Bard

Torg Ironheart's page

92 posts. Alias of Jnor.


Full Name

Torg Ironheart

Race

Dward

Classes/Levels

Dwarf Inquisitor 4 | HP 38/38 | AC 20(T 10 FF 20) | Fort 7 Ref 1 Will 7 | Init +3 | Per +10, Darkvision 60ft | Today: spells 1/4-2/2 ; judg. 1/2 ; ToG 6/6 ; team. ft. 3/3

Gender

Male

Size

M

Age

49

Alignment

Neutral Good

Deity

Torag

Location

Fog Peaks

Languages

Common, Dwarven

About Torg Ironheart

Background:

Torg was born in Azurestone to a modest family. His father, Galdrik, had been a caravan guard until a leg injury forced him to settle down and work as a miner while his mother, Ildra, worked in a tavern. He was the only child, so he was often alone and free to roam around the city when both of his parents were busy working. He spent long hours at the Stone Shrine, as it was one of the most distinctly dwarven locations in the city and he enjoyed watching the priestess (who was actually his mother's sister-in-law's third cousin) perpetuating rites initiated by his ancestors. There, she taught him how to pray and pay proper respect to the Father of Creation, Torag, and his kin. Several times a year, Galdrik would go into the wilds surrounding Azurestone with his son and teach him the skills needed to survive in the harsh climate of the region. Father and son would spend hours tracking animals, fishing in the rivers and watching the stars at night. Torg was learning fast, much to his father's joy, and the pair bonded deeply during those trips.

When Torg reached the age of 17, Galdrik, whose age was starting to take its toll and whose wounded leg was becoming stiffer every year, felt as though he would soon be unable to travel outside of Azurestone so he decided to go with Torg on their longest journey yet. His goal was to traverse the Boarwood and the Kantele River to reach the feet of the Fog Peaks, where he had spent his own childhood in a now-extinct dwarven community. The total distance to cover was close to 300 miles, so he purchased a pony and a mule and the two dwarves set out. The journey to the Fog Peaks was uneventful, though they had to change their itinerary twice to avoid bands of journeyman. Disaster, however, struck when they reached Galdrik's home-town. Following the departure of the dwarves, a human conjurer had settled there to find respite from the turmoil of the Revolutions and to experiment demonic rituals. Despite his experience, Galdrik was no match for the babau that they encountered. While he gave Torg enough time to flee, the ageing dwarf met a grisly end at the claws of the demon.

Torg's journey back was long and arduous (his donkey drowned while crossing the Kantele and he was forced to hand his pony to a group of brigands in exchange for his life), but he made it back to Azurestone alive and without any physical harm. His mother wept bitterly when she learnt of her husband's death, but she convinced herself that it was how he would have liked to die: a weapon in his hand, rather than infirm on a bed. She realized that her son was traumatised by what he had lived through and she decided that it would be better for him to leave the town. Thus, with the help of the local priestess, Torg was sent to a distant relative in Highhelm. The novelty of living in a large city among dwarves was, for a time, enough to repress the dark memories of his past. The citadel was full of opportunities for a young dwarf and Torg's uncle, who worked as a clerk at the temple of Torag, was able to arrange for the orphan to be taught by the cult's teachers.

As his body grew larger and stronger and his mind sharper, Torg started to ponder what his god, who had obviously protected his life for a mysterious purpose, wanted from him. His spiritual advisor (Darung) advised him not to join the clergy, as he felt that the young dwarf's energy was not meant to be harnessed in the harsh disciple of priesthood. Instead, he directed his pupil towards the military academy, pointedly arguing that defending his homeland and his brothers was the religious duty of every dwarf. Torg's first few weeks in the barracks were difficult, but he soon found purpose in the honing of his body and he immersed himself fully in his training. His only distractions were the frequent visits he made to the temple and the rarer ones to his uncle. At the age of 40, when he graduated from his military training, Torg was well-ranked as he was both strong physically and wise in his strategies. He could have obtained quickly a minor command role, but he chose not to. After all his years in Highhelm, he had not forgotten what life was like outside of the stronghold and he felt that the dwarves outside needed a protector more than those sheltered inside. Deep inside, and although he did not admit it to himself, he also wanted to return to the place where his father had died to avenge him and to give his remains a proper burial.

After discussing his options with Darung, Torg was admitted once more to be trained by the temple. There, he learnt how to harness his god's might using the small silver pendant his mother had given him some 23 years ago when he had left Azurestone. He was also taught skills which he had not had the chance to practice until then, such as the art of Diplomacy and the intricate details of psychology. Since then, Torg has been sent on various short missions, escorting members of the clergy to another shrine or accompanying senior inquisitors to investigate threats against Torag's children. When he is not on an errand, he uses his knowledge to advise those interested in exchange for a few coins.

Now, however, things are about to change. Torg's dreams of the blue menhir that gives Azurestone its name have become more frequent and he feels that his god is calling him back to his home town. With the blessing of Torag's priest, the young inquisitor sets out once again accompanied by a group of pilgrims, bound for the city that calls to him. According to his estimate, he should be arriving shortly before the beginning of the Harvest Festival.

Appearance and Personality:

At first sight, Torg is a rather nondescript dwarf. His height is on par with his brethren's and he is only slightly broader. His clothes are similarly plain. He wears plain neutral-coloured clothes that appear to have been worn on the road for a long time: brown leather boots and breeches, a dark grey tunic held at the waist by a belt and a dark green hooded cloak. The dwarf's face, framed by dark brown hair and beard arranged in braids, is just as unoriginal. Its main feature is the wide nose that juts out between the two brown eyes. Most of the skin, tanned as might be that of an outdoorsman, is covered with hair, which hides a pair of deep scars on the left side of Torg's jaw.

After further inspection, the watcher notices several items that distract from the image that the dwarf is trying hide behind. First, a silver hammer-shaped brooch fastens the cloak and marks Torg as a follower of the dwarven deity Torag. Second, an intricate crossbow is slung across his back. Finally, silver glimmers beneath the cloak reveal the presence of a dwarven war-axe of fine make. Still, those elements are not singular enough in a dwarf for the curious eye to linger further on the mysterious humanoid. That's just as well ; the dwarf's purpose are his only and he does not wish to attract unnecessary attention to himself.

Torg is focused on his goal to protect Torag's followers (most dwarves) from all sources of danger and he considers that it is his sacred duty. Whether the threat is another sentient being, animals, undeads or fiends from the outer planes does not matter to him, although he has a score to settle with the later since his father's death. The means by which he combats those menaces are just as unimportant, what matters to him is the result, and operating semi-independently from his faith's hierarchy allows him to make his own decisions in this regard. Although Torg is well able to resort to violence when it suits his needs, he prefers to persuade or coerce his sources into giving him the information he requires ; one of his favorite techniques is to employ the good cop/bad cop tactic with a teammate. He finds no pleasure in bloodshed, so those who cooperate with him are treated well and eventually released. Liars or those he perceives as future threats, however, are terminated without remorse.

When he is not tracking a target, Torg hardly relaxes. Most of his free time is spent exercising, praying to Torag or sharing his knowledge for a coin or two. Anything else would feel like acedia to him. Only rarely does he sit down in a tavern to drink a beer and that's usually because he hopes to garner some precious intel from the customers. The only people around whom Torg relaxes are those who share similar goals to him. In those occasions, the dwarf will engage passionately in discussions and reveal more about himself. Although his vigilance never disappears completely, shared hardships forge a lifelong bond with his companions and he is loyal to them.

Basics:

Name Torg Ironheart
Basics Male Dwarf Inquisitor 4
Alignment, Size, Type NG Medium Humanoid (Dwarf)
Speed 20 feet

Senses:

Initiative +3
Perception +10 (unusual stonework: +12)
Special senses: Darkvision (60 ft.)

Combat:

Defense
AC 20 (touch 10, flat-footed 20)
(+0 dex, +8 armor, +2 shield, +0 size)
HP 38 (8 + 3*5 LVL + 4*3 CON + 3 FavC)

Fortitude +7 (+4 class, +3 CON)
Reflex +1 (+1 class, +0 DEX)
Will +7 (+4 class, +3 WIS)
+1 bonus on saving throws against cold effects ; +2 trait on Fortitude saves against the effects of cold weather ; +2 bonus against charms and compulsion effects ; +2 bonus on saving throws against poison, spells, and spell-like abilities

Melee attacks
Dwarven Waraxe +1 (Alchemical Silver) +7 (1d10+3 > 20/x3)

Ranged attacks
Light Repeating Crossbow, Masterwork +4 (1d8 > 19-20/x2)

BAB: +3
CMB: +6
CMD: 16 (+4 bonus vs bull rush or trip)

Ability Scores:

Strength: 16
STR +3
Dexterity: 10
DEX +0
Constitution: 16
CON +3
Intelligence: 10
INT +0
Wisdom: 16
WIS +3
Charisma: 11 + 1 (ring)
CHA +1

Feats, Traits and Special Abilities:

Feats
Armor Proficiency (Heavy)
Intimidating Prowess: add your STR modifier to Intimidate skill checks in addition to your CHA modifier.
Shield Wall: when wielding a shield and adjacent to an ally wielding a shield, the AC bonus from your shield increases by +1 (buckler or light shield) or +2 (heavy or tower shield)

Other interesting teamwork feats (not active)
Lookout: when adjacent to an ally, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.
Outflank: your flanking bonus on attack rolls increases to +4. When your ally scores a critical hit against the flanked creature, it provokes an attack of opportunity from you. (Needs BAB +4)

Class Abilities
Cunning Initiative: an inquisitor adds her WIS modifier on initiative checks
Detect Alignment: at will, an inquisitor can use detect chaos, detect evil, detect good, or detect law
Domain (Good) - Touch of Good (Sp): you can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your inquisitor level for 1 round. 6/ day (3 base + 3 WIS)
Judgment: 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. 2/ day
Monster Lore: add the WIS modifier on Knowledge skill checks when trying to identify the abilities and weaknesses of creatures
Teamwork Feat: as a standard action, learn a new teamwork feat in place of the most recently learnt one (3/day)
Solo Tactics: 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
Stern Gaze: morale bonus on all Intimidate and Sense Motive checks equal to 1/2 of inquisitor levels
Track: add half of inquisitor levels on Survival skill checks made to follow or identify tracks

Racial Characteristics
Defensive Training: +4 Dodge AC bonus vs giants
Lorekeeper: +2 racial bonus on Knowledge (history) skill checks that pertain to dwarves or their enemies
Hatred: +1 bonus on attack rolls vs orcs and goblinoids
Hardy: +2 bonus on saving throws against poison, spells, and spell-like abilities
Stability: +4 bonus to CMD vs bull rush or trip
Stonecunning: +2 bonus Perception (unusual stonework), automatic check when within 10 ft.

Traits
Focused Disciple: +2 bonus against charms and compulsion effects
Heirloom Weapon: Proficiency with dwarven waraxe
Hunter: +1 bonus on saving throws against cold effects ; +2 trait on Fortitude saves against the effects of cold weather
Meticulous: -2 on untrained skill checks

Skills:

Acrobatics* +0
Climb* +3
Escape Artist* +0
Fly* +0
Diplomacy +8 (4 ranks)
Heal +9 (3 ranks)
Intimidate +10 (1 rank)
Knowledge (Geography) +4 (4 ranks)
Knowledge (History) +4 (4 ranks) - (dwarves or their enemies : +6)
Knowledge (Planes) +6 (3 ranks)
Knowledge (Religion) +5 (2 ranks)
Perception +10 (4 ranks) - (unusual stonework: +12)
Ride* +0
Sense Motive +12 (4 ranks)
Stealth* +0
Survival +10 (4 ranks)
Swim* +3

(8/level; 6 class, 2 background) + 1 FavClass
Armor check penalty: -7
* denotes ACP-affected skill (not included)
-2 on all untrained skills checks (not included)

Spells:

Spells per day: 4/2/1 (base 3/1/0, WIS 1/1/1)
0. Acid Splash ; Detect Magic ; Detect Poison ; Light ; Sift ; Stabilize
1. Bane ; Bless ; Cure Light Wounds ; Shield of Faith
2. Confess ; Hold Person

Gear/Possessions:

Light load maximum: 76 lb
Medium load maximum: 153 lb
Heavy load maximum: 230 lb
Lift off ground maximum: 460 lb
Drag maximum: 1,150 lb

Current weight carried: 96.5 lb
Dwarven Waraxe (+1 Alchemical Silver), Masterwork Repeating Light Crossbow, 23 (3 loaded) bolts, 10 Cold-iron bolts
Banded Mail +1, Heavy Steel Shield, Traveller's Outfit, Ring (CHA +1), Holy Symbol
Backpack: Candle (10), Flint and Steel, Holy Text (Typical), Hourglass (1 hr), Oil (4 pints), Silk Rope (50 ft.), Waterskin
Belt pouch: Oil of Bless Weapon, Potion of Cure Light Wounds, Potion of Endure Elements
Lantern (Bullseye)
Spell component pouch

Money: 180 GP 0 SP 0 CP

Stashed:
Bedroll, Blanket (Winter), Mess Kit, Outfit (Cold-Weather), Pot (Iron), Rations (5), Tent