Ezren

Agnar Hrolfsen's page

122 posts. Alias of ubertripp.


Full Name

Agnar Hrolfsen

Race

Human

Classes/Levels

Cleric 13 of Erastil HP 104/104

Gender

Male

Size

Med (6'2")

Age

30

Special Abilities

Animal and Community Domains

Alignment

NG

Deity

Erastil

Languages

Common, Draconic and Skald

Occupation

High Priest of Thronehold and Advisor to Baron Surtova

Strength 18
Dexterity 14
Constitution 16
Intelligence 11
Wisdom 20
Charisma 14

About Agnar Hrolfsen

Agnar Hrolfsen
Male human cleric of Erastil 13
NG Medium humanoid (human)
Init +2; Senses Perception +10
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Defense
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AC 21, touch 13, flat-footed 19 (+6 armor, +1 deflection, +2 Dex, +2 natural)
hp 104 (13d8+52)
Fort +11, Ref +6, Will +13
Defensive Abilities unity (2/day)
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Offense
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Speed 30 ft.
Melee cold iron dagger +13/+8 (1d4+4/19-20) or
. . longspear +13/+8 (1d8+6/×3) or
. . shortspear +13/+8 (1d6+4)
Ranged skybolt +13/+8 (1d8+6/×3+2d8 sonic+DC14 Fort or deafened permanently)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks channel positive energy 7/day (DC 18, 7d6)
Domain Spell-Like Abilities (CL 13th; concentration +18)
. . At will—speak with animals (16 rounds/day)
. . 8/day—calming touch (1d6+13)
Cleric Spells Prepared (CL 13th; concentration +18)
. . 7th—animal shapes[D], holy word (DC 22)
. . 6th—blade barrier (DC 21), greater dispel magic, heroes' feast[D]
. . 5th—beast shape III (animals only)[D], breath of life (DC 20), flame strike (DC 20), spell resistance, true seeing
. . 4th—air walk, blessing of fervor[APG] (DC 19), divine power, freedom of movement, neutralize poison, summon nature's ally IV (animals only)[D]
. . 3rd—daylight, dispel magic, invisibility purge, prayer[D], sacred bond[APG] (DC 18), searing light
. . 2nd—bull's strength, hold person (DC 17), remove paralysis, shield other[D], silence (DC 17), spiritual weapon
. . 1st—bless[D], divine favor, divine favor, hide from undead (DC 16), obscuring mist, remove fear, shield of faith
. . 0 (at will)—create water, light, resistance, stabilize
. . D Domain spell; Domains Animal, Community
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Statistics
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Str 18, Dex 14, Con 16, Int 11, Wis 20, Cha 14
Base Atk +9; CMB +13; CMD 26
Feats Extra Channel, Point-Blank Shot, Precise Shot, Rapid Shot, Scribe Scroll, Selective Channeling, Self-sufficient, Spell Penetration
Traits devotee of the green, pioneer
Skills Diplomacy +13, Handle Animal +8, Heal +12, Knowledge (nature) +9, Linguistics +5, Perception +10, Ride +4, Sense Motive +12, Survival +12
Languages Common, Draconic, Skald
SQ animal companion (wolf named Fang)
Combat Gear cold iron arrows (20), scroll of banishment (CL 13th), scroll of ethereal jaunt, scroll of greater restoration, scroll of plane shift (CL 13th), scroll of protection from energy (x5) (CL 10th), scroll of restoration, scroll of resurrection, scroll of sending, scroll of telepathic bond (CL 12th), scroll of truespeak, scroll of water breathing (CL 13th), silver arrows (20), wand of cure light wounds (33 used of 50), wand of cure light wounds, wand of cure light wounds, wand of cure light wounds, wand of cure light wounds, wand of cure light wounds, wand of lesser restoration (50 charges), acid (3), alchemist's fire (2), healer's kit; Other Gear +2 chain shirt, +1 buckler, skybolt (+3 Str), arrows (20), cold iron dagger, longspear, shortspear, amulet of natural armor +2, belt of physical might +2 (Str, Con), efficient quiver, headband of inspired wisdom +4, restorative ointment, ring of protection +1, backpack, bedroll, flint and steel, hemp rope (50 ft.), pot, sunrod (2), trail rations (10), waterskin, whetstone, wooden holy symbol of Erastil, light horse, bit and bridle, riding saddle, 3 pp, 6 gp
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Special Abilities
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Animal Companion (Ex) Gain an animal companion.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Calming Touch (1d6+13 nonlethal damage, 8/day (2 used)) (Sp) Heal 1d6+13 nonlethal damage and cure conditions by touch.
Cleric Channel Positive Energy 7d6 (7/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Animal) Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Cleric Domain (Community) Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Selective Channeling Exclude targets from the area of your Channel Energy.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Speak with Animals (16 rounds/day) (Sp) You can use speak with animals as a spell-like ability.
Unity (2/day) (Su) As an imm action, allies in 30' may use your save bonus against something that affects you both.

Background:

Agnar grew up in the borderlands, a harsh life that taught him self-reliance, faith in Erastil, and the importance of family and community. He divided his time between hunting and providing spiritual guidance to his community. Recently, his village hosted a band of explorers headed south into the Stolen Lands. Hearing of their intent to explore the great, verdant wilds struck a chord in Agnar. He longed to not just trek into the wilderness for sustenance, but to throw himself wholeheartedly into the wilds. Here was a grand adventure: to survive in the wilderness with nothing but himself, a band of stalwart companions, and the watchful gaze of Old Deadeye to protect him. A grand adventure, indeed.

Fang:

Fang
Male wolf
N Large animal
Init +3; Senses low-light vision, scent; Perception +13
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Defense
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AC 24, touch 13, flat-footed 20 (+3 Dex, +1 dodge, +11 natural, -1 size)
hp 82 of 88 (9d8+54)
Fort +11, Ref +9, Will +4 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 50 ft.
Melee bite +12/+7 (2d6+10 plus trip)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 25, Dex 16, Con 20, Int 2, Wis 12, Cha 6
Base Atk +6; CMB +14; CMD 28 (32 vs. trip)
Feats Dodge, Improved Natural Armor, Improved Natural Attack (bite), Skill Focus (Perception), Toughness
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Fetch, Guard, Heel, Seek, Track
Skills Acrobatics +3 (+11 to jump), Perception +13, Survival +4 (+8 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
SQ attack any target, combat riding, devotion, fetch, seek, track
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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] The animal will track a scent.
Trip: Bite (Ex) You can make a trip attempt on a successful attack.