Valeros

Agerron's page

272 posts. Alias of Bryan.


Full Name

Agerron of Numeria

Race

Human (Kellid)

Classes/Levels

Oracle 2

Gender

Male

Size

Medium

Age

20

Alignment

Neutral

Deity

gods of war and battle

Location

Brevoy

Languages

Common, Hallit

Occupation

mercenary

Strength 20
Dexterity 14
Constitution 14
Intelligence 11
Wisdom 12
Charisma 16

About Agerron

AGERRON
Male Human (Kellid) Oracle 2
N Medium humanoid (human)
Deity venerates all gods of battle and war
Init +2 Senses perception +6
concentration +5
favored class oracle

==DEFENSE==
AC 17 Touch AC 12 Flat-Footed AC 15
hp 21

Spoiler:
[8 (1st level) +4 (2nd level) + 4 (Con) + 2 (Favored Class) + 3 (Toughness)]

Current hp 21
Fort +3 Ref +2 Will +4

==OFFENSE==
Spd 20 ft / x3
Melee mwk greatsword +7 (2d6+8 / 19-20 / x2)
Melee warhammer +6 (1d8+5 or 1d8+7 (two-handed) / x3)
Melee spear +6 (1d8+7 / x3)
Melee short sword +6 (1d6+5 / 19-20 / x2)
Ranged longbow +3 (1d8 / x3 / 100 ft)
Ranged spear +3 (1d8+5 / x3 / 20 ft)

==STATISTICS==
Str 20 Dex 14 Con 14 Int 11 Wis 12 Cha 16
Current scores:
Base Atk +1 CMB +6 CMD 18

==FEATS & TRAITS==

Spoiler:

Traits
• Bully (social): You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. (PFRPG Character Traits)
• Resilient (combat): Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves. (PFRPG Character Traits)

Feats
• Intimidating Prowess (combat): Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
• Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit point whenever you gain a Hit Die (such as when you gain a level).

==SKILLS & LANGUAGES==

Spoiler:

Ranks: 10 [8 (base) + 2 (human bonus)]
• Acrobatics -2
• Appraise
• Bluff +3
• Climb +1
• Craft*
• Diplomacy* +7 [1 rank]
• Disable Device
• Disguise +3
• Escape Artist -2
• Fly
• Handle Animal
• Heal * +5 [1 rank]
• Intimidate* +14 [2 ranks]
• Knowledge (arcana)
• Knowledge (dungeoneering)
• Knowledge (engineering)* +4 [1 rank]
• Knowledge (geography)
• Knowledge (history)*
• Knowledge (local)
• Knowledge (nature)
• Knowledge (nobility)
• Knowledge (planes)*
• Knowledge (religion)*
• Linguistics
• Perception* +6 [2 ranks]
• Perform +3
• Profession*
• Ride* +2 [1 rank]
• Sense Motive* +6 [2 ranks]
• Sleight of Hand
• Spellcraft*
• Stealth -2
• Survival +1
• Swim +1
• Use Magic Device
*Class Skill

Languages Common*, Hallit*
*Starting languages

==CLASS & RACIAL ABILITIES==

Spoiler:

Racial Abilities
• +2 to One Ability Score (Strength): Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
• Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
• Normal Speed: Humans have a base speed of 30 feet.
• Bonus Feat: Humans select one extra feat at 1st level.
• Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
• Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Class Abilities
• Mystery: Battle
• Oracle’s Curse: Haunted - Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.
• Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table 1–3 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
• Skill at Arms (Ex): You gain proficiency in all martial weapons and heavy armor.

==SPELLS==

Spoiler:

Mystery: Battle
Caster Level: 2nd Spell DCs: 13 + spell level
Spells per Day: 0 (at will); 1st level – 5 (Used: )
Spells Known: 0 – bleed, create water, ghost sound, guidance, mage hand, purify food and drink, stabilize ; 1st level – cure light wounds, divine favor, enlarge person, shield of faith

==EQUIPMENT==

Spoiler:

Combat Gear: scale mail, mwk greatsword, warhammer, spear, longbow, 20 arrows, short sword
Other Gear: explorer’s outfit, backpack, bedroll, blanket (winter), map case, belt pouch, flint & steel, grappling hook, trail rations (6 days), rope (hemp, 50’), sacks (2), waterskins (2), whetstone, torches (5), sunrods (5), spell component pouch (2), alchemist's fire (1), acid (1), antitoxin (1)

Money/Wealth:
pp; 98 gp; 1 sp; 3 cp
Gems:
Jewelry:
Misc:

Carries – 121 lbs
Light load: < 134 lbs
Medium load: 134-266 lbs
Heavy load: 267-400 lbs

==DESCRIPTION/BACKGROUND==
Description
Age: 20
Height: 6’ 3” Weight: 224 lbs
Eyes: Dark Brown Hair: Black

Like most of the barbaric Numerian tribesmen, Agerron has a tanned, weathered complexion with black hair and dark eyes. He wears his hair long, often in a pony tail or braid that he tucks into his armor (in order to avoid giving an enemy a hand-hold). While he has numerous scars from past fights, including a prominent one above his left eye, Agerron would be considered by most to be ruggedly handsome.

Background

Spoiler:

Born and raised among the barbarian tribes of Numeria, Agerron was pegged as special by his tribes elders at an early age. Possessing immense strength that surpassed even the tribe’s best warriors, a natural skill with all types of weapons and armor, and a natural force of personality that others found compelled to listen to, they knew he was destined for great things. Unfortunately, his destiny changed the day he and several other warriors of his tribe ran afoul of a Technic League sorcerer and his guards. In the end, right after his fellow tribesmen were slaughtered to a man, Agerron found himself suddenly filled with divine energy. Fighting his way through, he reached the sorcerer and snapped the puny man’s neck with his bare hands. The remaining guards fled, but Agerron knew they would be back with more men (and likely, Technic League sorcerers and powerful constructs). Knowing his own life was forfeit if he remained, and also knowing his tribe would be wiped out if he was found among them, Agerron quickly returned, warned the elders, and departed. He has since found his way into Brevoy, having found much work as a mercenary and relishing every battle he can. Unfortunately, he has also found that he cannot always rid himself of those he kills – the restless souls haunt him and often hinder him in minor ways (although they cannot physically harm him). He vows to one day return to Numeria, only at the head of an army that will crush the Technic League and their armies of constructs.