Mametquil

Theragul Halfblood's page

28 posts. Alias of Patrick McDade.


Full Name

Theragul Halfblood

Race

Qlippoth-Spawn Tiefling Cleric of Ragatheil 1

Classes/Levels

HP: 9/9 | AC: 16 | F=3; R=1; W=6 | Perc. = +8 | Init = +1

Strength 18
Dexterity 12
Constitution 13
Intelligence 8
Wisdom 18
Charisma 10

About Theragul Halfblood

Description:

It is impossible to doubt the dread heritage of the figure before you, the four-horned head and scaly blue flesh leave no doubt if his inhumanity. Powerfuly built and standing with the dangerous air of a coiled spring, the man? demon? creature? intially seems to fit the well-used look of his armor and bastard sword. He does not shy away from your stare, meeting your eyes with a calm assurance that seems to mask a powerful will holding back a molten maelstrom of rage. The figure of a winged bastard sword is emblazoned on several peices of armor and gear, and he absently touches them as he stands patiently containing his inner rage.

Background:

Many tieflings are able to hide their fell blood or choose to relish in its power. Theragul sees his an affliction that must be purged from him if he has hope for the redemption that he thirsts for. The tragic circumstances surrounding his birth and the horrific first years of childhood were formative, as he learned that most good-folk feared and despised him without thought or care to what he might be within his fell-cursed flesh. The rage that built quickly within him to be the driving force of his tremendous will kept him alive in those painful childhood days, and that same rage would have turned him into the monster that they suspected him of being had a small mercy not been shown. A wandering priest of Desna took pity on the wretched fell child and dropped him at a temple of Sarenrae to be raised if they would have him. The priests and priestesses saw that good remained in Theragul's young heart and took him into a temple in Magnimar. They tried to teach him the ways of the Dawnflower, but it soon became clear that the Healing Flame could not burn away the wrath within Theragul's soul. However, the potential of the fell child was too strong and his soul was clearly marked for good so they continued to try.

Then one day they told him the story of the rise of the the Empyreal Lord Ragathiel, and the name rang in Theragul's mind. The raging fires of General of Vengeance, risen from fell origins to become one of the greatest forces to stand against Hell's Feindish Legions. Ragatheil fell immediately in prayer to the Empyreal Lord and the prayer was answered. A familar path was chosen and Theragul would follow in Ragatheil's path - dedicated to the defense of the innocent against Hell and the Abyss, while seeking to destroy the demons and devils that touched the world and joined the faithful of the Empyreal Lord amongst his followers in Magnimar.

Today, Theragul Halfblood stands proud of his fell heritage that makes him like his Lord Ragathiel, and he ventures forth to confront evil while protecting the good that he sees in the world. He can be trusted as a companion to risk his own well-being to shelter his companions, and do all he can to destroy evil in whatever form he finds it.

Stat Block:

Theragul Halfblood
Male Qlippoth-Spawn Tiefling Cleric of Ragathiel 1
LG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 9 (1d8+1)
Fort +3, Ref +1, Will +6
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 20 ft.
Melee
bastard sword +4 (1d10+6/19-20)
longspear +4 (1d8+6)
dagger +4 (1d4+4/19-20)
Ranged javelin +1 (1d6+4)
Special Attacks channel positive energy 3/day (DC 10, 1d6), destructive smite (+1, 7/day)
Domain Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—inspiring word (1 round)
Cleric Spells Prepared (CL 1st; concentration +5):
. . 1st—magic weapon, shield of faith, true strike [D]
. . 0 (at will)—detect magic, guidance, purify food and drink (DC 14)
[D] Domain spell; Domains Destruction, Martyr, Nobility, Rage
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Statistics
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Str 18, Dex 12, Con 13, Int 8, Wis 18, Cha 10
Base Atk +0; CMB +4; CMD 15
Feats Armor Proficiency (Heavy)
Traits underbridge dweller (magnimar), vengeful, headstrong, suicidal
Skills Escape Artist -1, Perception +8, Sense Motive +8, Survival +6
Languages Abyssal, Common
SQ aura, domains (martyr, rage)
Combat Gear holy water; Other Gear scale mail, heavy wooden shield, bastard sword, dagger, javelin (5), backpack, bedroll, grappling hook, iron holy symbol (Ragathiel), piton (3), rope (50 ft.), trail rations (10), waterskin, 3 gp, 3 sp
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TRACKED RESOURCES
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Cleric Channel Positive Energy 1d6 (3/day, DC 10) (Su) - 0/3
Dagger - 0/1
Destructive Smite +1 (7/day) (Su) - 0/7
Holy water - 0/1
Inspiring Word (7/day) (Sp) - 0/7
Javelin - 0/5
Trail rations - 0/10
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (3/day, DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Martyr)
Cleric Domain (Rage) Note: The effective level for the barbarian rage powers is currently equal to the cleric level. The rule that they should only count their effective barbarian level as 1/2 their cleric level has not been implemented yet.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Destructive Smite +1 (7/day) (Su) Make a melee attack with morale bonus to damage.
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.
Inspiring Word (7/day) (Sp) Target receives +2 on attack, skill checks, ability checks and saving throws for 1 rds.
Underbridge Dweller (Magnimar) +2 to Perception checks in dim light.
Vengeful +1 damage vs. last creature that damaged you.
Headstrong Whenever you witness an action or hear an argument that contradicts your alignment, you must attempt to stop or correct that action or argument. If you either don’t try to stop it or fail in your attempt to stop it (as adjudicated by the GM), you are shaken for 1 hour.
SuicidalOnce per day, as an immediate action, you can make yourself the target of any attack originally directed against a creature occupying an adjacent square.