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Friendly Fighter

Kelne's page

584 posts. Alias of Chris Banks.

Full Name

Kelne Narikos




Fighter 8, Ranger 3








Chaotic Good







Strength 18
Dexterity 16
Constitution 13
Intelligence 14
Wisdom 14
Charisma 14

About Kelne

XP: 23000/35000

Initiative: +3 (+5 in cold terrain)

Hit Points: 79 (11d10+11) Current: 68

AC 23 (10 +7 armour +2 shield +3 Dex +1 Dodge)
Touch 14, Flat-footed 18

Fortitude +8 (+7 Base, +1 Con)
Reflex +6 (+3 Base, +3 Dex)
Will +7 (+9 vs fear) (+3 Base, +2 Wis, +2 Feat, +2 Bravery)

BAB +11/+6/+1
CMB +15 (+2 to disarm & sunder, +1 with heavy blades) (+11 BAB, +4 Str)
CMD +28 (+2 vs disarm & sunder, +1 with heavy blades) (10 +11 BAB, +4 Str, +3 Dex)
Speed 30'
ACP -1

Attack options
Melee +1 undead-bane mithral Longsword +17/+12/+7 (1d8+6; 19-20/x2)
2-handed power attack (longsword) +14/+9/+4 (1d8+16; 19-20/x2)
vs undead (longsword) +21/+16/+11 (1d8+2d6+10; 19-20/x2)

Melee +1 anarchic longsword (as above, +2d6 damage vs lawful enemies)

Melee +1 cunning construct-bane adamantine warhammer +16/+11/+6 (1d8+5; x3)
2-handed power attack +13/+8/+3 (1d8+14; x3)
vs constructs +18/+13/+8 (1d8+2d6+7; x3)

Melee +1 keen orcbane kukri +16/+11/+6 (1d4+5; 15-20/x2)
Melee Masterwork Dagger +16/+11/+6 (1d4+4; 19-20/x2)

Ranged +1 composite (+4) Longbow +15/+10/+5 (1d8+5; x3)

Favoured Enemy (Undead) +2

Current buffs:

Hero Points: 7

Iron Will - +2 to Will saves
Alertness - +2 sense motive, +2 perception
Combat Reflexes - AoO equal to Dex bonus
Combat Expertise - Trade -3 attack bonus for +3 AC
Improved Disarm - +2 to disarm checks & CMD, no AoO
Power Attack - Trade -3 attack bonus for +6 damage
Dodge - +1 dodge bonus to AC
Mobility - +4 dodge bonus to AC vs AoO from movement
Vital Strike - When using single attack action, add one damage die.
Critical focus - +4 to confirm critical hits
Improved Sunder - +2 to sunder checks & CMD, no AoO
Endurance - +4 vs nonlethal damage from various sources, suffocation.
Combat style feat (undecided)
+1 feat (undecided)

Dangerously Curious - Use Magic Device is a class skill. +1 trait bonus to checks.
Suspicious - Sense Motive is a class skill. +1 trait bonus to checks.

Favoured class: Fighter (8 skill ranks)

Class Features
4 Bonus feats
Bravery +2 - Bonus to Will saves vs Fear
Armour Training 2 - -2 to ACP, +2 to max Dex bonus of armour, no speed penalty for medium or heavy armour
Weapon Training 1, Heavy Blades - +1 to attack, damage, CMB when wielding

Favoured Enemy +2 (Undead) - +2 to Bluff, Knowledge, Perception, Sense Motive, Survival checks relating to undead. +2 to weapon attack and damage rolls against undead.
Track - +1 (1/2 class level) to survival checks relating to tracks.
Wild Empathy - Class level + CHA check (1d20+3) to influence animals' attitudes.
Favoured Terrain +2 (Cold) - +2 to initiative, knowledge (geography), perception, stealth, survival checks in cold terrain.
Endurance feat
Combat style (undecided)

Skills (85 points)

Handle Animal +10 (5 rank, +3 class, +2 Cha)
Intimidate +11 (6 rank, +3 class, +2 Cha)
Knowledge (Geography) +12 (7 rank, +3 class, +2 Int)
Knowledge (Nature) +11 (6 rank, +3 class, +2 Int)
Knowledge (Religion) +7 (5 rank, +2 Int)
Perception +18/+20 (11 rank, +3 class, +2 Wis, +2 Feat, +2 cold terrain)
Ride +11 (7 rank, +3 class, +3 Dex, -2 ACP)
Sense Motive +15 (7 rank, +3 class, +2 Wis, +1 Trait, +2 Feat)
Stealth +20 (10 rank, +3 class, +3 Dex, -1 ACP, +5 Competence)
Survival +16 (11 rank, +3 class, +2 Wis, +2 when tracking)
Use Magic Device +16 (10 rank, +3 class, +2 Cha, +1 trait)



Combat gear:
+1 undead bane mithral longsword (9315 gp, 2lb)
Masterwork Dagger (302 gp)
+1 composite (+4) Longbow (2775 gp)
57 arrows (3 gp)
+1 Shadow Breastplate (+7 AC, -1 ACP, +5 Max Dex, +5 competence to stealth) (5100 gp)
+1 Shield, light steel (+2 AC) (1159 gp)
+1 kukri
+1 keen orcbane kukri
+1 cunning construct-bane adamantine warhammer
+1 anarchic longsword

Magic Items

Handy Haversack (2000 gp)
Boots of the Wilderlands (2500 gp)
Wayfinder (500 gp)
Wand of Cure Minor Wounds (D) (45 charges) (750 gp)
Wand of Detect Magic (D) (20 charges) (150 gp)
Wand of Shield of Faith (D) (15 charges) (225 gp)
Wand of Alarm (A) (10 charges) (150 gp)
Wand of Expeditious Retreat (A) (8 charges) (150 gp)
Scroll of charm animal
2 scrolls of zone of truth
2 scrolls of teleport
Potion of cure light wounds


Arrows with cardinal fletching: 2 tier 1, 2 tier 2, 1 tier 3
Flamestrike. 3d6/20ft. radius, 6d6/40ft. radius, 12d6/80ft. radius
5 Arrows with woodpecker fletching - Puncturing arrows (do regular plus 1 point Con damage plus 1d4 bleed damage per round)
4 arrows with redwing blackbird fletching - Razortusk Arrows (ignore armor bonuses to AC)
1 Arrows with cedar waxwing fletching - Backbarb Arrows (normal damage plus 1 point Str damage plus 1d4 tearing damage per round, plus attempted removal of the arrow does 2d6 damage)


Horse, light (combat-trained), saddle, military, bit & bridle, saddlebags (136 gp)
Journal, pen & ink (23 gp, 3lb)
Rope, hemp (50 ft) (1 gp, 10lb)
Grappling hook (1 gp, 4lb)
Waterskin (1 gp, 4lb)
Trail rations (6 days) (3 gp, 6 lb)
Scroll case (1 gp)
Holy symbol, silver (Calistria) (25 gp)
3 Holy Water flasks (75 gp, 3lb)
Hammer, 3 wooden stakes (5 sp, 5lb)
Shovel (2 gp, 8lb)
Cold and wet weather gear (13 gp, 10lb)
Tent, bedroll, winter blanket (10.6 gp, 28lb)
Flint, steel, tinder, iron pot, 3 fishhooks & twine (2.1 gp, 4lb)
Scrying bowl (1,000 gp)

2584.3 gp

Party loot:


56,464 gp from selling of loot, plus Tanel's spare stuff.
1 emerald
Less: 9,615 (Kelne)
Less: 12,880 (Karthan)
Less: 8,745 (Jorzan)
Less: 16,227 (group purchases - teleport scrolls, etc)
Less: 1,800 (Amulet of disguise)
Total: 7,197

1 bag of small metal chunks; each chunk is random in shape and very flat and dull in color, though the metal itself gives the illusion of movement.
2 rings; same type of metal as the chunks described above, but have two thin red stripes running through it and around its curcumference. The stripes appear to be a precious stone or metal of some sort, though none of you are able to determine what exactly it is. The two red bands pulsed very slowly while they were on the tengu, giving off a faint light, but ceased as soon as you took it off him. There is no writing, and there are no symbols anywhere on the thing. The color scheme of the ring is similar to the color scheme of the belt of the large ivory-clad man who came to the shore and watched your boat leave.

Languages: Common, Sylvan, Dwarven


Born on the wild north-western coast of Van-Monnen, Kelne's childhood was a peaceful one, raised as he was in lands under the protection of the self-made Baron Ormir. Ormir had come to the lawless land some years before Kelne's birth at the head of a small army. After dealing with the bandits, monsters and other undesirables who infested the land, Ormir put down roots, raising a forbidding keepto guard the mountain passes and serve as his home.

A gracious ruler with a light hand, if somewhat eccentric, Ormir was respected and well-liked by the people, and growing up it was Kelne's ambition to become a member of his elite Wolfguard. Having trained assiduously and acquitted himself well against a sea raid, by the young man's seventeenth birthday, it seemed he was well on track to achieve his goal. Some months later, his world came crashing down.

The night Keshla Jusik tapped at his window and asked for his help getting away from town, Kelne assumed it was a relationship gone wrong. Although far from convinced that helping an old friend run away from everything she had ever known was the right course, it was certainly preferable to letting her go off on her own, so he agreed, hoping to draw the full story out of her over time and perhaps talk her around.

As the days went on however, it became apparent that not only was Keshla not going back, she was terrified of pursuit. Reluctant to confide in her companion, she insisted they press southward as fast as they could. On the fifth night, pursuit caught up with them in the form of Baron Ormir himself, who greeted the pair with gleaming fangs and a demand that Keshla be turned over. The resulting fight wasn't even worth the label, and Kelne could only lie dazed and watch as the vampire absconded with his prize.

The true extent of the betrayal became apparent only days later, when Kelne marched back into town, intent upon mustering a mob to storm the Baron's keep. As it turned out, everybody had known, including his own parents. They had always known, and judged the price of their continued security to be worth paying. The truth would have been revealed to him soon after his eighteenth birthday.

Seething at this betrayal, Kelne left his home without a further word to anybody. What else could he do? He was no match for Ormir, and every hand would be turned against him if he persisted in seeking justice. But he would not forget. He would hone his skills, gather resources and plan. And one day, he would return.

Since that time, Kelne has traveled extensively, sometimes in the company of others, at other times alone. His main goal has been to test himself against new and more dangerous foes, and to try and leave the world better off in his wake. Although he has worked as a mercenary, his deep-seated mistrust of authority means that such stints are seldom long.

Although revenge is the primary driver in his life, Kelne does not let it consume him. His revenge will be a long time in the making, and in the meantime, life is there to be lived. He presents himself as a cheerful, friendly person, and is capable of great loyalty once he decides a person is worthy of it. He has a decidedly independent turn of mind, believing that a person should be able to fend for themselves at need, though this philosophy does not extend to leaving others to deal with dangerous problems on their own.

Combat text:


Round 1, Initiative 18
HP: 68/79 AC: 23/14/18 Saves: F/R/W - 8/6/7
Buffs: None
Special: Snow doesn't count as difficult terrain; Combat reflexes
MA: to B-14
SA: Hit Bad Guy - 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
Damage: 1d8 + 3 + 2 + 2d6 ⇒ (2) + 3 + 2 + (6, 6) = 19

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