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Harsk

Alwyn Agnarrson's page

1,308 posts. Alias of Vattnisse.

Profile

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Full Name

Alwyn Agnarrson

Race

Human (Shoanti)

Classes/Levels

Cleric 9

Gender

Male

Size

Medium

Age

25

Special Abilities

Channel Energy, Selective Channeling

Alignment

CG

Deity

Gorum

Location

Currently Sandpoint

Occupation

Adventurer

Strength 16
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 21
Charisma 14

About Alwyn Agnarrson

Appearance: 6’8", 180 lbs; Alwyn has a quite a bit of elven blood in his veins, and is thus both taller and thinner than most of his peers; he also has high cheekbones, and his pale blue eyes are unusually large. Unlike others of his tribe, he has longish hair and a shaggy beard, partially intended to camouflage his quasi-elven ancestry, and partially because he has abandoned his tribe and left its customs behind. His body is covered in tattoos; the basic patterns are mostly of Shoanti design and craftsmanship, but most of the embellishments have been done later in tattoo parlours in Riddleport or Roderic's Cove. Alwyn's totem is the Storm Giant - a massive depiction of a hulking humanoid, its face obscured by clouds, striding across mountain ranges hurling bolts of lightning covers his back; later additions of metallic spikes and bloody gouges and pits in its armour has turned it into a representation of Gorum. His limbs and the front of his torso is covered with stylised depictions of landscapes being ravaged by storms and lightning strikes. Alwyn dresses in mail and drab browns and greens except for a twist of bright red cloth around his upper left arm.

XP: 50,485 after the riverboat fight

Init: +1

Perception: +13

AC: 23, touch 11, flat-footed 22; (+10 Full plate +1, +1 DEX, +1 Natural Armour, +1 Deflection); Armour Check Penalty -5 (AC 14 in leather armour)

HP: 67 (HD: 9d8+9); current damage:

Saves: Fort +7, Ref +4, Will +11

Speed: 20' (4 squares)

Melee: Greatsword +1 +10/+5 (2d6+5/ 19-20 x2) or silver heavy mace (used 2H) +9/+4 (1d8+4/ 20 x2) or dagger +9/+4 (1d4+3/ 19-20 x2) or Greatsword +1 +8 (4d6+11/ 19-20 x2) w/Vital Strike and 2-point Power Attack

Ranged: Javelins +7/+2 (1d6+3/ x2/ RI 50') or daggers +7/+2 (1d4+3/ 19-20 x2/ RI 10')

Space: 5'; Reach 5'

Base Attack: +6/+1

Combat maneuver bonus: +9

Combat maneuver defense: 20

Concentration check bonus:+14 (CL+WIS modifier), with a further +4 bonus to cast defensively in melee

Combat Gear: goblin wand of cure moderate wounds w/8 charges, wand of cure light wounds w/14 charges, wand of cure light wounds w/50 charges, potion belt containing a phial of holy water, potions of cure light wounds and protection from evil, oil of magic weapon, a flask of acid and 6 bottles of alchemist's fire, 3 sunrods

Cleric spells prepared (CL 9; DC 15 + spell level):

5th (2+1) - Breath of life, Righteous might; Wall of thorns (D)

4th (3+1) - Blessing of fervor, Holy smite, Restoration; Divine power (D)

3rd (4+1) - Heat metal, Remove curse, Remove deafness/blindness, Searing light; Vampiric touch (D)

2nd (5+1) - Align weapon, Bull's strength, Hold person, Lesser restoration, Remove paralysis; Spiritual weapon (D)

1st (6+1) - Divine favor, Endure elements, Gorum's armor, Protection from evil, Remove fear, Shield of faith; True strike(D) + Pearl of power I

0th (4) - Detect magic, Guidance, Purify food and drink, Stabilize

Domains: Destruction (Rage subdomain) and War (Blood subdomain)

Destruction domain spells: True strike; Bull's strength; Rage; Inflict critical wounds; Shout; Moonstruck; Disintegrate; Earthquake; Implosion

War domain spells: Magic weapon; Spiritual weapon; Vampiric touch; Divine power; Wall of Thorns; Blade barrier; Mass inflict serious wounds; Power word stun; Power word kill

Domain powers:
* Destructive smite: +4 morale bonus on melee damage roll 9/day.
* Rage: rage as a level 4 barbarian for 9 rounds/day.
* Battle rage: creature touched gets +4 on melee damage rolls for 1 round. Usable 9/day.
* Wounding blade: give weapon touched Wounding quality 4 rounds/day.
* Clerics of Gorum can prepare Heat metal and Rage as 3rd level spells and Iron body as an 8th level spell.

New spell: Gorum's armor

Spoiler:
Clr 1, 10 min/level, touch range. Creates armour spikes +1 on metal armour; also, anyone striking the target in melee takes 1 point of damage.

Channel positive energy: 5/day, 5d6 damage/healing, Will DC 15 for half damage

Feats: Power Attack (-2 atk, +6 dmg), Totem Spirit (Shundar-Quah; +1 Fort, +2 Perception), Heavy Armor Proficiency, Combat Casting, Selective Channeling, Vital Strike

Skills: Appraise +5 (1r, class skill), Craft (weaponsmith) +6 (1r, class skill), Diplomacy +14 (9r, class skill), Heal +9 (1r, class skill), Knowledge (arcana) +5 (1r, class skill), Knowledge (history) +6 (2r, class skill), Knowledge (nobility and royalty) +5 (1r, class skill), Knowledge (planes) +5 (1r, class skill), Knowledge (religion) +6 (2r, class skill), Perception +13 (6r, +2 from Totem Spirit), Ride -3* (1r), Sense Motive +17 (9r, class skill), Spellcraft +13 (9r, class skill), Survival +6 (1r)

Alwyn has taken 1 extra skill point per level of his favoured class (cleric). Skills marked with (*) include ACP.

Languages: Common, Elven, Shoanti

Clothing: Traveller's outfit (6 lbs.);
Weapons: Greatsword +1 (8 lbs), silver-headed heavy mace (8 lbs), dagger (1 lbs), 2 javelins (4 lbs);
Armour: Full plate +1 (50 lbs);
Possessions: (111/58 lbs. - medium load) clothing, weapons, armor, and combat gear (71 lbs.), Belt of giant strength +2, Headband of inspired wisdom +2 (bonuses included above), Amulet of natural armor +1, Ring of protection +1, Pearl of power I, Varisian idol, heavy wool cloak, wooden holy symbol of Gorum plus backpack containing leather armour, net, a hatchet, a bedroll, flint and steel, healer's kit, 3 days' worth of trail rations, a box of caltrops and a waterskin (40 lbs.); potion belt and a belt pouch containing 23 pp, 3746 gp, 24 sp, 20 cp; riding horse w/bit, bridle and riding saddle

Background:

Alwyn is the son of outcast parents - his dad brought home a half-elf woman as a war-thrall after a raid, and then scandalised the tribe by throwing out his old wife, choosing to live with his slave instead. Alwyn was born very soon therafter. After such an affront to decency and tradition, Alwyn was never able to fit in with his unusually xenophobic and conservative tribe. After trying for many years to please his tribal elders, he finally gave up and left his ancestral lands altogether, bringing his malcontent half-brother along with him. The pair made their way south to Roderic's Cove before signing on as crewmembers of the sloop Abadar's Favour. Over the last couple of years, Alwyn has served as both the ship's doctor and as a marine, seeing plenty of action in skirmishes with pirates and sea monsters while plying the Gulf of Varisia. However, the Favour's captain is an old man and has decided to retire soon, and Alwyn never got along well with the ship's lieutenant. Thus, he and Hudak have both decided to quit sailing for a while and instead see what adventures they can find in Sandpoint.



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