Paracount Julistar

Vormog Lough's page

174 posts. Organized Play character for Veniir.


Race

Male Human inquisitor 3 | AC 18 T 12 FF 16 | Saves +6 +3 +6 | CMD 19 | HP 33/33 | Perception +9 | Init +7

Classes/Levels

| Judgement 1/1 | Judgement surge 1/1 | Copycat 6/6 | conditions: none

About Vormog Lough

STR 20, DEX 15, CON 17, INT 11, WIS 17, CHA 8

Male Human
Medium Size
LE Inquisitor of Asmodeus 3
BaB +2
Init +7; Senses: Perception +9, Sense Motive +12
CMB +7 (2BaB +5str)
CMD 19 (2BaB +5str +2dexterity)
Favored Class Inquisitor
FC bonus: +3 HP

Defense
AC 18, touch 12 flat-footed 16 (+6 Armor +2 Dex) (Add shield bonus appropriately)
HP 33 (8 + 10 (2*5Inquisitor) + 9 (3*3Con) + 3 (3*1FCbonus) +3 (toughness))
Fort +6 (+3 base +3 Con) (add 1 vs divine spells)
Ref +3 (+1 base +2 Dex) (add 1 vs divine spells)
Will +6 (+3 base +3 Wis) (add 1 vs divine spells)

Offense
Melee 2H mwk longpear, power attack +8 (1d8+10/20x2)
Melee 1H morningstar, power attack +6 (1d8+7/20x2)
Ranged light crossbow +4 (1d8/19-20x2)
Speed 20 ft
Space 5 ft, Reach 5 ft

Divine magic
CL 3
Concentration (CL + wis): +6

SLA
At will: detect chaos, detect evil, detect good, or detect law
1/day: Boon of the Unmasking Gaze - True Seeing against one creature within 30 ft. for 1 minute/level.

DC: 13+spell level

Spell level (slots): Known
Cantrips (-): Brand, Daze, Detect Magic, Guidance, Light, Read Magic
1 (4): Cure Light Wounds, Divine Favor, Expeditious Retreat, Lend judgement

Domain
Trickery
Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image, and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Other abilities and SQ
Judgment (Su):
(Current bonus/with Judgement surge feat)
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. (+2/+3 damage)

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. (fast healing 2/3)

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. (+1/+2 to attacks)

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. (+2/+3 concentration/CL)

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. (+1/+2 AC)

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. (+1/+2 saves)

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. (DC 1/2 /magic)

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. (4/6 energy resistance)

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). (weapon is magic/evil or lawful)

Monster Lore (Ex):
The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze (Ex):
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Cunning Initiative (Ex):
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp):
At 2nd level, 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 (Ex):
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Solo Tactics (Ex):
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.

Boon of the Unmasking Gaze (source):
Once per day, Vormog may invoke Asmodeus' brand to pierce deception. As a swift action, he gains the effects of True Seeing against one creature within 30 ft. for 1 minute/level.
His Sense Motive checks gain a +2 infernal bonus.
When activated, Vormog's eyes faintly gleam with an ember-red light, and shadows coil around his target's form until their true self is laid bare.

Traits:
Crime: Desecration
Reactionary

Feats:
Lvl 1 - Toughness
Human - Judgment Surge
Level 3 - Martial Weapon Proficiency
Inquisitor 3 (Teamwork) - Escape Route (standard choice)

Skills:
ACP -3
Heal +7 (1 Ranks +3 Wis +3 CS)
Intimidate +6 (3 Ranks -1 Cha +1 Stern Gaze +3 CS)
Knowledge (arcana) +6 (3 Ranks +3 CS) (add 3 to identify creatures)
Knowledge (dungeoneering) +6 (3 Ranks +3 CS) (add 3 to identify creatures)
Knowledge (nature) +6 (3 Ranks +3 CS) (add 3 to identify creatures)
Knowledge (planes) +6 (3 Ranks +3 CS) (add 3 to identify creatures)
Knowledge (religion) +6 (3 Ranks +3 CS) (add 3 to identify creatures)
Perception +9 (3 Ranks +3 Wis +3 CS)
Survival +8 (2 Ranks +3 Wis +3 CS) (add 1 to track)
Sense Motive +12 (3 Ranks +3 Wis +1 Stern Gaze +3 CS +2 infernal)

Languages: Common

Equipment:
Common items
Mwk longspear, mwk breastplate, morningstar, heavy steel shield, Crossbow (10 ammo)
Backpack, bedroll, winter blanket, candle x10, chalk x10, crowbar, flint and steel, grappling hook, belt pouch, trail rations x10, silk rope, sewing needle, soap, waterskin
Alchemical items
Sunrod x2, Acid x3, Alchemist's fire x3, Antitoxin x2
Story related
Signed copy of contract with Cardinal Thorn
Silver medallion pressed with the unholy symbol of Asmodeus.
Iron circlet = Hat of Disguise
Wealth: 62gp 2sp

Wealth: 417gp

Background:

Vormog Lough was born in the great city of Matharyn. His mother Katya was a proud follower of Asmodeus and his father Morris was a hard working fisherman. Vormog's life was happy until he was 12 years old, when the Zealot started the inquisition against his family's faith. He was in one of the congregations when the paladins came. His mother held him close while his father stood against the zealots.

The years that followed were harsh. His once strong and capable father became a cripple and his fishing trips were always less and less fruitful. Katya became bitter, not only because her husband became only the husk of the man he'd once been, but also because she was not allowed to openly practice the faith she so proudly proclaimed in the past. Both Vormog's parents loved him separately, but whenever they were together, they could not stand the sight of each other. While Morris told his son to make the most of his life while he could, Katya taught him that he could rely on noone but himself in the world.

One day, Vormog met a girl named Regina. Together, they shared a vision of individualism. They wanted to bring Cheliax's glory back to the island of Talingarde, where people are encouraged to be their best self, at the expense of others if need be. Of course, they could not voice their opinion out loud, but together they found the companionship and complicity that fed their hope and their love. The day they exchanged their first kiss was the day that Morris never came back from a fishing trip. Vormog later learned that the sea had claimed his father.

Vormog blamed the paladins that had crippled his father. But that anger was hidden by the newfound love he had found. Katya, however, became more and more aggressive. She did not relent in berating the young Vormog. She said again and again that he would never become a man as long as he didn't follow Asmodeus' teachings. In addition, Katya never accepted Regina, saying she was a hidden agent of the Trinity, sworn to root out the followers of the forbidden gods. The fact that Regina got on her knees and proclaimed servitude to Asmodeus didn't help to appease Katya's paranoia.

Vormog spent years torn between obedience to his mother and the secret life of loving Regina. To gain Katya's approval, he devoted himself to Asmodeus' teachings, but at the same time, he had to hide the love affair from his mother and his religion from the authorities. Katya kept on pressing Vormog, especially since his apparent devotion was not yielding result in the form of divine magic. Vormog was sure that the triple life he was living was the root of his failure, but he could never reveal the truth to Katya. Only Regina was the person he could confide in. He leaned heavily on this affair. The talks they had about bringing Asmodeus back to Talingarde in the form of a new nation based on merit and strength kept Vormog invested and strong. Regina always found out how to discover potential recruits, while Vormog's aggressive and intimidating nature kept everyone in line.

His trial by fire came when Katya discovered a love letter from Regina. She confronted her son in the most brutal way. Vormog needed to make a choice. However, the choice had already been made years before, it just needed to materialize. He chose his lover over his own mother. In the struggle, Vormog hit his mother hard. She fell unconscious. He didn't have the heart to kill her himself. Instead, he went to the paladins and told them that she had shrines to Asmodeus at home.

As he was exiting the garrison, he saw Regina being dragged in. It turned out, she had been careless and tried to recruit the son of a paladin to participate in the Darkness Eternal a week later. Both his mother and the love of his life were taken to Branderscar prison and shared not only a prison cell, but hatred to each other and their love for Vormog. Vormog witnessed both women get burned alive for worshiping Asmodeus. Watching them scream in agonizing pain was burned in his cornea. He could not even scream in sadness, but inside his soul was gushing blood.

That night, he could not sleep, but drank alone. He eventually passed out in pain and a drunken haze. This lasted for days. He doesn't remember when the visions started, of fire, pain and death. But when he came to his senses, he could summon Asmodeus' power, he could produce magic, he had special trickery powers and a special hatred for the current order of Talingarde. All too carelessly, he climbed the first altar to the Trinity he found and desecrated it in open daylight. After painting it with his urine and feces, he broke every piece he could find. He screamed in pain and anger, while threatening the horrified onlookers. When the paladins came, he stayed no effort to resist arrest, he punched them and actually put up quite a fight before being knocked out. He woke up with a runic F branded on him. He knew what it meant, as he witnessed his mother and lover be branded similarly. But he had faith in Asmodeus. This was not his end. This was the beginning of his journey. He would find revenge, and he would bring his lord's glory to his country once more.