The Scribbler

Agreal's page

84 posts. Alias of Void Dragon.


Full Name

Agreal

Race

Human

Classes/Levels

Adept 1/Cleric 2 | Init +3 | HP 24/24 | AC: 21; T:14; FF:17 | Per: +4 | F +4; R +3; W +8 | CMB +2 | CMD 15

Gender

Male

Size

Medium

Age

27

Alignment

NE

Deity

Lamashtu

Languages

Common, Abyssal, Infernal

Occupation

Herbalist

Strength 12
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 16
Charisma 9

About Agreal

Background:

Agreal grew up in a small village and didn't think much about his life. He lived in the same hovels, drank the same water, and did the same work. It was only after he grew up and married that something went wrong. Agreal's mother suggested that he use some "special" healing practices to keep his wife healthy and strong. Agreal trusting his mother agreed and had himself and his wife imbued the strange liquid. His beautiful bride ended up birthing a monstrosity, and he ended up calling upon strange new powers. They were both arrested under charges of being cultists. Agreal was found innocent in a court of law and was allowed to live, but his bride was declared a threat to society. She was burned at the stake while he was forced to watch.

Depression and paranoia soon followed and in a fit of madness he went out into the woods and tried to have an animal kill him. The first creature that he came upon wasn't any natural animal, but a monster. He didn't care and threw himself at its feet. It simply clawed him and left. While he fully expected to sicken and die because of poison he instead found himself imbued with new vigor. He knew that he had word to carry and it was the word of Lamashtu, but he knew the true word of his deity. Lamashtu wasn't a deranged monster she was just a misunderstood mother and like all mothers tried to protect her children. Agreal found that there was only one child so monstrous that he would protect it for her. Humanity. Only humans were so callous and cruel to one another to need a mother's discipline. A discipline that Agreal would met out. Agreal still hasn't found his mother or discovered what that potion was, but he intends to find out.

Agreal headed to the city of Absalom due to a vision of him finding the answers he sought out there and became an associate of House Ahnkamen. It was the only house he considered to be true children of Lamashtu. He helps them with his knowledge of herbs and healing to help keep the family fertile and strong so that they will continue on. They also view him as a good brawler, but have no clue as to why he uses a falchion. He seems to have no skill with it, but is working everyday to try and fix that. He signed on with the Smoke Knights because they will protect House Ahnkamen even more than before and it his goal to see his community thrive and prosper. He keeps his religion to himself, so he doesn't cause any problems for his house.

Stat Block:

Strength: 12

Dexterity: 16

Constitution: 12

Intelligence: 12

Wisdom: 16

Charisma: 9

God: Lamashtu
Domains: Chaos (Protean), Madness

Alignment: NE

AC 21 Touch AC 14 FF 17
HP: 25/25 Hero Points 3/3
Fort +4, Ref +3, Will +8
Init +3; Senses: Perception +4

Offense

Melee Falchion Attack +2 Damage 2d4+1 (18-20x2) Type S
Melee Unarmed Strike Attack +2 Damage 1d4+1 Type B

Speed 30 ft.
Bab +1; CMB +2; CMD 15

Skills: (2 +1 (INT) +1 (Skilled) +2 (FC))
Profession (Herbalist)* +9 (3 rank, 3 class, 3 Wis)
Sense Motive* +10 (3 rank, 3 class, 3 Wis, 1 trait)
Spellcraft* +7 (3 rank, 3 class, 1 Int)
K. (Religion)* +7 (3 rank, 3 class, 1 Int)
Linguistics* +5 (1 rank, 3 class, 1 Int)
perception. +4 (1 rank, 3 Wis)
Spells: Adept

0: Create Water, Detect Magic, Ghost Sound

1st: Cure Light Wounds[x], Cure Light Wounds []

Spells: Cleric

0: Read Magic, Light, Mending

1: Infernal Healing[], Shield of Faith[], Sanctuary[] ; Domain: Confusion Lesser[]

Equipment:
Backpack
Scale Mail
Falchion
Heavy Wooden Shield
Holy Symbol of Lamastu Silver
Cleric Vestments
Signet Ring (House Tevineg)
Waterskin
Flint and Steel
Bedroll
Whetstone

Gold:
274 GP 3 SP 7 CP

Current Living Quarters:
Average. Agreal lives in a small house that he owns and also doubles as his healing shop. He lives near the merchant quarter around House Ahnkamen, but doesn't care who he heals as long as they can pay. With a special discount to his House of course.

Traits:

House Affiliation: House Ahnkamen: (Osirian Heritage/ Osirian Sympathies) you gain proficiency with a Khopesh(Curved One Handed Weapon 1d8 Slashing 19-20crit Trip). You start the game with 100 additional gold pieces worth of Osirian Jewelry.

Inspired Benefit: Once per day as a free action, roll twice and take the better result on a skill check or ability check.

Diplomat Benefit: You gain a +1 trait bonus on Diplomacy and Sense Motive checks.

Drawback: Paranoid
Effect: Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.

Hero Points: 3/3

Special Abilities
Aura (Ex)

A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).

Channel Energy (Su) 1d6 (Negative Energy) DC:9 2/day

A cleric must be able to present her holy symbol to use this ability.

Domains

Chaos (Protean)

Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.

Touch of Chaos (Sp): You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Chaos (Su): At 8th level, you can surround yourself with a field wild energies. These energies manifest as a 30-foot aura of chaos for a number of rounds per day equal to your cleric level. All enemies within this aura must declare one type of action at the start of their turn (attack, cast a spell, move, use an item, or activate a special ability) and make a Will save. Creatures that fail the Will save must take an action other than their declared action. If they succeed, they must take the declared action. Creatures cannot select actions that they cannot perform.

Domain Spells: 1st—lesser confusion, 2nd—align weapon (chaos only), 3rd—displacement, 4th—chaos hammer, 5th—dispel law, 6th—planar binding (proteans only), 7th—word of chaos, 8th—cloak of chaos, 9th—summon monster IX (chaos spell only).

Madness Domain

Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Madness (Su): At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + ½ your Cleric level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.

Domain Spells: 1st—lesser confusion, 2nd—touch of idiocy, 3rd—rage, 4th—confusion, 5th—nightmare, 6th—phantasmal killer, 7th—insanity, 8th—scintillating pattern, 9th—weird.

Feats:
1. Improved Unarmed Strike, Scribe Scroll

3rd. Dodge