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Profile
About Alwyn AgnarrsonAppearance: 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:
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.);
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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