenants of Abadar, the inhabitants of the Stolen Lands (monstrous and otherwise), and any other information they believed would be helpful should the half-orc desire to join an expedition into the southern regions of Rostland. They found, to their surprise, that Thurl also possessed some talent for the divine arts, so included that as a part of his training regimen as well. As Thurl grew, he found himself more and more devoted to the ideals of spreading civilization that were espoused by the Judge of the gods, though his dedication soon surpassed even the expectations of the clergy. He became convinced of the ideals of Law and Order, believing that dedication to those ideals were the only chance the Stolen Lands would ever have of being civilized. They were all taken by surprise when, at the age of 16, he declared he was leaving to go live on the very edge of the Stolen Lands. How was he going to bring law to the lawless, he reasoned, if he were not willing to leave the comfort of the temple and take his ideals to the south? Though concerned, the priests knew they wouldn’t be able to stop the headstrong young man from following the path he had chosen for himself. They helped him located a home near the northern edge of the Stolen Lands, where Thurl grew in both physical strength and the strength of his convictions to bring law to the lawlessness of the region. For the next four years, Thurl eked out a living for himself on the edge of the wilderness, taking advantage of the time to learn as much about survival and the occupants of the untamed region as he could; unlike many other half-orcs, though, his natural tendency ran toward speed and dexterity rather than brute force and his talent with the bow proved useful for a hunter in the edge of the wilderness. He came to believe that Abadar was calling him into the Stolen Lands to bring settlement to the region, to do what those who had come before him had failed to do. He learned to hunt, to trap, to coax seed from the ground, anything he had to do to prepare himself for the next time the Swordlords of Rostland put out the call for adventurers seeking to bring civilization to the Stolen Lands. He knew that when that time came, he would be among them, and that when it did, the denizens within would know the sting of his arrow. Character Sheet:
Thurl Ravenscroft
Half-orc inquisitor of Abadar 4 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Magic 46) LN Medium humanoid (human, orc) Init +6; Senses darkvision 60 ft.; Perception +10 -------------------- Defense -------------------- AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex) hp 29 (4d8+6) Fort +5, Ref +4, Will +7 Defensive Abilities orc ferocity -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee mwk cold iron falchion +6 (2d4+3/18-20) Ranged darkwood composite longbow +7 (1d8+2/×3) Special Attacks judgment 2/day Inquisitor Spell-Like Abilities (CL 4th; concentration +7) . . At will—detect alignment Inquisitor Spells Known (CL 4th; concentration +7) . . 2nd (2/day)—hold person (DC 15), spiritual weapon . . 1st (4/day)—command (DC 14), cure light wounds, magic weapon, protection from evil . . 0 (at will)—brand[APG] (DC 13), create water, daze (DC 13), detect magic, sift[APG], stabilize . . Domain Conversion inquisition -------------------- Statistics -------------------- Str 14, Dex 16, Con 13, Int 10, Wis 16, Cha 10 Base Atk +3; CMB +5; CMD 18 Feats Point-Blank Shot, Precise Shot Traits pioneer, truth’s agent Skills Acrobatics +0 (-4 to jump), Bluff +7, Craft (bows) +7, Diplomacy +8 (+9 to gather information), Handle Animal +1, Intimidate +13, Knowledge (arcana) +5, Knowledge (dungeoneering) +4 (+6 to navigate underground), Knowledge (geography) +3 (+4 to navigate underground in Stolen Lands), Knowledge (history) +2, Knowledge (local) +5, Knowledge (nature) +6, Knowledge (religion) +5, Perception +10, Ride +4, Sense Motive +10, Spellcraft +5, Survival +7 (+8 to navigate in the wilderness in Stolen Lands, +9 to avoid becoming lost), Swim +3; Racial Modifiers +2 Intimidate Languages Common, Orc SQ determination, monster lore +4, orc blood, stern gaze +2, track +2 Combat Gear cold iron arrows (50), oil of magic weapon (3), potion of cure light wounds (3), potion of cure moderate wounds (2), silver arrows (50); Other Gear +1 agile breastplate[APG], darkwood composite longbow (+2 Str), mwk cold iron falchion, handy haversack, area map[UE], bedroll, blanket[APG], chalk (5), compass[APG], flint and steel, journal[UE], masterwork artisan's tools, mess kit[UE], silk rope (50 ft.), silver holy symbol of Abadar, tindertwig (5), trail rations (5), twine (50')[APG], waterskin (2), 191 gp, 1 sp, 4 cp -------------------- Special Abilities -------------------- Darkvision (60 feet) You can see in the dark (black and white only). Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will. Determination (1/day) (Ex) Free, may reroll attack/force foe hitting ally to reroll/gain +4 AC for 1 attack. Inquisitor Domain (Conversion Inquisition) Deities: Any deity. Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
|