Agratep is a bright young architect, who spends long hours sketching spiralling towers and cities in his note pad. He dreams of seeing his architectural creations come true, why not through the labour of dutiful souls!
Agratep follows his taldan side when it comes to appearance, he has a natural bronze tone and dark brown hair. He clothes himself in the most fashionable clothes he can afford. He is always closely followed by his silent man servant Alfred.
Agratep Nark was born in Absalom of the short lived relation between a taldan father and a garundi mother. Of his father he kept the attachment to appearances, but in all other matters he is from his mothers Osirion. Early in his life Agratep Nark showed promise as a disciple and a talented architect apprentice for the church of Abadar (God of cities, wealth and merchants). However, his curiosity about an ancient Osirion city powered by the labor of undead drew the scorn of his teachers. The bright young architect has decided to venture out to increase his knowledge and test his personal faith.
Agratep only partially understands people’s aversion to the undead. He truly believes than one can elect to serve the living beyond death. For example a poor farmer who has left little to his children could devote himself to serve as an undead for ten years following his death to assist his family. Some criminals may need to repay their debts to society, even after they have been executed, etc… He holds in high esteem the tenants of both Abadar and Pharasma, and is well versed in their dogma, however he has a slightly different approach to some of their teachings.
Cleric 1 (Undead Lord Archetype)
Speed 20 ft.
hp 8 (1d8)
Fortitude +2 (2+0)
Bleeding Touch: (touch attack)+0 (1d6 per rnd for 1 rnd)
Melee Heavy Mace +0 (1d8)
Spell-Like Abilities: Bleeding Touch(6), Death’s Kiss (6)
Supernatural Abilities: Channel Energy (6)
Spontaneous Casting Cure (-2 levels) and Inflict
Cleric Spells Known: 3lvl0,2x1lvl1
lvl 0: Guidance, Mending, Read Magic
lvl1: Cause Fear, Summon Monster, Obscuring Mist
Traits, Skills, and Feats:
Command Undead (Bonus)
Versatile Channeler (Human)
Selective Channeling (Level 1)
Channel Energy (Su): Standard Action (no AoO); 6/day, may present holy symbol to cause 30' radius negative energy burst that affects all undead or living creatures (may exclude self), dealing/healing 1d6 dmg; Will save half (DC 12)
Death's Kiss (Su)- 6/day, cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1).
Heavy Mace (12)
Scale Mail (50)
Heavy Wooden Shield with the symbol of Personal Schism (7)
10 Rations (5)
Flint and Steel (1)
Sketch Book (15)
2 Parchment Sheets (0.4)
10 Pieces of Chalk (.1)
Courtier’s Outfit (30)
Wooden Holy Symbols of Personal Schism (1)
Mule (8) Stabled at Town Entrance Stables
10 Mule Feed (0.5)
Common lamp (0.1)
Oil (1-pint) (0.1)
Reserve Cash (16 sp)
Alfred was a poor farmer who passed away from sickness. On his deathbed he allowed Agratep to animate his corpse for a year of undead service in exchange for some gold for his family. Elandor has promised to release his soul after the year of service. His body is entierly covered with a dark brown tunic and earth mask and he poses as an escort to Elandor.
Corpse Companion (Su): With a ritual requiring 8 hours, an undead lord can animate a single skeleton or zombie whose Hit Dice do not exceed her cleric level. This corpse companion automatically follows her commands and does not need to be controlled by her. She cannot have more than one corpse companion at a time. It does not count against the number of Hit Dice of undead controlled by other methods. She can use this ability to create a variant skeleton such as a bloody or burning skeleton, but its Hit Dice cannot exceed half her cleric level. She can dismiss her companion as a standard action, which destroys it.
Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Death’s Embrace (Ex): At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.
Domain Spells: 1st—cause fear, 2nd—death knell, 3rd—animate dead, 4th—death ward, 5th—slay living, 6th—create undead, 7th— destruction, 8th—create greater undead, 9th—wail of the banshee.
Death’s Kiss (Su): You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). It does not apply to the Turn Undead or Command Undead feats. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: 2nd—ghoul touch, 4th—enervation, 9th—energy drain.