Harsk

Alwyn Agnarrson's page

2,054 posts. Alias of Vattnisse.


Full Name

Alwyn Agnarrson

Race

Human (Shoanti)

Classes/Levels

Cleric 11

Gender

Male

Size

Medium

Age

25

Special Abilities

Channel Energy, Selective Channeling

Alignment

CG

Deity

Gorum

Location

Currently Sandpoint

Occupation

Adventurer

Strength 16
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 23
Charisma 16

About Alwyn Agnarrson

Appearance: 6’8", 210 lbs; Alwyn has a quite a bit of elven blood in his veins, and is thus both taller and thinner than most of his peers; he also has high cheekbones, and his pale blue eyes are unusually large. Unlike others of his tribe, he has longish hair and a shaggy beard, partially intended to camouflage his quasi-elven ancestry, and partially because he has abandoned his tribe and left its customs behind. His body is covered in tattoos; the basic patterns are mostly of Shoanti design and craftsmanship, but most of the embellishments have been done later in tattoo parlours in Riddleport or Roderic's Cove. Alwyn's totem is the Storm Giant - a massive depiction of a hulking humanoid, its face obscured by clouds, striding across mountain ranges hurling bolts of lightning covers his back; later additions of metallic spikes and bloody gouges and pits in its armour has turned it into a representation of Gorum. His limbs and the front of his torso is covered with stylised depictions of landscapes being ravaged by storms and lightning strikes. Alwyn dresses in mail and drab browns and greens except for a twist of bright red cloth around his upper left arm and his magical white tiger cloak, which is pure white with black markings and stitching and never seems to get wet or dirty; the great beast's fanged head is draped over his skull-faced helmet. Demiarchos' Bile, a burnt and pitted piece of twisted otherworldly metal, hangs prominently displayed from his neck.

XP: 139,151 after escaping from the Hellknights at Fort Rannick

Init: +2 (+1 DEX, +1 trait)

Perception: +15

AC: 27, touch 13, flat-footed 26; (+12 Full plate +3, +1 DEX, +2 Natural Armour, +2 Deflection); additional +2 bonus from Ring of foe focus and possibly +1 from Demiarchos' Bile; Armour Check Penalty -5 (AC 17, ACP 0 in leather armour)

HP: 79 (HD: 11d8+11); current damage:

Saves: Fort +9, Ref +5, Will +14; additional +2 bonus from Ring of foe focus

Speed: 30' (6 squares, includes penalties and bonuses from Full plate +3 and Boots of striding and springing)

Melee: Guided greatsword +1 +15/+10 (2d6+7/ 19-20 x2)/ Guided greatsword +1 +13 (4d6+13/ 19-20 x2) w/Vital Strike and 2-point Power Attack
or
silver heavy mace (used 2H) +11/+6 (1d8+4/ 20 x2)
or
dagger +11/+6 (1d4+3/ 19-20 x2)

Cloak of fangs bite attack:
* As primary attack: atk +10, dmg 1d6+2
* As secondary attack w/greatsword: atk +5, dmg 1d6+1

Ranged: Light crossbow +9 (1d8/ 19-20 x2/ RI 80')
or
daggers +9/+4 (1d4+3/ 19-20 x2/ RI 10')

Space: 5'; Reach 5'

Base Attack: +8/+3

Combat maneuver bonus: +11

Combat maneuver defense: 22

Concentration check bonus:+17 (CL+WIS modifier), with a further +4 bonus to cast defensively in melee

Combat Gear: Mask of the skull, wand of cure light wounds w/8 charges, wand of cure light wounds w/50 charges, wand of flame strike w/16 charges, wand of endure elements w/45 charges, potion belt containing a phial of holy water, potions of cure light wounds, enlarge person x2 and protection from evil, oil of magic weapon, a flask of acid and 6 bottles of alchemist's fire, 3 sunrods

Cleric spells prepared (CL 11; DC 16 + spell level):

6th (2+1) - Greater dispel magic, Wind walk; Blade barrier (D)

5th (3+1) - Breath of life, Righteous might, Summon monster V; Wall of thorns (D)

4th (4+1) - Blessing of fervor, Dismissal, Freedom of movement, Holy smite; Divine power (D)

3rd (5+1) - Dispel magic, Magic circle against evil, Searing light, Rage, Stone shape; Vampiric touch (D)

2nd (6+1) - Align weapon, Bull's strength, Hold person x2, Lesser restoration, Remove paralysis; Spiritual weapon (D) + Pearl of power II

1st (6+1) - Divine favor, Entropic shield, Gorum's armour, Protection from evil x2, Shield of faith; True strike(D)

0th (4) - Detect magic, Guidance, Purify food and drink, Stabilize

Domains: Destruction (Rage subdomain) and War (Blood subdomain)

Destruction domain spells: True strike; Bull's strength; Rage; Inflict critical wounds; Shout; Moonstruck; Disintegrate; Earthquake; Implosion

War domain spells: Magic weapon; Spiritual weapon; Vampiric touch; Divine power; Wall of Thorns; Blade barrier; Mass inflict serious wounds; Power word stun; Power word kill

Domain powers:
* Destructive smite: +5 morale bonus on melee damage roll 9/day.
* Rage: rage as a level 5 barbarian for 10 rounds/day.
* Battle rage: creature touched gets +5 on melee damage rolls for 1 round. Usable 9/day.
* Wounding blade: give weapon touched Wounding quality 5 rounds/day.
* Clerics of Gorum can prepare Heat metal and Rage as 3rd level spells and Iron body as an 8th level spell.

New spell: Gorum's armor

Spoiler:
Clr 1, 10 min/level, touch range. Creates armour spikes +1 on metal armour; also, anyone striking the target in melee takes 1 point of damage.

Channel positive energy: 8/day, 6d6 damage/healing, Will DC 16 for half damage. Remaining channels: 5

Feats: Power Attack (-2 atk, +6 dmg), Totem Spirit (Shundar-Quah; +1 Fort, +2 Perception), Heavy Armor Proficiency, Combat Casting, Selective Channeling, Vital Strike, Extra Channel

Traits: Bastard: +1 Sense Motive skill; Tactician: +1 Initiative; +2 ATK on AoO 1/day

Skills: Appraise +5 (1r, class skill), Craft (weaponsmith) +6 (1r, class skill), Diplomacy +17 (11r, class skill), Heal +10 (1r, class skill), Knowledge (arcana) +5 (1r, class skill), Knowledge (history) +6 (2r, class skill), Knowledge (nobility and royalty) +5 (1r, class skill), Knowledge (planes) +5 (1r, class skill), Knowledge (religion) +6 (2r, class skill), Linguistics +6 (2r, class skill), Perception +15 (7r, +2 from Totem Spirit), Ride -3* (1r), Sense Motive +21 (11r, class skill, +1 trait bonus), Spellcraft +15 (11r, class skill), Survival +7 (1r)

Alwyn has taken 1 extra skill point per level of his favoured class (cleric). Skills marked with (*) include ACP.

Languages: Common, Elven, Giant, Goblin, Shoanti

Clothing: Traveller's outfit (6 lbs.), Boots of striding and springing, Cloak of fangs;
Weapons: Guided greatsword +1 (8 lbs), silver-headed heavy mace (8 lbs), 2 daggers (2 lbs), light crossbow w/40 bolts (7 lbs);
Armour: Full plate +3 (50 lbs), Mask of the skull;
Possessions: (115/58 lbs. - medium load) clothing, weapons, armor, and combat gear (71 lbs.), Demiarchos' Bile, Belt of giant strength +2, Headband of inspired wisdom +4 (bonuses included above), Amulet of natural armor +2, Ring of foe focus, Ring of protection +2, Pearl of power II, Varisian idol x2, heavy wool cloak, wooden holy symbol of Gorum plus backpack containing leather armour, net, a hatchet, a bedroll, flint and steel, healer's kit, 3 days' worth of trail rations, a box of caltrops and a waterskin (40 lbs.); potion belt and a belt pouch containing 23 pp, 552 gp, 29 sp, 23 cp; riding horse w/bit, bridle and riding saddle

Background:

Alwyn is the son of outcast parents - his dad brought home a half-elf woman as a war-thrall after a raid, and then scandalised the tribe by throwing out his old wife, choosing to live with his slave instead. Alwyn was born very soon therafter. After such an affront to decency and tradition, Alwyn was never able to fit in with his unusually xenophobic and conservative tribe. After trying for many years to please his tribal elders, he finally gave up and left his ancestral lands altogether, bringing his malcontent half-brother along with him. The pair made their way south to Roderic's Cove before signing on as crewmembers of the sloop Abadar's Favour. Over the last couple of years, Alwyn has served as both the ship's doctor and as a marine, seeing plenty of action in skirmishes with pirates and sea monsters while plying the Gulf of Varisia. However, the Favour's captain is an old man and has decided to retire soon, and Alwyn never got along well with the ship's lieutenant. Thus, he and Hudak have both decided to quit sailing for a while and instead see what adventures they can find in Sandpoint.

Ring of foe focus:

Spoiler:
This ring of jagged steel gives the impression that it was salvaged from a suit of armor and then crudely bent into a circle. The wearer of the ring can, at will, designate any one opponent she can see as a particularly dangerous foe. She gains a +2 bonus to her AC and saving throws against attacks made by that opponent until she designates a new enemy.

Cloak of Fangs:

Spoiler:

Aura moderate transmutation; CL 9th
Slot shoulders; Price 2,800 gp; Weight 1 lb.

DESCRIPTION
Wearing this animal-hair cloak grants a +1 resistance bonus on saving throws and a +2 enhancement bonus to CHA. Furthermore, the wearer can force his teeth to grow rapidly up to five times per day as a swift action. The oversized teeth last for 1 round, during which time the wearer can make a bite attack. Treat this attack as a primary natural attack that deals 1d6 points of damage (or 1d4 if the wearer is Small). If the wearer already has a bite attack, the damage of that bite attack increases by one step.

Demiarchos' Bile:

Spoiler:

Aura moderate transmutation; CL 7
Slot none; Price 20,000gp
This twisted piece of metal conveys the good auspices of Gorum. It need not be brandished to work, but it must be on the person of the user. It provides the user an +1 bonus to attack rolls, damage rolls, combat manoeuvre checks or armour class. The user chooses the type of bonus as a free action at the beginning of their turn.
Construction
Requirements Craft Wondrous Item, must be a worshiper of Gorum, Divine Favour, Shield of Faith
Cost 10,000gp