Agogist Image

As part of the Re'lonian tradition, and the society which prevails, you have undergone extensive tutelage in the active and ever evolving arts of combat and war. Through this constant study and training, you have evolved beyond all the teachings antiquated by your masters and were released amongst the Reshirion to experience combat first hand. With your ability to communicate using simple gestures and maneuvers during battle alongside your comrades, your primal excellence in combat speaks for itself. This grants you a certain prestige amongst the denizens in the nation of Renlorn and some surrounding territories, not to be abhorred, but to be truly honored from to your sacrifices for upholding the flourishing utopian society and protection of its people.

 
Skill Proficiencies: Choose two from among Athletics, Acrobatics, Intimidation, Nature, and Survival
Tool Proficiencies: Choose one from Carpenter's Tools, Leatherworker's Tools, Smith's Tools, or Weaver's Tools
Languages: One of your choice from Elvish, Orc, or Goblin.
Equipment: An insignia of your completion of the Beren, a set of traveler's clothes, simple leather pouch, tinderbox, whetstone, small knife, waterskin, and a journal containing your thesis for the Interpretations on Combat Studies and Basic Battlefield Tactics and Strategies.
 
Profession

In your time serving under the Beren, your training exposed the development of a very particular set of skills to which you were assigned a specific regimen determined by your most unique strengths. Choose from the table below, or roll a d8 to determine which of the specialties best suits you.

d8 Profession
1 Centurion: In this case associated with training and/or commanding troops.
2 Survivalist: Someone whose strengths lay in tracking and foraging.
3 Athlete: Provisioner of entertainment perhaps as a tumbler, dancer, or wrestler.
4 Orator: Either by way of word or song, your voice carries weight and people are drawn to listen.
5 Inspirator: Someone whose social skills are keener than the masses.
6 Academician: Innately adept for keeping historical and archivist studies committed to memory.
7 Theurgist: Practitioner and purveyor of eldritch, arcane, and other mystical powers.
8 Officiate: Someone whose specialties lay in teaching others the way to succeed most efficiently.
 
Feature: Martial Familiarity

Because of your extensive and brutal upbringing during your time in the Beren, and the continued unerring training regimens therewith, you have a greater aptitude for most forms of combat. Choose one of the options listed under Close Quarters Combatant, and choose one of the options listed under the Martial Melee Weapon Proficiency section of this feature. You may choose only one from each section.


Close Quarters Combatant: Choose one of the following

  • Your unarmed strike uses a d4 for damage.
  • You may use Strength or Dexterity modifier (your choice) for the attack and damage rolls of your unarmed strikes. You must use the same modifier for both rolls.
  • You have advantage on attack rolls against a creature you are grappling.
  • You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.

Martial Melee Weapon Proficiency: Choose one of the following options, you have proficiency with the weapons from that option

  • Two simple melee weapons, and one martial melee weapon that isn't heavy or two-handed and lacks the special property
  • The Longbow, and one simple melee weapon
  • One weapon with the special property and no other weapons
  • Improvised Weapons

 

 
Suggested Characteristics

These are the suggested characteristics for Agogist. Choose from the tables below, or roll a d6 to determine your characteristics.

d6 Personality Trait
1 I have traveled to and from lands farther than even I knew was possible, beyond my home, and enjoy sharing my experiences to interested audiences.
2 I will eat anything edible, live or dead, so long as my belly is full enough to get me where I need to be.
3 My code of honor is often foreign to the many folks I meet, but it falters none.
4 There is a possibility that I am brimming with emotions, but you will never see me express these feelings.
5 I begin each day with my strict training regimen, and I end each day doing the same.
6 Let us not mince words. If I said something to insult you it is because that is exactly what I was trying to do.
d6 Ideal
1 Accepting. There are many creatures, good and evil, with which I can spend time with to learn much more than I may already know (Good)
2 Complacent. I prefer respect as a means to interact so as not to offend or belittle in my dealings to any degree. (Lawful)
3 Erratic. From where I have been, there is nothing more to do than keep finding new and glorious things! (Chaotic)
4 Implusive. I will create a problem for the both of us even if there was nothing there with which to justify these offenses. (Evil)
5 Cultured. I know enough about a little to know I need to learn more before I continue. (Neutral)
6 Cautious. I think we should all just try to get along. Until we don't need to? (Any)
d6 Bond
1 Weapon. Shield. Armor. Rations. I am prepared for the things that are prepared for me.
2 I will confide in my teachings and the comfort from the wisdom of my elders in these foreign lands. Deity or not, home is here and now.
3 I wish to serve my people unequivocally.
4 To be free is to be released. I am free because I passed the greatest test.
5 I must spread my seed with the people and creatures of this great world.
6 I have left behind many which I am fond of, and I yearn for the days when I may return with my tales to inspire them.
d6 Flaw
1 I am the best combatant you have ever met, and I think I will demonstrate this just because I am that much more superior.
2 I do not speak not because I am unable, but because I would rather pretend to be a mute than to be forced to have interactions with the likes of them.
3 I must breed and I must drink. Not to sustain my legacy, but because the pleasure is more than I can bare to live without.
4 Since we're not the same, there is no reason not to make the distinction that I am not fond of these people
5 Worship who you feel you must. I will only fault you for your every delusion and ignorance.
6 My relationship tastes are not limited to humanoids.
 
Variant Agogist: Aggrieved

An Agogist whose time in the Beren which resulted in the tragic misfortune of emotional, psychological, and physical alienation to extreme levels become ill tempered, savage, inefficiently brutal, heartbroken, and are driven insane. The final result, as a graduate or not, is often categorized in simple terms; at one point or another the (now) Aggrieved partook of the flesh, meat, and bone of his fellow Agogists and allies, specifically those of their same race. They would consume their fellow's heart and liver as the final delicacy, imbibing the succulent juices oozing from each and every bite. These anthropophagus tendencies take a deep seated, problematic root in their conscience, invariably causing a corruption to the facsimile of their soul, adding a range of horrid afflictions including permanent psychological damage.

The Aggrieved is afflicted with a madness that infects their very way of life. Along with their normal background flaw, they are overcome with an additional character flaw from the Indefinite Madness table (listed below). This form of madness persists as an overwhelming sense of conscience which conflicts with their existing morals. The DM should encourage players to roleplay their inherited flaw when an opportunity presents itself, and it is up the the DM to determine whether or not this core representative of the mental instability can be cured, if at all.

Choose from the Indefinite Madness table below, or roll a d100 to determine the added affliction.

Indefinite Madness
d100 Flaw (lasts until cured)
01–15 “Being drunk keeps me sane.”
16–25 “I keep whatever I find.”
26–30 “I try to become more like someone else I know — adopting his or her style of dress, mannerisms, and name.”
31–35 “I must bend the truth, exaggerate, or outright lie to be interesting to other people.”
36–45 “Achieving my goal is the only thing of interest to me, and I’ll ignore everything else to pursue it.”
46–50 “I find it hard to care about anything that goes on around me.”
51–55 “I don’t like the way people judge me all the time.”
56–70 “I am the smartest, wisest, strongest, fastest, and most beautiful person I know.”
71–80 “I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they’re watching me all the time.”
81–85 “There’s only one person I can trust. And only I can see this special friend.”
86–95 “I can’t take anything seriously. The more serious the situation, the funnier I find it.”
96–100 “I’ve discovered that I really like killing people.”

The Aggrieved are tormented by their savage and nightmarish memories. Their state of mind does not forgive the haunting reality of consuming another creature of matching race and actively rebels at mental stagnation, as a once civilized conscience and primal mind now strongly conflict with one another in the absence of activity. If they ever try to willfully resist their Addictive Cannibalism, or suffer from one or more levels of exhaustion, the Aggrieved must roll a d100 on the Long-Term Madness table to determine a new temporary affliction as their grip on reality loosens.

Long-Term Madness
d100 Effect (lasts 1d10 × 2 hours)
01–10 The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins.
11–20 The character experiences vivid hallucinations and has disadvantage on ability checks.
21–30 The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks.
31–40 The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell.
41–45 The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects.
46–55 The character becomes attached to a “lucky charm,” such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it.
56–65 The character is blinded (25%) or deafened (75%).
66–75 The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity.
76–85 The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn’t recognize other people or remember anything that happened before the madness took effect.
86–90 Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom Saving Throw or be affected as though he or she failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute.
91–95 The character loses the ability to speak.
96–100 The character falls unconscious. No amount of jostling or damage can wake the character.
 
Variant Feature: Addictive Cannibalism

The Aggrieved makes a ritualistic banquet of a nearby corpse. The recently deceased must be within 5 feet of the Aggrieved, has died within the past minute, and is a creature who matches their own race. This addiction must be sated at least once per tenday.

Each creature that is within 30 feet of them who is not also an Agogist or an Aggrieved and is able to see them must succeed on a DC 10 Wisdom Saving Throw, or be frightened of them for 1 minute. While frightened in this way, the creatures are incapacitated, can’t understand what others say, can’t read, and speak only in gibberish from this temporary insanity; the DM controls the movement of an affected creature, which is erratic. The saving throw can be repeated at the end of each of the creature's turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the effects of Addictive Cannibalism for the next 24 hours. If the saving throw is failed by 5 or more, they suffer one level of exhaustion from the stress of viewing this feast undertaken with such voracity. If a 1 is rolled on the saving throw the affected creature suffers one level of exhaustion, and suffers from a short-term madness as the imagery of this cannibalistic endeavor burns itself into their mind.

The DM chooses from the Short-Term Madness table below, or rolls a d100 to determine the affliction.

Short-Term Madness
d100 Effect (lasts 1d10 x 2 minutes)
01–20 The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage.
21–30 The character becomes incapacitated and spends the duration screaming, laughing, or weeping.
31–40 The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear.
41–50 The character begins babbling and is incapable of normal speech or spell casting.
51–60 The character must use his or her action each round to attack the nearest creature.
61–70 The character experiences vivid hallucinations and has disadvantage on ability checks.
71–75 The character does whatever anyone tells him or her to do that isn’t obviously self-destructive.
76–80 The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.
81–90 The character is stunned.
91–100 The character falls unconscious.
 
 

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