Mark Chance
Boingy! Boingy!
Allister Hengoros, born in Chendl near the Vesve Forest to a human tanner and his half-elfish wife, showed an unhealthy fascination with death from an early age. His first victims were neighborhood pets and other small animals. He found the fact that he could choose to kill or spare the lives of these creatures as he wished to be enormously satisfying. By the age of 15, he was leaving his parents to go on extended "nature walks" in the Vesve. There he cultivated his talents on larger animals such as raccoons and deer. He became enamored with techniques such as strangulation.
Years of animal torture and killing had not gone unnoticed in Allister's neighborhood, but no one had any reason to suspect the polite, shy young Allister of the crimes. Still, the stories did peak the curiosity of Bulag-Gun, a dwarfish alchemist who was also the intellectual leader of a small cell of cultists dedicated to Nerull, the Reaper of Flesh. Bulag-Gun investigated the animal slayings and soon discovered Allister at the center of the entire affair. After several days of studying the youth, Bulag-Gun decided Allister would be an ideal member of the cult.
And so Allister became a follower of Nerull. Bulag-Gun explained that of all the forces in the multiverse, death was the most powerful and most common. Nothing resisted death forever, and everything was subject to decay. All material things were engaged in a futile struggle against final entropy. The master and source of entropy was Nerull, and, as such, he was the only deity truly deserving fear and homage. Bulag-Gun further explained that service to Nerull was not proof against death but was instead active service in the hastening of the unavoidable. A devotee of Nerull had a share, however small, in Nerull's gradual but irresistible conquest of everything.
Allister had found what he was searching for. From strangling animals he graduated to kidnapping and murdering transients in Chendl. Bulag-Gun and the other cultists were delighted. Bulag-Gun's intellectualism had been appealing enough, but Allister's bold application of cult doctrine opened new vistas to all involved. The cultists' beliefs were validated, for did they not experience a increase in power and dark knowledge just through their vicarious participation in Allister's crimes?
The walls tumbled down around the cult shortly after Allister kidnapped and strangled a neighborhood girl. It was easy for local authorities to overlook missing pets or missing transients, but the disappearance of a 10-year old was another matter entirely. As the net tightened around the cult, most of them fled the city. Before doing so, they ensured that Bulag-Gun and his prodigy Allister were left holding the bag. The alchemist and his student were arrested and executed.
This is how Allister discovered Bulag-Gun was wrong when he preached that service to Nerull was not proof against death. Since his rebirth as a shadow, Allister has traveled far and wide, honing his talents as a killer and making contacts with other cult cells across Oerth. Today he among the most deadly of Nerull's servants. Allister offers his services as an assassin with fees paid to cult fronts. For the cult itself, he acts as avenger, bringing both death and then undeath to those who dare oppose Nerull.
Allister Hengoros, male shadow Rgr7/Clr5 (of Nerull): CR 15; Medium-size Undead (Incorporeal) (5 ft. 9 in. tall); HD 15d12; hp 98; Init +2; Spd 30 ft., fly 40 ft. (good); AC 13 (+2 Dex, +1 deflection) (touch 13, flat-footed 11); Atk +11/+6/+1 melee (1d6 temporary Strength, primary hand incorporeal touch) and +11/+6 (1d6 temporary Strength, off hand incorporeal touch); SA Strength damage, create spawn, favored enemies (+2 humans, +1 elfs), spells, rebuke undead, spontaneous casting; SQ Undead, incorporeal, +2 turn resistance; AL CE; SV Fort +10, Ref +6, Will +11; Str --, Dex 14, Con --, Int 10, Wis 14, Cha 14.
Skills: Animal Empathy +10, Concentration +6, Hide +10, Intuit Direction +6, Knowledge (nature) +9, Knowledge (religion) +4, Listen +8, Scry +4, Search +9, Spellcraft +4, Spot +8, Wilderness Lore +10. Feats: Alertness, Combat Casting, Combat Reflexes, Dodge, Improved Two-Weapon Fighting, Silent Spell, Spell Focus (Necromancy), Track.
Note: When not fighting with both hands, Allister's attack bonuses are +13/+8/+3.
Spells Prepared (5/4+1/3+1/1+1; base save DC = 12 + spell level): 0 - detect magic, guidance (x2), resistance, virtue; 1st - bane, cause fear*, command, protection from good, sanctuary; 2nd - death knell, desecrate*, hold person, resist elements; 3rd - inflict moderate wounds (Silent Spell), magic circle against good*
* Domain Spell. Domains: Death (death touch 1/day); Evil (cast evil spells at +1 caster level).
-- Mark L. Chance.
Cry me a river...OF BLOOD!
Years of animal torture and killing had not gone unnoticed in Allister's neighborhood, but no one had any reason to suspect the polite, shy young Allister of the crimes. Still, the stories did peak the curiosity of Bulag-Gun, a dwarfish alchemist who was also the intellectual leader of a small cell of cultists dedicated to Nerull, the Reaper of Flesh. Bulag-Gun investigated the animal slayings and soon discovered Allister at the center of the entire affair. After several days of studying the youth, Bulag-Gun decided Allister would be an ideal member of the cult.
And so Allister became a follower of Nerull. Bulag-Gun explained that of all the forces in the multiverse, death was the most powerful and most common. Nothing resisted death forever, and everything was subject to decay. All material things were engaged in a futile struggle against final entropy. The master and source of entropy was Nerull, and, as such, he was the only deity truly deserving fear and homage. Bulag-Gun further explained that service to Nerull was not proof against death but was instead active service in the hastening of the unavoidable. A devotee of Nerull had a share, however small, in Nerull's gradual but irresistible conquest of everything.
Allister had found what he was searching for. From strangling animals he graduated to kidnapping and murdering transients in Chendl. Bulag-Gun and the other cultists were delighted. Bulag-Gun's intellectualism had been appealing enough, but Allister's bold application of cult doctrine opened new vistas to all involved. The cultists' beliefs were validated, for did they not experience a increase in power and dark knowledge just through their vicarious participation in Allister's crimes?
The walls tumbled down around the cult shortly after Allister kidnapped and strangled a neighborhood girl. It was easy for local authorities to overlook missing pets or missing transients, but the disappearance of a 10-year old was another matter entirely. As the net tightened around the cult, most of them fled the city. Before doing so, they ensured that Bulag-Gun and his prodigy Allister were left holding the bag. The alchemist and his student were arrested and executed.
This is how Allister discovered Bulag-Gun was wrong when he preached that service to Nerull was not proof against death. Since his rebirth as a shadow, Allister has traveled far and wide, honing his talents as a killer and making contacts with other cult cells across Oerth. Today he among the most deadly of Nerull's servants. Allister offers his services as an assassin with fees paid to cult fronts. For the cult itself, he acts as avenger, bringing both death and then undeath to those who dare oppose Nerull.
Allister Hengoros, male shadow Rgr7/Clr5 (of Nerull): CR 15; Medium-size Undead (Incorporeal) (5 ft. 9 in. tall); HD 15d12; hp 98; Init +2; Spd 30 ft., fly 40 ft. (good); AC 13 (+2 Dex, +1 deflection) (touch 13, flat-footed 11); Atk +11/+6/+1 melee (1d6 temporary Strength, primary hand incorporeal touch) and +11/+6 (1d6 temporary Strength, off hand incorporeal touch); SA Strength damage, create spawn, favored enemies (+2 humans, +1 elfs), spells, rebuke undead, spontaneous casting; SQ Undead, incorporeal, +2 turn resistance; AL CE; SV Fort +10, Ref +6, Will +11; Str --, Dex 14, Con --, Int 10, Wis 14, Cha 14.
Skills: Animal Empathy +10, Concentration +6, Hide +10, Intuit Direction +6, Knowledge (nature) +9, Knowledge (religion) +4, Listen +8, Scry +4, Search +9, Spellcraft +4, Spot +8, Wilderness Lore +10. Feats: Alertness, Combat Casting, Combat Reflexes, Dodge, Improved Two-Weapon Fighting, Silent Spell, Spell Focus (Necromancy), Track.
Note: When not fighting with both hands, Allister's attack bonuses are +13/+8/+3.
Spells Prepared (5/4+1/3+1/1+1; base save DC = 12 + spell level): 0 - detect magic, guidance (x2), resistance, virtue; 1st - bane, cause fear*, command, protection from good, sanctuary; 2nd - death knell, desecrate*, hold person, resist elements; 3rd - inflict moderate wounds (Silent Spell), magic circle against good*
* Domain Spell. Domains: Death (death touch 1/day); Evil (cast evil spells at +1 caster level).
-- Mark L. Chance.
Cry me a river...OF BLOOD!