Human Cleric 9
CG Medium Humanoid
Alternate Racial Traits: Focused Study, Practiced Hunter
Deity: Gorum (Duels, Rage)
Init +2; Perception +13 (+9 ranks, +4 Wis)
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DEFENSE
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AC 22, touch 12, flatfooted 20 (+10 Armor, +2 Dex)
HP 66 (9d8+18)
Fort +9, Ref +6, Will +11; +3 trait vs charm, compulsion, fear
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OFFENSE
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Speed 30 ft.
MeleeHellbreaker (+1 Furious Adamantine Greatsword) +13/+8 (2d6+8/19-20); raging +17/+12 (2d6+13); PA -2/+6
Ranged Javelin +8 (1d6+5)
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STATISTICS
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Str 15 +2 racial +1 level +2 enhancement (20)
Dex 12 +2 enhancement (14)
Con 12 +2 enhancement (14)
Int 12
Wis 15 + 1 level +2 enhancement (18)
Cha 10
BAB +6; CMB +11; CMD 23
Feats Additional Traits (1), Skill Focus (Stealth) (H1), Heavy Armor Proficiency (3), Weapon Focus (5), Ironbound Master (7), Skill Focus (Intimidate) (H8), Cunning (9)
Traits Faith Unshakeable and Unassailable (Exemplar Trait, counts as 2), Urban Acolyte, Fate’s Favored, Omen, Vainglory (-1 Bluff, Disguise, Stealth)
FCB Cleric +9 skill points
Skills (5 per level, 45 total)
Perception 9 +13
Intimidate 9 +16
Stealth 9 +18 (+14 after -4 ACP)
Sense Motive 9 +16
Survival 6 +15
Knowledge (Planes) 1 +5
Knowledge (Religion) 1 +5
Knowledge (Dungeoneering) 1 +2
Background Skills
Linguistics 3 +7
Knowledge (History) 3 +7
Knowledge (Nobility) 3 +7
Handle Animal 9 +9
Languages Common, Aklo, Infernal, Abyssal, Celestial
Equipment
+1 Furious Adamantine Holy Reliquary Greatsword (11,300)
Belt of Physical Perfection +2 (16,000)
MW Fullplate (1,650)
Headband of Wisdom +2 (4,000)
Four-Leaf Clover (3,750)
Boots of Striding and Springing (5,500)
+1 Cloak of Resistance (1,000)
4 javelins (4)
Total: 43,204
Spells (4/6/6/5/4/2)
Guidance, Detect Poison, Mending, Light
Divine Favor, Shield of Faith (2), Remove Fear, Liberating Command, True Strike (D)
Instant Weapon, Instant Armor, Resist Energy, Silence, Aid, True Strike (D)
Lead Blades, Invisibility Purge, Prayer, Deadly Juggernaut, Magic Vestment (D)
Freedom of Movement, Death Ward, Air Walk, Divine Power (D)
Righteous Might, Dance of a Hundred Cuts (D)
Special Channel 5d6 3/day (DC 14), Aura, Spells, Divine Challenge 7/day (swift action, +1 sacred AC, +4 Bluff to feint, 4 rounds), Weapon Master (swift action, 9 rds/day), Rage (9 rds/day), Divine Fighting Technique (1st benefit, gained from giving up 1st-level power of Destruction/Rage domain)
Money 2,796 GP
Background:
The second son of a minor branch of an aristocratic family, Agnar grew up in comfort if not luxury. As is common among the aristocracy, he hunted from an early age. Agnar developed exceptional skills for tracking prey, and, seeking to make a name for himself, brought these skills to the Worldwound. For five years, he battled demons alongside crusaders of many faiths. He took the faith of Gorum after being saved in a battle by a ferocious charge of the servants of the Lord in Iron. This faith was common in his family, in fact being that of his maternal grandfather, an Ulfen warrior for whom he was named. Over time, he rose to become commander of a small company, the Iron Hope, that tracked down and slew demons.
His company was assigned a mandated rotation out of the Worldwound three months ago; it was generally accepted that most Crusaders should take such leaves, lest the corruption of the Worldwound overwhelm them. Agnar was told that he could return to Mendev in two years’ time should he feel so called. On his way back to Korvosa, he found that he actually dreaded meeting his family. The mundane conversations about who is looking at a business venture with whom, and who is courting so-and-so’s daughter, and who might attend next month’s ball. It all seemed so trivial. What did he have in common with that world anymore?
But then he tried to remind himself that he was fighting for something in the Worldwound, not fighting just to fight. At least he tried to tell himself that.
And then he returned to a city in flames. His parents (Hortus and Ingrit) murdered. His siblings Sebastian (27) and Jessifar (22) were at risk from whoever was behind the massacre at Carowyn Manor, so he could not investigate without putting them at risk.
Sent home from the Worldwound and apart from his company. His parents murdered and he unable to take revenge. Furious but directionless, Agnar approached Field Marshal Kroft to see how he might be of service.
Appearance and Personality:
Agnar is a big but plain-looking man, about 6'3” and 200 lbs. He has brown hair, brown eyes, and a number of scars from his time in the Worldwound. Overall, he looks weathered and older than his true age of 25. He moves surprisingly quickly and quietly despite his bulk and that of his armor. A great deal of rage simmers just under the surface, which can make him brusque, but actual explosions of rage are directed it at deserving targets rather than at the innocent or the merely annoying. He misses his comrades from the Worldwound, and in fact misses the fighting. Agnar did a great deal of necessary violence in the Worldwound, including interrogations. It has left a mark, and he isn’t sure that he can ever return to ordinary life.
Role:
Agnar can fight, but he isn’t one-dimensional. He can keep up with the party in Stealth, even in his armor (+14 after ACP and Vainglory penalty). He can heal damage and remove conditions, but he’s not going to often throw spells directly at opponents; he’ll prefer to mix it up in melee. He has very good saves, especially on most Will effects, and can boost his AC if needed. His War domain ability gives him the ability to pick up combat feats as a swift action for a limited number of rounds per day.