URGMA GROMTHI KEEPER OF REMBERANCES CR 1/2
Female Dwarf Inquisitor 1
LN Medium Humanoid (Dwarf)
Init +5; Senses Darkvision (60 feet); Perception +6
--------------------
DEFENSE
--------------------
AC 15, touch 11, flat-footed 14. . (+3 armor, +1 shield, +1 Dex)
hp 11 (1d8+2); Judgement of Sacred Healing 1
Fort +4, Ref +3, Will +5
Defensive Abilities Defensive Training, Judgement of Sacred Protection +1; DR Judgement of Sacred Resiliency 1: Magic; Resist Judgement of Sacred Purity +1, Judgement of Sacred Resistance 2 (Sonic)
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Unarmed Strike +0 (1d3/20/x2)
Ranged Crossbow, Rp. Heavy +3 (1d10/19-20/x2)
Special Attacks Ancient Enmity, Blast Rune (5/day), Judgement of Sacred Destruction +1, Judgement of Sacred Justice +1, Judgement of Sacred Piercing +1, Judgement of Sacred Smiting (Magic)
Spell-Like Abilities Blast Rune (5/day)
Inquisitor Spells Known (CL 1, +0 melee touch, +3 ranged touch):
1 (2/day) Cure Light Wounds (DC 13), Command (DC 13)
0 (at will) Resistance (DC 12), Read Magic (DC 12), Guidance (DC 12), Stabilize
--------------------
STATISTICS
--------------------
Str 10, Dex 16, Con 14, Int 10, Wis 15, Cha 8
Base Atk +0; CMB +0; CMD 11
Feats Additional Traits, Point Blank Shot, Scribe Scroll
Traits Chance Savior, Coin Hoarder, Focused Mind, Indomitable Faith, Zest for Battle
Skills Acrobatics -3, Climb -6, Escape Artist -3, Fly -3, Intimidate +4, Knowledge (Dungeoneering) +4, Knowledge (Religion) +4, Perception +6, Ride -3, Sense Motive +7, Stealth -3, Survival +6, Swim -6 Modifiers Monster Lore
Languages Common, Dwarven
SQ Greed, Hardy, Inquisitor Domain: Language, Judgement (1/day) (Su), Slow and Steady, Stability, Stonecunning +2
Combat Gear Bolts, Repeater (20), Buckler, Crossbow, Rp. Heavy, Studded Leather; Other Gear Backpack (19 @ 44.54 lbs), Bedroll, Blanket, winter, Case, map or scroll (empty), Crowbar, Flint and steel, Grappling bolt, Holy symbol, wooden: Magrim, Manacles, Rations, trail (per day) (7), Rope, silk (50 ft.), Spade or shovel, Waterskin (2)
--------------------
SPECIAL ABILITIES
--------------------
Ancient Enmity +1 to hit Elves.
Blast Rune (5/day) (Sp) Blast Rune trap deals 1d6+0 energy damage.
Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget y
Coin Hoarder Your starting cash increases to 500 gp
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant type.
Focused Mind +2 to Concentration checks
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.
Inquisitor Domain: Language Associated Domain: Rune
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2: Sonic (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Slow and Steady Your base speed is never modified by encumbrance.
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.
Zest for Battle Whenever you have a morale bonus to weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls.
Coin: 18GP 9SP
Appearance:
Urgma is dark haired, short and stout.
She wears a big hat, with a long dark green flowing overcoat.
Backstory:
She lived in the very small dwarven settlement of Kolgurk, which was set up by former traders from the Five Kings Mountains. She was the well respected and devout priest of Magrim in the settlement.
Over several years, she noticed that of the pregnant dwarven woman, all carried to term; but all births resulted in still born babies. This disturbed her greatly. She brought it to the attention of the settlement elders, who organised an inquiry into this terrible occurrence. The elders sent out their best rangers to investigate. On their return, they told tales of evil elves who they had witnessed performing dark magic. The elves were tracked back to the camp where it became clear that the elves were poisoning the fresh water supply often used by the pregnant dwarves. The poison wasn’t virulent enough to harm a fully grown dwarf, but it was concentrated enough to kill the unborn children.
The rangers told how they had tracked the elves for several days, believing them to be a small group of demon worshipping elven outcasts, who kept themselves hooded.
Urgma was furious at this, and was one of the first to volunteer to exterminate this group of malevolent elves. The battle was timed to perfection, so that the elves were in the middle of summoning the demon when the dwarves attacked. The heavily riled dwarves made short work of the elves, dispatching them with ease before the ritual could be completed. The zealous nature of clinically dispatching of the elves led Urgma to believe her calling lay elsewhere. She was so disillusioned by the chilling, repugnant, evil nature of the elves, that she felt both compelled and honour-bound, swearing an oath to go into the world and pass even handed judgement upon people’s crimes.
On her travels, Urgma found a man had been sentenced to death for inciting rebellion within a Taldan village. However, something about this didn’t seem right. By canvassing the locals, it became apparent that the evidence of the case was so flimsy, and overtly obvious, it clearly had been fabricated by someone well- to-do in the community to divert suspicion from himself, the precise reasons for doing this were secondary to proving the man’s innocence, so remained undiscovered. Upon disclosing the true identity of the perpetrator, Urgma was able to free the man. A riot broke out between the dissenting villagers, one side too small minded to accept the truth, and the other side mightily grieved that one of their own could be responsible for such a heinous act. It resulted in both sides then calling to lynch the outsiders. They managed to escape, although Urgma nearly lost her hat to the mob. They joined a goods caravan that had recently departed from the area.
Urgma turned to the Professor and said, “I could not leave an innocent man to die."
The Professor replied: “It seemed I had no hope, being in that dire situation. Let me tell you, a mob not led by ignorance is called politics. Now, I can take great pleasure in regaling the tale of how we met to my friends. I shall call it: How I made a new friend who saved me, and how she nearly lost her hat. ”
Plot Hooks:
1) Malevolent elves return.
2)Demon is rather irked about not being summoned.
3) The person who framed the Professor has a strong dislike to Urgma - assassins hired / people to kill her.
( Personal favourite: 4) Someone steals the hat!)