Olvan

Kevril Silverkin's page

47 posts. Alias of Davachido.


Classes/Levels

Male Half Elf Ranger; 12/12 HP; Init +1, Perception +8; AC 17 / FF 16 / T 11, Fort +3, Ref +3, Will +4; CMB +5, CMD 16; Allies gain +1 will saves to fear while within 30 ft of me

About Kevril Silverkin

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STATISTICS
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Ranger of Iomodae, Skirmisher, Freebooter

LG Half Elf, Kevril Silverkin
Low-light
+2 saving throws vs enchantment.

Base stats: Str 18 (10), Dex 12 (1), Con 13 (3), Int 10 (0), Wis 14 (5), Cha 10 (0)
+2 Str from Half-Elf

BAB +1, CMB +5, CMD 16

Feats:
• Dual Minded (Half-Elf): +2 to will
• Power attack: -1 attack for +3 damage.

Traits:
Campaign:
Child of the Crusade: Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.

Normal:
Contagious Mettle: +1 to will saves vs fear, +1 morale bonus to allies vs fear.

Skills (6 per level):
Intimidate (1): +4
Perception (1): +8
Knowledge Dungeon (1): +6
Knowledge nature (1): +6
Survival (1): +6
Sense motive (1): +3

Languages: Common, Elven, Orcish
Gear: Breastplate (200gp), Greataxe (20gp), Shortbow (30gp), 20 arrows (1gp) Backpack, Bedrolls, Tent (15gp), Waterskin, Rope 50ft, 3 Torches , Rations, Whetstone, Flint and steel.
Cash: 20gp

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OFFENSE
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Speed: 30 ft.
Melee: Greataxe +4 (1d12+9 /x3)
Ranged: Shortbow +2 (1d6)

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DEFENSE
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AC 17 (+6 Armour, +1 Dex) Touch 11 (+1 Dex), Flat-Footed 16 (+6 Armour)
HP = 12 (10+1+1, Favoured class)
Fort +3 Ref +3 Will +4 (+2 vs fear)

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SPECIAL ABILITIES
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Freebooter's bane (ex):

At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability. At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), the bonus increases by 1. The freebooter’s bane lasts until the target dies or the freebooter selects a new target.

This ability replaces favored enemy.

Track (Ex)

A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex)

A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check

Previous build:

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STATISTICS
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Paladin of Iomodae, Divine Defender, Hospitaler, Warrior of the Holy Light (undecided on WotHL since it uses LoH in the errata, I will think on it) w/ Variant Channeling (Justice)

LG Half Elf, Kevril Silverkin
Low-light
+2 saving throws vs enchantment.

Base stats: Str 15 (7), Dex 10, Con 13 (3), Int 12 (2), Wis 8 (-2), Cha 18 (10)
+2 Cha from Half-Elf

BAB +1, CMB +3, CMD 12

Feats:
• Dual Minded (Half-Elf): +2 to will
• Weapon focus (Level 1): +1 to hit.

Traits:
Campaign:
Child of the Crusade: Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.

Normal:
Contagious Mettle: +1 to will saves vs fear, +1 morale bonus to allies vs fear.

Orc Imapler (Lastwall): +2 to confirm crits on a charge, +3 if the target is an orc.

Skills (3 per level):
Diplomacy (1): +7, Perception (1): +5, Intimidate (1): +7

Languages: Common, Elven, Orcish
Gear: Breastplate (200gp), Battleaxe (10gp), Shortbow (30gp), 20 arrows (1gp), Heavy Steel shield (20gp) Backpack, Bedrolls, Tent (15gp), Waterskin, Rope 50ft, 3 Torches , Rations, Whetstone, Flint and steel.
Cash: 10gp

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OFFENSE
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Speed: 30 ft.
Melee: Battleaxe +4 (1d8+2 /x3)
Ranged: Shortbow +1 (1d6)

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DEFENSE
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AC 18 (+6 Armour, +2 Shield) Touch 10, Flat-Footed 18 (+6 Armour, +2 Shield)
HP = 12 (10+1+1, Favoured class)
Fort +3 Ref +0 Will +1(+2 vs fear)

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SPECIAL ABILITIES
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Aura of Good
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Background:

Kevril is the son of an Elven veteran in the Knights of Ozem. His father Diaz Silverkin is a veteran of multiple crusades, having participated in both the Third and Fourth Crusade much was expected of Kevril even from a young age. His Father decides to wed and give birth to a half-elf under the stories of old. The previous herald of the Knights of Ozem was Arazni an immortal however her defeat spelled a possible end to the knights but they found a new power in a then mortal Iomedae. Diaz believes that by birthing a son of a long lived race and that of a very short lived race he would grow to understand the two worlds that the Knights of Ozem have protected.

Kevril was born by a human mother in Castle Everstand, his mother was also a crusader at the time and had served with her husband Diaz in the Fourth Crusade. From a young age Kevril was taught the heritage of both his parents understanding the responsibility he would one day hold as a Knight himself. He trained hard under them as well as the many knights of Castle Everstand. However he was an unusual sort of knight, he did not like mounted combat nor was very good at it. He did not specialize in the lance. Instead he specialized in axes, which is odd for any knight but his brethren accepted this odd quirk as he kept all their teachings to heart.

However that isn’t to say he was different in mentality to other knights, he would still charge headlong into a fight with axe held high and golden armour shining. He was a successful new recruit when he reached 16 out in the field battling Orcs that attacked from Belkzen. His promise finally came to light when he lead his rookie squad when their captain was wounded, unlike many new knights he had overflowing charisma and a talent for leading. This while good worried his Father and other knights, he had learnt the fight, and he had learnt how he must be but not why.

This started to change however one fateful day when the boy was 20 years old he was on his way back from Castle Overwatch he travelled through Fangwood with his squire. He happened upon a young white lion that was wounded, he was unsure of what to do at first but he remembered his knightly honour. Seeing such a regal and powerful creature he tended to it, even though he might have his head bitten off at any point he thought it best that such a proud creature was left to flourish. Throughout the year he came back to visit the lion to see how it was doing, the lion grew accustomed to Kevril’s presence. Though Kevril would never approach close to the lion he would talk to it from afar. Kevril would talk to it about little things, troubles, aspirations and love. Kevril never expected a reply but he found comfort in the animal.

Kevril returned when he turned 22 to see the lion once again with some of his brothers-in-arms. Kevril had told them all about the lion plenty of times before but none would believe him so they came on his birthday to indulge the young half-elf. Unfortunately for him the lion was under attack by Dryad’s that had been affected by Darkblight when Kevril arrived. Kevril immediately sprang into action, taking foot into an unrelenting charge, batting away the fey creatures. His friends came to his aid and defended the lion with him. However the battle was a slippery slope to their demise so his friends eventually retreated. Kevril was bade to follow them however he did not budge from his position, defending the animal. Unbeknownst to Kevril’s friends this is because he found a reason to fight, he knew why he fought, he knew the courage he had inside, it was his right, his duty to defend those he held dear. Without valour in combat, the knighthood he wore was naught but a title. Kevril fought to an inch of his life killing the remaining fey that assailed his crestfallen companion. Sadly, it was the end for the lion, they were not able to staunch the wounds of the creature. Then and there, with his friends as his witnesses Kevril took his axe, knelt in front of the corpse of the white lion and swore upon the code of valour.

”I, Sir Kevril Silverkin, will abide by the code of Valour. I will accept any challenge to combat if given honorably, regardless of my opponent. If I know combat to be the best course of action, I shall not let an enemy discourage me from it with a threat of overwhelming force. Once battle is a forgone conclusion, I will be among the first of my allies to charge and engage our foes. I shall not willingly succumb to fear. If retreat is a necessity, I will be among the last of my allies to leave the field of battle. I will not leave any of my allies on the field, nor will I abandon them while they are in immediate danger. I will be a knight of valour, courage be my shield!”

Under his new code, he took the lion with him. His friends did not know the reason why but it was clear when they returned to Castle Everstand. Kevril took the lion to a skinner and asked him to make a cloak from his friend, his friends were at first appalled by this but Kevril explained.

”I failed my friend, I failed my duties, I will wear him as a reminder of my failure. He will see the battles I will fight. He will see the man I am to become. I will carry him so that he may see that I am better and I that will NOT fail again.”

Now three years later, our story begins as Kevril enters Armasse

Appearance:

Kevril is a half elf that is quite young compared to his elven father anyway. At about 25 years old. He is a relatively slender half elf but muscular nonetheless, it is needed to heft his axes. Kevril is a knight above all but fights in a very different manner to his brethren. Kevril holds an air of grace and nobility with his back always upright and well groomed hair. Despite the battles he has fought in he tries to show that he can be a cut above the rest. Appearance is everything in that regard to him, so even if he is bleeding from his chest he will maintain the grace needed of his heritage.

He sports a customary golden chestplate of the Knights of Ozem. He has brown hair down just past his shoulders. He has a pair of piercing green eyes. Lastly his most defining characteristic, he sports a cloak made of a white lion that he wears on his back. The head of the lion resting upon his right shoulder. He is very proud of this cloak and despite offers to sell it keeps it with him at all times.