Zadim

Kalvin Eliassen's page

93 posts. Alias of WalkerOhmsford.


Full Name

Kalvin Eliassen

Race

| HP: 33/33 | AC: 19 | F: +7, R: +6, W: +11 | Perc: +9 |Focus Points: 1/1

Classes/Levels

| Speed 25 ft | Hero Points: 2/2 | Reactions: None | Conditions: None

Gender

Male Versatile Human Cleric (Warpriest) 3

Size

M

Age

38

Alignment

NG

Deity

Sarenrae

Languages

Common

Homepage URL

Kalvin

Strength 14
Dexterity 12
Constitution 10
Intelligence 10
Wisdom 18
Charisma 14

About Kalvin Eliassen

NG Versatile Human Field Medic Warpriest of Sarenrae

Perception +9, Languages Common

Skills Athletics +7(t), Diplomacy +7(t), Lore (Warfare) +5(t), Medicine +11(e), Religion +11(e), Survival +9(t)

Speed 25 (20 in Armor) ft
Str: +2 Dex: +1 Con: +0 Int: +0 Wis: +4 Cha:+2
AC: 19 | Spell DC: 19 | Spell To Hit: +9

Items: Adventurer's Pack, Bandolier, Ankh, Scimitar, Scale Mail, Healer's Tools, 3gp

Description:

Kalvin Eliassen is a human male in his late 30s. He has tanned skin that is beginning to show his age a little. He has greying hair that he keeps short. He generally wears his scale mail with a blue and white robe over it and carries a scimitar that has a copper hilt wrapped with a red cord. He has a wooden ankh that he wears on a leather cord around his neck, as well as a few tattoos on his arms of various design that incorporate ankhs and suns.

Background:
Hailing from the outskirts of Korvosa, Brother Kalvin Eliassen was the third born child of a pair of somewhat prominent merchants. Being the youngest child he knew that he would not inherit the business from his parents and wasn’t very interested in it anyway. He had always felt a calling to help those who were less fortunate than himself and one day found his way into the local temple of Sarenrae during a sermon about how those less fortunate than oneself should be helped and evil should be fought in any form. This sermon touched Kalvin deeply and he began regularly attending services and do anything he could to help at the temple.
The head priest, Father Khair, of the temple took notice of Kalvin’s attendance and budding devotion and took Kalvin under his wing, teaching him of Sarenrae’s ascendance to godhood and introducing him to The Birth of Light and Truth, the holy text of Sarenrae. Kalvin began to help lead services and eventually became a low level priest in the temple. He found that he was good at treating peoples’ illnesses and wounds, becoming a healer in the community.

Kalvin began to feel that he was not doing enough and had more to offer. He approached Father Khair and discussed it with him, “Father, I’m feeling lead by Sarenrae to leave here and do more in the world. I just don’t know where to start, where I could do the most good.” Father Khair replied, “My son, you are doing much good here, but if you are feeling lead to leave then I would suggest heading toward Absalom and joining the church there.” So Kalvin bid his family goodbye and joined a caravan toward Absalom. During his journey he trained with the caravan guards with the scimitar, the weapon of Sarenrae, and also assisted in guarding the caravan when beset by bandits or beasts. Kalvin lead services and did his best to keep spirits up during the journey.

Once he arrived in Absalom he found the church and asked what he could do to be of most assistance. It happened that a contingent of clergy and paladins had discovered a large cult to Rovagug and he was tasked with joining them to destroy the cult. He served well, squashing the cult and also healing those with him who were injured in the fighting. Since then he has assisted in more battles against the darkness and forces of evil, leading to a life of adventure and exploration.

Racial Abilities:

Natural Ambition (Healing Hands): You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character c]reation process in order to determine which prerequisites you meet.

Versatile Heritage (Toughness): Humanity’s versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).

Spells Prepared:

Cantrips: Divine Lance, Forbidding Ward, Know Direction, Light, Stabilize
1st Level: Burning Hands, Bane, Sanctuary
2nd: Heal[, Heal, Heal, Fairie Fire, Remove Fear

Focus Spells:
Dazzling Flash

Feats:

Toughness: You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1.

Healing Hands: Your Positive energy is even more vibrant and restorative. When you cast heal, you roll d10s instead of d8s.

Battle Medicine:You can patch up yourself or an adjacent ally, even in combat.

Attempt a Medicine check with the same DC as for Treat Wounds and provide the corresponding amount of Healing.

As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

Medic: You become an expert in Medicine. When you succeed with Battle Medicine or Treat Wounds, the target regains 5 additional HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40. Once per day, you can use Battle Medicine on a creature that's temporarily immune. If you're a master in Medicine, you can do so once per hour.

Ward Medic: You’ve studied in large medical wards, treating several patients at once and tending to all their needs. When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in Medicine, you can treat up to four targets, and if you’re legendary, you can treat up to eight targets.

Shield Block:Trigger While you have your shield raised, you would take damage from a physical attack.

You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Domain Initiate (Sun Domain)

Weapon Attacks:

Scimitar: 1d20+7; 1d6+2 slashing damage
Unarmed: 1d20+7; 1d4 bludgeoning