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Alwyn Agnarrson's page

864 posts. No reviews. Alias of Vattnisse.

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Full Name

Alwyn Agnarrson

Race

Human (Shoanti)

Classes/Levels

Cleric 6

Gender

Male

Size

Medium

Age

25

Special Abilities

Channel Energy

Alignment

CG

Deity

Gorum

Location

Currently Sandpoint

Occupation

Adventurer

Strength 16
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 20
Charisma 12

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 neatly trimmed beard, partially intended to camouflage his quasi-elven ancestry, and partially because he has rejected his tribe and left its customs behind. His upper 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 chosen totem is the Storm Giant - a massive depiction of a hulking humanoid striding across mountain ranges throwing lightning covers his back, while his arms and torso is covered with mythic monsters and scenes of battle. He dresses in mail and drab browns and greens except for a twist of bright red cloth around his upper left arm.

XP: 17360

Init: +1

Perception: +9

AC: 21, touch 11, flat-footed 20; (+10 Full plate +1, +1 Dex); Armour Check Penalty -5 (AC 13 in leather armour)

HP: 50 (HD: 6d8+12); current damage: 7

Saves: Fort +8, Ref +2, Will +10

Speed: 20' (4 squares)

Melee: Greatsword +1 +8 (2d6+5/ 19-20 x2) or silver heavy mace (used 2H) +7 (1d8+4/ 20 x2) or dagger +7 (1d4+3/ 19-20 x2)

Ranged: Javelin +5 (1d6+3/ x2/ RI 50') or dagger +5 (1d4+3/ 19-20 x2/ RI 10')

Space: 5'; Reach 5'

Base Attack: +4

Combat maneuver bonus: +7

Combat maneuver defense: 18

Concentration check bonus:+10, 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/39 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 6; DC 15 + spell level):

3rd (2+1) - Remove deafness/blindness, Searing light; Rage (D) +1 empty slot

2nd (3+1) - Bull's strength, Lesser restoration, Remove paralysis; Spiritual weapon (D) +1 empty slot

1st (5+1) - Command, Endure elements, 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

Domain powers:
* Destructive smite: +3 morale bonus on melee damage roll 8/day.
* Battle rage: creature touched gets +3 on melee damage rolls for 1 round. Usable 8/day.

Channel positive energy: 4/day, 3d6 damage/healing, Will DC 14 for half damage

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

Skills: Appraise +5 (1r, class skill), Craft (weaponsmith) +6 (1r, class skill), Diplomacy +10 (6r, class skill), Heal +9 (1r, class skill), Knowledge (arcana) +5 (1r, class skill), Knowledge (history) +5 (1r, class skill), Knowledge (nobility and royalty) +5 (1r, class skill), Knowledge (planes) +5 (1r, class skill), Knowledge (religion) +6 (2r, class skill), Perception +9 (2r, +2 from Totem Spirit), Ride -3* (1r), Sense Motive +14 (6r, class skill), Spellcraft +9 (5r, 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 strenght +2, Headband of inspired wisdom +2 (bonuses included above), Pearl of power I, 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, 105 gp, 9 sp, 10 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 less than eight months later. 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 off the Stony Mountains before signing on as crewmembers of the sloop Abadar's Favour in Roderic's Cove. 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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