Ulorin Daleborn

Inquisitor of Iomedae, Cold Iron Warden

Description:

001_UlorinBanner.png

Name: Ulorin Daleborn
Height: 6’ | Weight: 145 lbs. | Hair: Brown | Eyes: Green
Class: Inquisitor (Cold Iron Warden) 10 | Race: Half-Elf | Age: 28
Size: Medium | Speed: 50 ft. | Gender: Male | Homeland: Mendev
Alignment: Lawful Good | Deity: Iomedae | Player: Dan
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ABILITY SCORES
Ability | Temporary | Enhancement
Score Mod |
STR 24 +7 |
DEX 12 +1 |
CON 16 +3 |
INT 10 +0 |
WIS 18 +4 |
CHA 16 +3 |
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INITIATIVE
Total Dex Misc
+8 = 1 + 7
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HEALTH
Hit Points | Temporary Hit Points
Total Current | Total Current
HP: 115 115| THP: 0 0
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ARMOR CLASS
Total Armr Shld Dex Misc
AC: 22 = 10 + 11 + 0 + 1 + 0
Touch: 11 = 10 + 0 + 0 + 1 + 0
FlatFoot: 18 = 10 + 8 + 0 + 0 + 0
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SAVING THROWS
Saves | Ability
Bonus Base Mod Misc
Fort (Con): +14 = 7 + 3 + 4
Ref (Dex): +6 = 3 + 1 + 2
Will (Wis): +13 = 7 + 4 + 2
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ATTACK BONUSES
Total Base Str Size | Total Base Dex Size
Melee: +14 = 7 + 7 + 0 | Range: +8 = 7 + 1 + 0
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COMBAT MANEUVERS
Total Base Str Size Misc | Total Base Str Dex Size Misc
Bonus: +14 = 7 + 7 + 0 + 0 | Defense: 25 = 10 + 7 + 7 + 1 + 0 + 0
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WEAPONS

Weapon: +3 Holy Keen Elven Curve Blade Weight: 7 lbs.
Move Name Type Atk Damage Crit Range Type Special
Attack | Melee | +18 / +13 | 1d10 +13 | 15-20/x2 | x | Slashing | +2 bonus to CMD against sunder

Weapon: Longbow Weight: 3 lbs.
Move Name Type Atk Damage Crit Range Type Special
Attack | Ranged | +2 | 1d8 | x3 | 100 ft.| Piercing | x
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ABILITIES
C Inquisition – May select an inquisition in place of a domain. If granted power calls for saving throw, DC is equal to 10 + 1/2 inquisitor level + Wisdom modifier. Caster level is equal to inquisitor level, unless otherwise stated.
C Judgment – Can pronounce judgment as a swift action. When judgment is made, receive a bonus or special ability based on judgment type. Can use once per day at 1st level. At 4th level and every three levels thereafter, can use ability one additional time per day. Once activated, lasts until end of combat. Must participate in combat to gain bonuses. If frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in combat, ability does not end, but bonuses do not resume until combat is rejoined. Must select type of judgment upon using ability. Can change to another type as a swift action. If evil, receive profane instead of sacred bonuses. Neutral may select sacred or profane, and once choice is made, it cannot be changed.
C Monster Lore – Add Wisdom modifier on Knowledge skill checks in addition to Intelligence modifier when making checks to identify the abilities and weaknesses of creatures.
C Orisons – Learn orisons. Orisons do not consume spell slots and can be used again.
C Stern Gaze – Gain morale bonus on Intimidate and Sense Motive checks equal to 1/2 inquisitor level.
C Cunning Initiative – Add Wisdom modifier on initiative checks, in addition to Dexterity modifier.
C Detect Alignment – At will, can use detect chaos, detect evil, detect good, or detect law. Can only use one of these at any given time.
C Track Teleportation – At 2nd level, can acquire clues about a teleporting creature’s destination by closely examining the place it once stood. As a full-round action while standing in a square that a creature occupied when it cast a conjuration (teleportation) spell or spell-like ability, may attempt a Survival check (DC 10 + the teleportation spell’s caster level) to sense the direction of the creature’s destination as well as whether the destination lies within 25 feet, 100 feet, 1,000 feet, or more than 1,000 feet of inquisitor. Must use this ability within a number of rounds after the creature’s teleportation equal to 1/2 inquisitor level, after which the trail goes cold. May use this ability once per day, plus one additional time per day for every 4 levels beyond 2nd.
C Abyssal Scourge – At 3rd level, gain Alignment Channel as bonus feat and must choose either chaotic or evil outsiders. Can channel energy as cleric of inquisitor level – 2 a number of times per day equal to 3 + her Charisma modifier, but only to use Alignment Channel to damage outsiders. The DC of Will save to halve damage is equal to 10 + 1/2 the inquisitor’s level + the inquisitor’s Charisma modifier.
C Favored Judgement – At 3rd level, gain Favored Judgment as bonus feat and must choose outsider (chaotic) or outsider (evil). At 9th level, gain Favored Judgment second time and must choose outsider (chaotic) or outsider (evil).
C Translate Telepathy – At 5th level, an sense when creature within 5 feet receives or sends a telepathic message. The distance at which can detect telepathic messages increases by 5 feet for every 5 additional inquisitor levels beyond 5th level, to maximum of 20 feet at 20th level. By making Perception check (DC 15 + the highest CR of the creatures using telepathy) as immediate action, may listen to all telepathic messages sent to and by creatures in area for number of rounds per day equal to inquisitor level. Rounds do not need to be consecutive.
C Bane – At 5th level, can imbue one weapon with bane weapon special ability as swift action. Must select one creature type when uses this ability (and a subtype if creature type selected is humanoid or outsider). Once selected, type can be changed as swift action. Ability only functions while inquisitor wields weapon. If dropped or taken, weapon resumes granting ability if returned to inquisitor before duration expires. Ability lasts for number of rounds per day equal to inquisitor’s level. Rounds do not need to be consecutive. Reduce amount of bonus damage dealt when using bane ability against creatures not outsiders with chaotic or evil subtype by 1d6. Increase amount of bonus damage by 1d6 when selects outsiders with chaotic or evil subtype.

Elven Immunities – Immune to sleep effects and + 2 bonus on saving throws against enchantment spells and effects.
Ancestral Arms – Gain Exotic Weapon Proficiency with one weapon as bonus feat at 1st level.
Keen Senses – Gain a + 2 bonus to Perception checks.
Low-Light Vision – Can see twice as a far as humans in dim light.
Elf Blood – Count as both human and elf for effects related to race.
Multitalented – Choose two favored classes at first level. Gain + 1 hit point or + 1 skill point at each level taken in either class.
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FEATS AND PROFICIENCIES
C Armor Proficiency – Proficient with light armor, medium armor, and shields (except tower shields).
C Weapon Proficiency – Proficient with all simple weapons, plus hand crossbow, longbow, repeating crossbow, shortbow, and favored weapon of deity.
1 Armor Proficiency (Heavy) – No penalties on attack rolls while wearing heavy armor.
1 Exotic Weapon Proficiency (Elven Curve Blade) – Gain proficiency with Elven Curve Blade.
3 Power Attack – May take a – 1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. Bonus to damage is increased by half if you are using a two-handed weapon, a one-handed weapon with two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. Bonus to damage is halved if making attack with off-hand weapon or secondary natural weapon. Penalty increases by – 1 and bonus damage increased by +2 at base attack bonus of +4 and every 4 points thereafter. Must choose to use before attack roll and effects last until next turn.
3 Favored Judgement (Outsider (Evil)) – Select favored race from ranger’s favored enemies chart. Sacred or profane bonus gained from judgment is 1 higher for attacks made against or taken from creatures that match favored enemy.
3 Alignment Channel (Evil) – Can choose to have channel energy ability heal or harm outsiders of chosen alignment subtype. Must make choice each time channel energy and if heal or harm chosen subtype creatures, has no effects on other creatures.
5 Weapon Focus (Elven Curve Blade) – Gain a +1 bonus to attack rolls with elven curve blade.
6 Intimidating Prowess – Add Strength modifier to Intimidate skill checks in addition to Charisma modifier.
7 Cornugon Smash – When damage opponent with Power Attack, may make immediate Intimidate check as free action to demoralize opponent.
9 Dazzling Display – While wielding weapon with which have Weapon Focus, can perform bewildering show of prowess as full-round action. Make Intimidate check to demoralize foes within 30 feet who can see display.
9 Favored Judgement (Outsider (Chaotic)) – Select favored race from ranger’s favored enemies chart. Sacred or profane bonus gained from judgment is 1 higher for attacks made against or taken from creatures that match favored enemy.
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INQUISITION
1 Touch of Valor (7/day) – May use remove fear on single creature number of times per day equal to 3 + Wisdom bonus.
8 Fearless – At 8th level, gain immunity to fear.
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JUDGMENT
10 4/day
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MONSTER LORE
1 +4
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STERN GAZE
10 +5
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TRACK TELEPORTATION
10 3/day
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ABYSSAL SCOURGE
6 4d6, 6/day (DC 17)
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SPELLS KNOWN (CL 10th; concentration +14)
0th detect magic, guidance, light, read magic, resistance, stabilize
1st (6/day) cure light wounds, divine favor, expeditious retreat, protection from evil
2nd (5/day) bestow insight, brow gasher, cure moderate wounds, flames of the faithful
3rd (4/day) , cure serious wounds, deadly juggernaut, magic circle against evil
4th (2/day) divine power, judgment light
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SAVE DC (Spell Level + Ability Mod + 10)
0:/DC 14
1:/DC 15
2:/DC 16
3./DC 17
4:/DC 18
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MYTHIC PATH
Path: Champion Tier: 4
M Hard to Kill – Whenever below 0 hit points, automatically stabilize without needing to attempt Constitution check. If you have ability that allows you to act while below 0 hit points, still lose points for taking actions, as specified by ability. Bleed damage still causes you to lose hit points when below 0. In addition, you do not die until your total number of negative hit points is equal to or greater than Constitution score.
M Mythic Power (11/day) – Can expend amount of mythic power equal to 3 plus double mythic tier (5/day at 1st tier, 7/day at 2nd, ect.). Amount is maximum amount of mythic power. If ability allows you to regain uses of mythic power, can never have more than this amount.
M Surge (1d8) – Can expend one use of mythic power to increase any d20 roll just made by rolling 1d6 and adding to result. Using ability is immediate action taken after the result of original roll is revealed. Can change outcome of the roll. Bonus die gained increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
M Divine Surge (Inspired Spell) – Can expend one use of mythic power to cast any one divine spell, treating caster level as 2 levels higher. Spell must be on your divine spell list and must be of a spell level that you can cast using that divine spellcasting class. Ability does not expend a prepared spell or available spell slot. Can apply metamagic feats you know to spell, but its total spell slot level must be a slot level you can normally cast.
M Champion’s Strike (Fleet Charge) – As a swift action, can expend one use of mythic power to move up to speed. At any point during movement, can make single melee or ranged attack at highest attack bonus, adding tier to attack roll. In addition to any other attacks made this round. Damage from attack bypasses all damage reduction.
M Amazing Initiative – At 2nd tier, gain bonus on Initiative checks equal to mythic tier. In addition, as free action on your turn, can expend one use of mythic power to take additional standard during that turn. Additional standard action can’t be used to cast a spell. Can’t gain extra action in this way more than once per round.
M Recuperation – At 3rd tier, restored to full hit points after 8 hours rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, regain number of hit points equal to half your hit points, up to maximum hit points, and regain use of class features that are limited to certain number of uses per day. Rest is treated as 8 hours of sleep for such abilities. Rest doesn’t refresh mythic power or mythic abilities limited to number of times per day.
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MYTHIC FEATS
1 Power Attack (Mythic) – When you use Power Attack, gain a +3 bonus on melee damage rolls instead of +2. When base attack bonus reaches +4 and every 4 points thereafter, amount of bonus damage increases by +3 instead of +2. In addition, bonus damage from feat is doubled on critical hit, before its multiplied by weapon critical modifier. Can expend one use of mythic power when you activate Power Attack to ignore penalties on melee attack rolls and combat maneuver checks for 1 minute.
3 Extra Path Ability – Choose one path ability from your path or from universal path list. Gain path ability.
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PATH ABILITIES
T1 Impossible Speed – Base land speed increases by 30 feet. In addition, if spend one use of mythic power, for 1 hour base land speed increases by 10 feet per mythic tier.
T2 Burst Through – When charge, can move through allies and opponents as if no obstruction. Can move through squares containing allies freely, but must succeed at overrun combat maneuver check for each opponent that obstructs path to target of charge. If result of check exceeds opponent’s CMD, may move through opponent’s square and continue toward target without provoking attack of opportunity. If fail check, movement ends in square before opponent, but may resolve charge attack against foe that stopped movement.
T3 Fleet Warrior – When making full attack, can move up to speed before or after your attacks. Movement provokes attacks of opportunity as normal.
T3 Precision – When making full attack, attack bonus on additional attacks gained from high base attack bonus is 5 higher. Ability can’t give any attacks higher base attack bonus than base attack bonus. Can select ability more than once, and each time select it, attack bonus on additional attacks increases by 5.
T4 Destroyer – When attack object, including held or worn item, ignore Hardness object might possess. Includes spell effects such as wall of force, but not objects that are also creatures.
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SKILLS
Total Ranks Ability Class Misc Acp
Intimidate +34 = 10 + 3 + 3 + 18
Knowledge (Planes) +13 = 10 + 0 + 3
Knowledge (Dungeoneering) +5 = 2 + 0 + 3
Knowledge (Religion) +13 = 10 + 0 + 3
Perception +21 = 10 + 4 + 3 + 4
Sense Motive +21 = 10 + 4 + 3 + 4
Survival +17 = 10 + 4 + 3
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EQUIPMENT
Name Weight
+ 3 Holy Keen Elven Curve Blade | 7 lbs.
Longbow | 3 lbs.
Arrows (200) | 30 lbs.
+ 1 Ghost Touched Full Plate | 50 lbs.
Maiden’s Helm | 3 lbs.
Boots of Speed | 1 lb.
Bane Baldric | 1 lb.
Cloak of Resistance +2 | 1 lb.
Ring of Protection +1 | -
Paladin’s Kit | 34 lbs.
Silver Holy Symbol of Iomedae | 1 lb.
The Acts of Iomedae | 1 lb.
Soldier’s Uniform | 5 lbs.
Righteous Medal of Agility | -
Righteous Medal of Clarity | -
Righteous Medal of Valor | -
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CURRENCY
Platinum | Gold | Silver | Copper
0 | 920 | 0 | 0
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CARRIED WEIGHT
Armor and Weapons | Currency | Equipment | Total
93 lbs. | 0 lbs. | 10 lbs. | 103 lbs.
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CARRYING CAPACITY
Light Load | Medium Load | Heavy Load
232 lbs. | 464 lbs. | 696 lbs.
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TRAITS
Stolen Fury – Gain +2 trait bonus on combat maneuver checks against demons. As swift action, can expend one use of mythic power and ignore single demon’s damage reduction for 1 minute and increase critical multiplier of weapon wielded against demons by 1.
Schooled Inquisitor – Gain +2 trait bonus to Knowledge (planes) and Knowledge (religion) checks to identify abilities and weaknesses of creatures.
Steel Skin – Can don or remove heavy armor in half the normal time. In addition, begin play with great helm bearing family insignia that grants +2 trait bonus to Intimidate checks while worn with heavy armor.
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DRAWBACK
Meticulous – Suffer – 2 penalty to all skill checks made with untrained skills.
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LANGUAGES
R Common, Elven
B
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EXPERIENCE POINTS
XP Earned | Next Level
114,000 | 155,000

Bio:

Born within the walls of Kenabres between the third and fourth crusades, Ulorin Daleborn is the child of a Human Paladin, Abraham Daleborn, and an Elven Cleric, Renilly the Lionhearted, but was truly a child of the Church of Iomedae as much as his parents. Raised within the walls of the Church nearly as much as within the family’s modest home within Old Kenabres, Ulorin grew into becoming a brave, happy boy, taking much after his father, to his great pride, and nearly slated to become a Paladin right from birth. His parents were both shining beacons to him, leading to a constant question to guide him through life: “What would my parents do?”

When the Storm King arrived, he lost part of that direct guidance. His parents were both thrown into the Fourth Crusade by the fiend’s first attack, and during a mission behind the front lines of the war, Renilly was separated from the group of Crusaders she led, and was lost, now presumed dead. Abraham faced the horrors of war, but now had to come to face his son after losing his wife. It hardened him, making him terse, even with Ulorin, and brought a new hatred of the demon hordes to him. This caused him to continue working and molding Ulorin into a Crusader himself, which the young boy still took to with the same eagerness, wanting to be like his father. Wanting to fight for his Mother.

Four years passed, and Ulorin was about to face formal Crusader training, and the transition to adulthood, when he was kidnapped while his father was on a patrol. Word was sent out, and his father, fearful of losing his son, personally scoured the city. He became much like a Powder keg as the days passed, brimming with Righteous anger. Finally, he got the answer he was looking for, and marched upon a house within the outskirts of Old Kenabres, alone.

Within, Ulorin had been faced with a painful ritual at the hands of an insane, dark cult. The details were simply past him as the poisons used to keep him subdued either left him unconscious, or in so much pain, he could not focus upon anything else, and when it was coming to a head within the basement of that old house, the door was pounded down by his father.

The fight was not long, and Abe was near an avatar of the Rage of a Father fighting for his child. This proved to be as much a curse as a boon, his single-minded focus on retrieving his son leading him to get sloppy, and thus, suffer a mortal wound from one of the cultists. The last thing he saw, and heard, was his son encountering the final stages of the ritual, spasming and crying out in a deep pain, his eyes opening to reveal twin golden fires before finally fading. The remaining cultists, seeing the failure of their ritual, fled. Ulorin, seeing his fallen father, did much the same, running to the Temple of Iomedae for sanctuary, and to deliver the news.

The event solidified his hatred of the forces from the Worldwound. Whatever the ritual had tried to do to him festered, and drifted through his mind, but, he turned it into a boon for himself. Sadly, because of the nature of this boon,.the knights of the Church could not allow him training as a Paladin for his own safety. At first, he was crushed, but, the knights offered him a different role. A role as an Inquisitor of Iomedae.

For fifteen years, Ulorin learned, and trained, and hardened himself, but never to the extent of his father in his final days. The education of Iomedae left the Inquisitor with a strong sense of all of her teachings. Strength and Fury in battle, tempered with mercy for those corrupted. Sense of Justice tempered with compassion for the weak. Although he holds little mercy for the beasts he now hunts, Ulorin has developed into a hardworking man of principle, and valor, friendly at the best of times, and fearsome at the worst. Now at the conclusion of his training, the the Church has awarded him with the tools necessary to fight the forces of the Worldwound: A curved Elven blade, given against tradition because of his skill with the weapon. An Inquisition of Valor, bestowed upon him to eliminate the fear and bolster the morale of the front lines while he fights the Demon Hordes, and finally, his Father’s Greathelm, emblazoned with the Mark of Iomedae.

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A Shift in the Nightmare

Ulorin, typically plagued by the nightmare detailing the horrific torture he experienced at the hands of the cult that killed his father, has experienced a new dream for the first time in years.

Once he was but a victim, standing by and watching as the cultists did their work, now he was a combatant fighting whatever they were trying to do to him. Actively turning… Whatever they were doing to his own anger, and fury. What he had done in his life, had now come to be reflected in his minds. This leads him to one of the most rested sleeps he has had since he was a child. This shift has left him with much to meditate upon… And has left him with a new confidence and resolve, when it comes to his inqusition.

Ulorin Daleborn

Wrath of the Righteous Bronzeroar