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About Agatsu HullaBackground:
Agatsu was born and raised in the barbaric Numeria. His father was Kyran Hulla, a legendary frost giant killer with brotherhood ties to Kevoth-Kul, the Black Sovereign, and his mother was Avasta, a strong woman of considerable stature, assumed to have giant blood coursing through her veins. Despite several attempts, the power couple could only spam weak, stillborn babies, until finally Agatsu came. A frail, sick child that barely survived - maybe through the will of the gods - he was still loved and carefully raised. Yet, his constant bad health conditions brought times of hardiness to the family, and the parents had little hope their single son would ever age to have his own children. Through nights of prayer and hunger, they finally heard of a miraculous medicine in the southern lands, and took the road in a small caravan. By that time, Agatsu was barely twelve years old. Attacked by an army of orcs led by giants on their way, they fought for an entire night until the last man fall. With his whole body pierced by hornbow arrows, Kyran took a last stand and kept his body in front of his weak boy. Seeing himself about to die, the old giantslayer clapped his hands and hit the horse on the cheeks with such violence that it engaged in a frenetic gallop uphill. Agatsu cried, well tied to the animal, as he saw his father fall by his mother's side. The boy himself was by that time hurt by a poisoned arrow too, and even the horse was hurt beyond salvation - yet, somehow they were able to flee. The young kellid was found by a group of monks on the hills which took him and healed him. While the first months of fever were tough, yet he was able to come to a point of full recover - and found out, ironically, that the humble herbs they cultivated cured the diseases of his young years for good. The teenager was now a very tall and strong individual, and started working at the monastery as a mason. The monks taught him history and trained him on their exotic shikigami style, but the boy never really managed to have the right discipline for the monastic arts. He was erractic, hot headed, and his unpolite barbaric ways were considered almost heretic. He could do the movements, sure, but absolutely lacked the balance and was incapable of the strong sacrifices required to become a true master. By the age of seventeen, caught drunk partying with ladies on the holy site, he was banned and stripped of his status, and ended up on the streets of Trunau. In Trunau Agatsu had been over the last decade. The "town drunk", the dimdwelling man tucks himself every night on the streets considering in what a shame he'd be for his parents, disgraced with a life of dishonor and no chance to revenge them and make a name for himself. As he chugs immense quantities of cheap ale on his oversized tankard, he wonders how things could be different, and prays to Cayden Cailean that someday he can find his true path.
Appearance and Behavior:
Agatsu is a kellid human with giant ancestry. He is a very tall and large man with a rugged appearance, usually covered in peasant clothes and carrying around an immense sledgehammer that he uses for work as a mason, in the rare opportunities he isn't drunk. With hair starting to grey, despite his young age, and small and tense eyes, he passes an overall aura of being tougher than he actually is. In truth, he's a good hearted man, with a warm smile and a friendly attitude. He had a life of toils, barely surviving the diseases of his childhood and the shame of being banned from the monastery, but yet he finds reasons to be alive and kicking everyday. His attitude is that of being happy simply for being alive - he loves drinking and partying - and in his core he hopes to find true purpose to attone for his life of sins.
Character Sheet:
Agatsu Hulla Male human (Kellid) brawler (hinyasi, snakebite striker) 1 (Pathfinder Player Companion: Blood of Ancients 11, Pathfinder RPG Advanced Class Guide 23, 88) CG Medium humanoid (human) Init +3; Senses darkvision 60 ft.; Perception +7 (+9 while benefit from concealment or full concealment due to darkness or dim light) -------------------- Defense -------------------- AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex) hp 13 (1d10+3) Fort +4, Ref +5, Will +3 -------------------- Offense -------------------- Speed 30 ft. Melee sledge +7 (2d6+6) or . . tankard +7 (1d6+4) or . . (L) tankard +6 (1d8+4) or . . unarmed strike +5 (1d6+4) or . . wushu dart +5 (1d3+4) Special Attacks improvised maneuver (), sneak attack +1d6 -------------------- Statistics -------------------- Str 19, Dex 16, Con 15, Int 14, Wis 16, Cha 11 Base Atk +1; CMB +5 (+7 grapple); CMD 18 (20 vs. awesome blow, 20 vs. grapple) Feats Catch Off-guard, Combat Expertise, Deadly Aim, Power Attack, Shikigami Mimicry, Shikigami Style, Unarmed Combatant Traits bruising intellect, cunning liar (any city), giant-blooded, surprise weapon Skills Acrobatics +5, Bluff +7, Intimidate +6 (+8 while benefit from concealment or full concealment due to darkness or dim light), Knowledge (history) +3, Perception +7 (+9 while benefit from concealment or full concealment due to darkness or dim light), Profession (mason) +7, Stealth +5 (+7 while benefit from concealment or full concealment due to darkness or dim light), Use Magic Device +1 Languages Common, Giant, Hallit, Orc SQ brawler's cunning, dimdweller, finesse weapon attack attribute, humble beginnings, martial training, paranoid Other Gear lamellar (leather) armor[UC], sledge[UE], tankard[UC], tankard[APG], wushu dart[UC] (10), backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), sledge, trail rations (5), waterskin, weapon cord[APG], 33 gp -------------------- Tracked Resources -------------------- Trail rations - 0/5 Wushu dart - 0/10 -------------------- Special Abilities -------------------- Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites. Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons. Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack. Darkvision (60 feet) You can see in the dark (black and white only). Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage. Dimdweller +2 to Intimidate, Perception, and Stealth when in conceal due to darkness. Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls. Humble Beginnings (Catch Off-Guard) (Ex) A hinyasi gains her choice of Catch Off-Guard or Throw Anything as a bonus feat. She is not proficient with shields. This alters the brawler’s armor proficiencies.
Character Sheet (Shikigami Style):
Agatsu Hulla Male human (Kellid) brawler (hinyasi, snakebite striker) 1 (Pathfinder Player Companion: Blood of Ancients 11, Pathfinder RPG Advanced Class Guide 23, 88) CG Medium humanoid (human) Init +3; Senses darkvision 60 ft.; Perception +7 (+9 while benefit from concealment or full concealment due to darkness or dim light) -------------------- Defense -------------------- AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex) hp 13 (1d10+3) Fort +4, Ref +5, Will +3 -------------------- Offense -------------------- Speed 30 ft. Melee sledge +7 (4d6+6) or . . tankard +7 (2d6+4) or . . (L) tankard +6 (3d6+4) or . . unarmed strike +5 (1d6+4) or . . wushu dart +5 (1d3+4) Special Attacks improvised maneuver (), sneak attack +1d6 -------------------- Statistics -------------------- Str 19, Dex 16, Con 15, Int 14, Wis 16, Cha 11 Base Atk +1; CMB +5 (+7 grapple); CMD 18 (20 vs. awesome blow, 20 vs. grapple) Feats Catch Off-guard, Combat Expertise, Deadly Aim, Power Attack, Shikigami Mimicry, Shikigami Style, Unarmed Combatant Traits bruising intellect, cunning liar (any city), giant-blooded, surprise weapon Skills Acrobatics +5, Bluff +7, Intimidate +6 (+8 while benefit from concealment or full concealment due to darkness or dim light), Knowledge (history) +3, Perception +7 (+9 while benefit from concealment or full concealment due to darkness or dim light), Profession (mason) +7, Stealth +5 (+7 while benefit from concealment or full concealment due to darkness or dim light), Use Magic Device +1 Languages Common, Giant, Hallit, Orc SQ brawler's cunning, dimdweller, finesse weapon attack attribute, humble beginnings, martial training, paranoid Other Gear lamellar (leather) armor[UC], sledge[UE], tankard[UC], tankard[APG], wushu dart[UC] (10), backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), sledge, trail rations (5), waterskin, weapon cord[APG], 33 gp -------------------- Tracked Resources -------------------- Trail rations - 0/5 Wushu dart - 0/10 -------------------- Special Abilities -------------------- Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites. Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons. Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack. Darkvision (60 feet) You can see in the dark (black and white only). Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage. Dimdweller +2 to Intimidate, Perception, and Stealth when in conceal due to darkness. Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls. Humble Beginnings (Catch Off-Guard) (Ex) A hinyasi gains her choice of Catch Off-Guard or Throw Anything as a bonus feat. She is not proficient with shields. This alters the brawler’s armor proficiencies.
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