Krun Thuul

Agatsu Hulla's page

45 posts. Alias of adsapiens.

Full Name

Agatsu Hulla, the Deathless Redeemer




Bloodrager 4 / Monk 2 / Champion 1 | HP 61/61 | AC 17 TO 17 FF 14 (EV/UD) | F +12 R +7 W +0 | CMD 28 | Init +2 | Perc +9 DV | Rage 12/12 | Mythic 5/5 | Stun 3/3






Lawful Good




Common, Orc



Strength 20
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 10
Charisma 16

About Agatsu Hulla



Agatsu was a father of three, hardworking soldier with a loving wife and honest profession. Coming from lands infested by monsters and demons, it wasn't rare for someone to be a hybrid of multiple origins like him - and so the Half-Orc had an almost decent life, not facing the usual prejudice others from an impure race could suffer. At night they'd sit to worship Desna and the starts, and Agatsu would tell his daughter the legend of the little butterfly who couldn't dream.

He was almost in his third decade of life when he lost his family - in an unholy demonic ritual, cultists invaded and sacrificed a great number of villagers from the same small town they lived, including his wife and kids. Agatsu arrived just in time to face the ashes, and flew in a blinding rage. Captured and tortured, the ritualists continued the ceremony using the sole survivor, until the point his blood and soul was too tainted from different sources. At such point he broke free, stealing his evergrowing fury from the demonic powers surrounding the area, and fled in a cloud of ashes.

His rage extended for years, turning him almost into a blind beast; the bloody period of time had him hunting and chasing demons and cultists in a journey of revenge and death. Finally, one night after hundreds of unresting dark, he was able to dream again. In his dream, a bright star would fly down in the form of a monarch, surrounding the scarred man. At that night he was blessed by a celestial being, which touched his heart with peace and gave him a new purpose as a traveller for good.

Taking the dream to his heart, the Half-Orc built from scratch a monastery, and on such walls he brought the homeless and fed the hungry. They called themselves the Council of Dreamers, and as time passed the blessed soldier became a monk and a leader. While his art wasn't derived from pure wisdom - but, instead, from the same draconic blood that fueled his rage - it was enough to bring law and order to a heart devastated by disaster. As worshippers of Desna, the members of the Council were natural travellers, and so they gained the world in nomadic routes.

Agatsu followed the ways to his core. While still a ferocious fighter with a blood tainted by so many different heritages that no one could count, by times the solution for his problems was in pure understanding and redeeming. It was on this path that he crossed with Hakanash, the psychotic Glabrezu who influenced the cultists that killed the Hulla family. The entire Council of Dreamers fought him to the point he was subdued. Instead of destroying him and his followers, the half-Orc - only a fraction of the demon's size and power - offered him redemption. Somehow the small, weak half-Orc had survived hundreds of attacks, bled beyond dozens of men, suffered the toughest of losses, and yet offered him that.

Hakanash tried to force his powers on Agatsu, but instead the bloodrager resisted the urge to give in to his brute fury. Confused, the demon didn't believe his eyes, but Agatsu lied down and, on a pile of ashes, drew a mother holding her children. "At the end it isn't about fury. It's about love", he said, as he remembered the way he last saw his family. The powers of Desna herself acted at such moment, and the demon was forced to remember the fragile human soul that powered his raw core; that of a mother as well, betrayed and killed with her children, just like the Hulla family.

While the path of redemption would still take a much longer time, Hakanash started repenting at that moment. He released the influence over his followers, and told Agatsu that his true path was going to take him to the Worldwound. "Deathless Redeemer...", he said, using for the first time the alias Agatsu would become known for, "... You might be the truest of the Monarch's heralds. A shepherd of mixed blood, hunter of evil and generous forgiver." - he coughed, and for the first time a sincere tear appeared - "... Your world isn't safe. It's more condemned now than it has ever been. The greatest enemy of the Monarch will be the Locust!"

The redemption of Hakanash turned Agatsu into a Mythic Champion. From that point in his life, the monk and his closest friends traveled to the Worldwound in search for the destiny foretold by celestials and demons. In his heart, all the Deathless Redeemer could think of was his family. He'd dream with them every night, with the goddess blessing his dreams. Before closing his eyes, he'd remember the legend of the little butterfly who couldn't dream... And maybe such story would have more relevance in his future that he could ever know...

Character Sheet:

Agatsu Hulla
Half-orc bloodrager (crossblooded) 4/unchained monk 2/Champion 1 (Pathfinder Player Companion: Legacy of Dragons 14, Pathfinder RPG Advanced Class Guide 15, 83, Pathfinder Unchained 14)
LG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +9
AC 17, touch 17, flat-footed 14 (+3 Cha, +1 deflection, +2 Dex, +1 dodge)
hp 61 (6d10+21)
Fort +12, Ref +7, Will +0; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, evasion, hard to kill, orc ferocity, uncanny dodge, regeneration 5 (acid or sonic)
Speed 70 ft.
Melee +1 sansetsukon +12/+12/+7 (1d10+8/19-20) or
. . unarmed strike +11/+11/+6 (1d6+5)
Ranged mwk composite longbow +9/+4 (1d8+5/×3) or
. . shuriken +8/+8/+3 (1d2+5)
Special Attacks angelic attacks, blood casting, bloodrage (12 rounds/day), flurry of blows (unchained), mythic power (5/day, surge +1d6), stunning fist (3/day, DC 16)
Bloodrager (Crossblooded) Spells Known (CL 4th; concentration +7)
. . 1st (2/day)—cheetah's sprint, mage armor
. . Bloodline Abyssal, Celestial
Str 20, Dex 14, Con 14, Int 8, Wis 10, Cha 16
Base Atk +6; CMB +11; CMD 28
Feats Blessed, Combat Reflexes, Diehard, Dodge, Endurance, Eschew Materials, Improved Unarmed Strike, Racial Heritage[M], Stunning Fist
Traits dominator (belkzen), stolen fury
Skills Acrobatics +8 (+24 to jump), Bluff +3 (+5 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders), Diplomacy +12 (+14 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders), Disguise +3 (+5 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders), Intimidate +12 (+14 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders, +14 to demoralize foes), Knowledge (history) +8, Knowledge (religion) +3, Perception +9, Profession (soldier) +9, Sense Motive +4, Spellcraft +3, Stealth +6, Survival +4
Languages Common, Orc
SQ demonic bulk, fast movement, fleet charge[MA], impossible speed[MA], orc blood, regeneration
Other Gear +1 sansetsukon[UC], arrows (100), mwk composite longbow (+5 Str), shuriken (100), belt of giant strength +2, cloak of resistance +1, headband of alluring charisma +2, ring of protection +1, bandolier[UE], belt pouch, blanket[APG], flint and steel, hemp rope (50 ft.), masterwork backpack[APG], pot, soap, tattoo holy symbol of Desna[UE], trail rations (5), waterskin, weapon cord[APG], wrist sheath, spring loaded, wrist sheath, spring loaded, 1,598 gp, 6 sp, 1 cp
Special Abilities
Angelic Attacks (Su) Melee attacks are good-aligned, and do +1d6 to evil outsiders.
Blessed +1 DC on spells & +2 on Cha skills vs. good outsiders. -2 on Cha skills vs. evil outsiders.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (12 rounds/day) (Su) +4 Str, +4 Con, +0 to Will saves, -2 to AC when enraged.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Demonic Bulk (Su) When entering bloodrage, can choose to increase size by one category (as enlarge person).
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+1 bonus, bypass all DR).
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Impossible Speed (+10 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Racial Heritage [Mythic] Gain a single racial trait of your choice (Rock Troll)
Regeneration (Ex) A creature with this ability is difficult to kill. Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning (although creatures with regeneration still fall unconscious when their hit points are below 0). Certain attack forms, typically fire and acid, cause a creature’s regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally. The creature’s descriptive text describes the types of damage that cause the regeneration to cease functioning. Attack forms that don’t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally. A creature must have a Constitution score to have the regeneration ability.
Stunning Fist (3/day, DC 16) You can stun an opponent with an unarmed attack.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.