Bloodless Vessel

Quelth Agradine's page

45 posts. Alias of Placeholder of Doom.


Classes/Levels

Druid (Kraken Caller) 1: HP 10/10: AC 21/12/19: Fort +4, Ref +2, Will +5: Init +2: Perception +7: Blur 1/1

About Quelth Agradine

Quelth Agardine
Male qlippoth-spawn tiefling druid 1 (Pathfinder Player Companion: Blood of Fiends 23, Pathfinder RPG Bestiary 264)
N Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 21, touch 12, flat-footed 19 (+5 armor, +2 Dex, +2 natural, +2 shield)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +5
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee club +3 (1d6+3) or
. . scimitar +3 (1d6+3/18-20) or
. . scythe +3 (2d4+4/×4) or
. . spear +3 (1d8+4/×3)
Spell-Like Abilities (CL 1st; concentration +0)
. . 1/day—blur
Druid Spells Prepared (CL 1st; concentration +4)
. . 1st—cure light wounds, recharge innate magic[ARG]
. . 0 (at will)—create water, detect magic, guidance
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Statistics
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Str 16, Dex 14, Con 14, Int 10, Wis 16, Cha 8
Base Atk +0; CMB +3; CMD 15
Feats Armor Of The Pit[ARG]
Traits prolong magic, scholar of the great beyond
Skills Acrobatics -4 (-8 to jump), Craft (leather) +4, Escape Artist -2, Handle Animal +3, Knowledge (planes) +5, Perception +7, Profession (sailor) +7, Survival +11, Swim +1; Racial Modifiers +2 Escape Artist, +2 Survival
Languages Aquan, Common, Druidic
SQ nature bond (elasmosaurus named Animal Companion), nature sense, prehensile tail[ARG], wild empathy +0
Other Gear lamellar (horn) armor[UC], heavy wooden shield, club, scimitar, scythe, spear, backpack, bedroll, blanket[APG], chalk, holly and mistletoe (2), leatherworking tools, mess kit[UE], 1 sp, 9 cp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Backstory:

Qlippoth are dark tentacled things that dwelt in the abyss before even demons. Now they live in only the deepest darkest places of even that hellish plane, waiting, always waiting, and hungering for the destruction of everything mortal when they will once again hold dominion.
Quelth carries the tainted blood of such abomination, his dreams are dark and terrible. He spent his early years in a cage aboard the Pirate ship The Crimson Kraken. Besides him in cages of their own were his siblings, almost all of whom were far less human than his, oozing balls of writhing tentacles, deformed things that howled and raged. He only knew comfort from the human woman who would visit him on occasion and sing him soft songs while she wept.

The rest of the crew had dead eyes, and whenever one would recover themselves they would be dragged kicking and screaming to the Captains cabin where the sad woman lived with something terrible.

After years, Quelth still is not sure how long, perhaps a decade, The Crimson Kraken met its match. The ship and its crew were taken in minutes and a massive half orc smashed his way into the Captain's cabin before emerging locked in combat with a hideous slimy egg shaped thing over eight feet tall covered in writhing tentacles. Quelth knew instantly that this was his sire.

Then the half orc changed blurring into an enormous octopus and tearing the abomination to shreds in a brutal frenzy. The half orc returned to his normal form and began slaughtering all of the caged things. Only the woman weeping before him spared Quelth the same fate.

The half orc, Captain Brath Gouger, took the woman as his and treated Quelth like an animal, but to Quelth this was the greatest kindness he had been shown - at least he was out of his cage. Gradually he learned to speak, found that the woman was his mother, the former Captain of the Crimson Kraken Elleera Agradine, who had foolishly summoned the Qlippoth to give her an edge over the other Captains. She had used it to mind control powerful new crew members, but soon enough the Qlippoth turned them on her and took over, controlling every mind aboard The Crimson Kraken except hers as she lived the horror of birthing the things spawn. Only Quelth had been almost human.

Gradually Quelth who followed Captain Gouger everywhere began to pick up Druidry, following Besmara and learning the ways of the deep. The surly half orc came to view him as a son and even bestowed upon his the offspring of his formidable Elasomosaur animal companion.

A year ago his mother passed away of a fever, and after a couple of months when Captain Gouger had taken a new woman he set Quelth ashore in Absalom. He told the young man that seeing his face brought back too many painful memories, and that he was not a man who wanted to live in the past. He left Quelth a bag of silver, and his pet Sklith the young elasomosaur and set sail back to the Shackles.

Quelth still dreams of writhing dark things, and tentacles. His first reaction is invariably a dark one, but he always remembers what the thing that spawned him did to his mother. He is not a good man by any means, a pirate, with little conscience, but he sees his mother in most people and holds back the dark thoughts...

Now something ancient familiar, and at once utterly alien calls to him and he finds himself seeking passage to a place that may hold the secrets at the core of his being. If he gets the chance he will answer the call and hurt whatever is making it until it stops.

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Animal Companion CR –
Elasmosaurus (Pathfinder RPG Bestiary 84)
N Medium animal
Init +4; Senses low-light vision, scent; Perception +1
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Defense
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AC 16, touch 14, flat-footed 12 (+4 Dex, +2 natural)
hp 15 (2d8+2)
Fort +4, Ref +7, Will +1
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Offense
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Speed 20 ft., swim 50 ft.
Melee bite +5 (1d8)
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Statistics
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Str 10, Dex 18, Con 12, Int 2, Wis 13, Cha 9
Base Atk +1; CMB +1; CMD 15 (19 vs. trip)
Feats Weapon Finesse
Tricks Attack, Attack Any Target, Come, Defend, Guard, Heel, Stay
Skills Acrobatics +8 (+4 to jump), Swim +12
SQ attack any target, come, defend, guard, heel, stay
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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.

Defend [Trick] The animal will defend you.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Stay [Trick] The animal will stay where it is.
Swim (50 feet) You have a Swim speed.
Track [Trick] The animal tracks the scent presented to it.

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