Fenster the Blight

Kergh the Dwarf's page

163 posts. Alias of French Wolf.


Full Name

Kergh the Dwarf

Race

Human (Talingarden) Cleric (Asmodeus) 2 AC 17/11/16 / HP 17 / F +5 R +1 W +5 / Init. +1 / Perc. +2 / Sense Motive +2

Gender

Male

Age

17

Location

Talingarde

Strength 19
Dexterity 12
Constitution 14
Intelligence 8
Wisdom 14
Charisma 12

About Kergh the Dwarf

Josefus Malkenkergh AKA Kergh the Dwarf
Human (Talingarde) Cleric of Asmodeus 2
LE Medium Humanoid (human)
Init +1; Senses Perception +2
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DEFENSE
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AC 17, touch 11, flat-footed 16 (+4 armor [chain shirt], +2 shield [heavy steel shield], +1 Dex)
hp 17 (2d8+4)
Fort +5, Ref +1, Will +5
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OFFENSE
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Speed 30 ft.
Melee black mace (prison armory) +5 (1d8+4)
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CLERICAL ABILITIES
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SPELLS
[(4 x 0th, 3+1 x 1st), melee touch +5, ranged touch +2] italics indicate a cast spell

0th: detect magic, detect poison, light, guidance,
1st: infernal healing, magic weapon, comprehend languages, *command (Will DC13), dark blessing

Channel Negative Energy (1d6, Will DC12, 3+1 times/day)
Times/Day: 4,

DEVIL SUBDOMAIN

Spoiler:
Associated Domains: Evil, Law.

Replacement Power: The following granted power replaces the touch of evil power of the Evil domain. Devils are a race of lawful evil outsiders.
Hell's Corruption (Su): You can cause a creature to become more susceptible to corruption as a melee touch attack. Creatures touched take a –2 penalty on all saving throws and must roll all opposed skill checks twice, taking the worse result. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.
Times/Day 5,
Scythe of Evil (Su): At 8th level, you can give a weapon touched the unholy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: 1st—command, 2nd—align weapon (evil only), 3rd—suggestion, 4th—unholy blight, 5th—dispel good, 6th—planar binding (devils only), 7th—blasphemy, 8th—unholy aura, 9th—summon monster IX (evil spell only).

TRICKERY DOMAIN

Spoiler:
Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Times/Day 5,
Master's Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The save DC to disbelive this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.
Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—mass invisibility, 9th—time stop.

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STATISTICS
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Str 19, Dex 12, Con 14, Int 8(10), Wis 14, Cha 12
Base Atk +1; CMB +5; CMD 16
Feats Intimidating Prowess, Scribe Scroll
Traits Blasphemy, Deformed

Trained Skills Bluff +5, Craft(paintings) +0, Intimidate +11, Linguistics +3, Knowledge(religion) +6, Stealth +5
Untrained Skills Acrobatics +1, Climb +0(inc -4 for deformed back), Escape Artist +1, Fly +1, Sense Motive +2
Languages Common, Infernal,
SQ Aura of Evil

Other Gear
masterwork spiked chain (325gp)
2 daggers (4gp)
sling plus 10 bullets (1gp)
self-made scrolls of hide from undead, sanctuary, cure light wounds, obscuring mist (50gp)
masterwork chain shirt with holy symbol embedded in centre (0gp)

Consumables
Wand of Infernal Healing 50,

Wealth
Gold 11
Silver 4

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RACIAL TRAITS
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Skilled Gain 1 skill point per level.
Bonus Feat Gain a bonus feat at 1st level.
Favoured Class (2nd level, 2 extra skill points)
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VILLAIN POINTS
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Pts 1,

Two additional skill points per level - total skill ranks = 4-2(int)+2(fav class)+2(human)+2(campaign bonus)

Background Information

Spoiler:
Ugly, deformed, and repulsive, people have treated Kergh like this every day.

Born into the talented Malkenkergh family, Josefus' (or Kergh as he became known) first sight was of the looks of horror and revulsion in his parents. His mewling cries for cuddles drowned out by the terrified screams of the midwives.

Going back a step, "kergh" was the first word the baby boy mouthed to his parents. Craftsfolk, Yondeene and Hunsfullar Malkenkergh have a thriving business landscaping gardens for the Church, nobility and wealthy of Talingarde. In the last ten years, a Malkenkergh scene has become synonymous with beauty and grace. His parents could not reconcile Kergh with the strong and healthy child they dreamt of showcasing their lives together. And perhaps even one day continuing the business. Someone had played a sick joke on them.

Yondeene tried to see past her toddler's clumsy cuddles and slobbering attempts to be a loving child. Her stomach turned each time she had to clean his back - it was just unfair!. Luckily the love she felt for her husband did not dim, their marriage thrived and they had two gorgeous daughters, Lilany and Rosvillea. Those times Hunsfullar returned from working away were happy memories for the four of them filled with much laughter, pleasurable picnics and generous parties. Meanwhile out of sight, Kergh was left loveless in a separate nursery until Nana Nessuri came.

Nana Nessuri gave the misshapen boy loving hugs, stimulating conversation and plenty of play. Starved of all that for so long, Kergh enjoyed taking walks in the woods, playing hunt the animals and singing out loud to their burning cries on the spit. He often fell asleep to the story of the clever ugly child who saves a beautiful horned beast imprisoned, always smiling at the thankful kiss which gave the child handsome features and the willing embrace of his family.

Then his father designed and built Palmera, the Hanging Garden of the North. Its green tranquillity and musical falls pleased the leading cleric. In return the bishop agreed to send Kergh to the Vale of Valterna for a time of healing. His parents could not understand why Kergh fought so hard against leaving his precious Nana. The angry teenager hated the place, the agony of golden healing and feared each time the priests used knives, potions or spells on his body. To Kergh he was being tortured, to the Vale he was something of a test case. Acolytes and visiting healers were allowed to watch the attempts, after all his own family had washed their hands of the boy. Those teenage years were a torment.
Kergh's only friends were two hidden parting gifts from his Nana. The first, a tattoo of an inverted ruby pentagram that he prayed to for the ecstasy of flaming healing. So that each day he regained a little life until well again. Kergh was cunning enough to hide his praying and also his reading of the second gift, The Asmodean Monograph tucked in his boot.

Kergh's nemesis in that time was Juliana, a determined priestess of Mitra who tried so hard to make him whole. She devoted so much time away from her husband and child that eventually an emeritus Knight of the Realm, Sir Bennal Torteval, stepped in and stopped the farce. In his words, it had been six years and enough was enough. She could be found better faithful work and Kergh sent home. As a member of the Mitran Church council on behalf of the King, his words carried weight. Sir Bennal spent an hour talking with the growing teenager before he left the Vale, explaining how the boy should not fear any future healing but instead embrace the world and find faith and redemption. Bennal did not understand why the cunning Kergh smiled at this.

Mentally singing all the way home, he had learnt the hymns of Asmodeus and couldn't wait to show Nana. Indeed he was now a full grown teenager, bent low but with an iron heart. His faith in Asmodeus made him feel blessed in his own eyes. His Nana could see this, his family could not. So began a year of tutelage and monastic prayer as Nana taught him to worship and ritualise Asmodeus. Kergh still wanted his family to love him. Many times he visited them in the magical guise of servant or traveller to spend time with each one. He was too cunning to throw off the spells but he was tempted to, to show and explain how the Prince had made him special. Plus he had never been good with words.

Then the dark pair made a mistake. They invested time and effort on converting a lovely teenage prostitute called Sylphia. But she secretly betrayed them for money. Maybe she was scared of the way Kergh looked at her. Who knows but the guards came crashing in and the young priest of Asmodeus had to see his Nana burn at the stake. The pure-hearted Juliana spoke up for Kergh at his trial, she cited Mitran failure so far as the reason for his corruption. Kergh seized the chance and added that his Nana made him this way. It was true. The court wavered, especially when Kergh's father had such a high profile across the Kingdom. However Kergh saw his beloved divine tattoo burnt out of all recognition as first punishment. His link to the Prince severed in the cruellest way.

1) Kergh never had the brains to understand his situation Int 8, he is a dwarf like the traitor in the film 300, so that he cannot do some things easily - climbing for instance. His charisma of 14 is not about looks or leadership obviously, it is the force of evil that owns his soul. That lusting energy drives his faith.
2) Kergh reacts badly to curative spells, they work but they hurt for a while. He is conditioned to fear them. Infernal healing has the opposite effect in fact his body feels ecstasy at that warm touch.
3) Strong and getting stronger still, Kergh is a warrior with a fearsome body. He will take the fight to his enemies or those of his adopted family. All he needs a little direction and his own cunning will do the rest.
4) Kergh covets beauty, especially in women. He appreciates art and nature. His father once spent a precious afternoon talking about them to the boy as they walked through one of his gardens. Hunsfullar struck a chord with his son, one Kergh has never forgotten. Kergh enjoys painting pictures of girls and women for relaxation but his daubs are barely recognisable. Craft (paintings)
5) For his part in the attempted conversion of a girl to Asmodeus, Kergh faces death by burning just like his Nana. He truly believes that Asmodeus will save him, and no one can change his mind on this. He will be first to sign a contract to Asmodeus, the Prince is his life. Trait: Blasphemy

Two goals that are important to Kergh.
1) Kergh is totally faithful to Asmodeus. I would like to see that faith tested by facing his parents and siblings. Kergh is all about love and family but perhaps he needs to understand who is true family are now. That could lead to the poor cripple realising just how powerful his faith and spells are for the family and gradually make him less servile. There may come a day that he makes some decisions for himself, rather than relying on the Dark Prince or his Master for answers.
2) Juliana is such a determined girl that she must be killed by his own hand for all those attempts at healing in the Vale. He hates her and she represents a clear threat to his Infernal Church. By extension, Kergh wants to burn the Vale for all their acts of torture.

Two secrets about Kergh
1) He can be made whole and hearty but the method requires much self sacrifice and Kergh may be afraid of losing himself in a graceful body. In fact the method may be part of a larger ritual for which Kergh will be gifted new Hellish health. I did look at applying as an infernal sorcerer to eventually become a dragon disciple. Maybe there is some way we could use that prestige class as a template for this ogrish and fiery priest.
2) Nana will rise as a revenant bent on destroying everyone responsible for putting her on the stake. Going backwards chronologically, they are the executioner who set lit to her pyre, the judge who meted out justice, the whore who told the guards and finally the boy Kergh who lusted after the girl.

People that are tied to Kergh is the hardest section of all.
1) Juliana of the Vale: Former "healer" and paragon of virtue, she believes that Kurgh can be saved. He is a Test of her faith and power and one that she will keep attempting.
2) Sir Bennal Torteval: He has put pressure on Kergh's family for the way they raised the boy. He wants to be told of any reconciliation before the end. This is all a ruse. He is far too pragmatic to go all starry-eyed over saving Kergh. He wants to keep his King informed of any cults of Asmodeus and views the easily led Kergh as a good opportunity for the future.
3) Lady Lilany: Kergh's sister has gone the other way. She is a Mitran sorcerer with a penchant for fire and illusion. No one knows what lies in her heart but she definitely is drawn to the risks associated with the Dark Prince. She was the only one of her family to visit Kergh and came away wishing to learn more. She is much more deceitful and as the eldest girl likely to inherit a fine house and large bank balance if anything untoward should happen to her parents. Perish the thought!

Three memories, mannerisms or quirks Kergh possesses.
1) Kergh slobbers like a dog. He cannot control the saliva dripping down his chin and onto the floor. For a similar reason, his weak eyes do not react well to full sunlight and the dwarf prefers the shadows.
2) Priests of Asmodeus often wear horned masks. As soon as feasible, Kergh will obtain a leather mask, but one that simply hides his ugliness and helps stop the worst of the power of the sunlight. Inside the back of that Kergh intends to ink the symbols of his faith.
3) Childlike in so many ways, Kergh has no real experience of the outside world. Sweet things like honey and latterly mead are so tempting, making Kergh like a feverish bear around bee hives.