Fighter

Kel Tevington's page

12 posts. Alias of smashthedean.


About Kel Tevington

Kel Tevington
Male Human (chelaxian) Barbarian (invulnerable rager) 1
CN Medium humanoid (human)
Init +4; Senses Perception +5

DEFENSE
AC 17, flat-footed 15, touch 12
total hp 15; current hp 15
Fort +4, Ref +2, Will +1

OFFENSE
Spd 30 ft
Melee greatsword +5 (2d6+9/19-20; power attack)
Ranged sling +3 (1d4+4)
SA Rage 6 rounds/day

STATISTICS
Str 18 Dex 14 Con 14 Int 9 Wis 12 Cha 9
Base Atk +1; CMB +5, CMD 17
Skills Climb +5, Perception +5, Survival +5, Swim +5
Traits Exile, Armor Expert, Monster Hunter
Drawback Pride
Feats Power Attack, Furious Focus
SQ Fast Movement
Gear greatsword, sling, scale mail, backpack, waterskin, flint and steel, explorer's outfit, 1 gp

Abilities & Feats:
Exile: You gain a +2 trait bonus on Initiative checks.

Armor Expert: When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Monster Hunter: Perhaps you came to the Varisian Gulf in search of the Sandpoint Devil, or maybe you followed fisherman’s tales of Old Murdermaw—regardless, you’ve ventured through Varisia to hunt down famous monsters. While they have all eluded you so far, you made it to Sandpoint to research and restock before heading back out into the wilderness. Because of your training, you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.

Pride: When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Furious Focus: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

Physical Description:
The first thing most usually notice about Kel is his height, or lack thereof really. Standing at only 5'4", the pale-skinned Chelaxian does not immediately strike an imposing figure, but those taking a closer look would notice that what Kel lacks in height, he makes up for in muscle. Broad shouldered and toned from daily excercise, a wise observer would think twice before judging him based on stature alone. He wears his dark hair short, but trims it rarely enough that he looks fairly unkempt most of the time, an impression not lessened in the least by his bushy sideburns and persistent stubble. He wears a suit of scale mail armor over hunting leathers and study boots, draping himself with a dark grey cloak and wearing a greatsword nearly as tall as himself slung over his shoulder.

Personality:
Those that know Kel know him as a man of many words, frequently telling stories and boasting of his deeds. Though quick to anger at a slight and fairly rough around the edges, most find him to be agreeable to be around the majority of the time.

Those that know Kel well know that he isn't quite as sure of himself as he likes others to believe. He would never admit to as much, but Kel wears his rough, tough, and overly confident personality like he wears his heavy scale armor, always equipped and always ready for battle.

Background:
Kel grew up in the port city of Kintargo, along Cheliax's northern coast. The third son of a prominent blacksmith, trailing only 7 minutes after his twin brother Taris, he was followed over the years by three more brothers and one sister. His childhood was pleasant, but uneventful. As he grew older, Kel began to chafe at the bonds of Chelish society and found himself frequently on the wrong side of his father's temper as a rebellious streak began to kindle within him.

When Kel was twelve years old, a great storm hit Kintargo and, under the cover of the tempest, he snuck away into the night intent on leaving his home behind forever. Despite his best efforts to go unnoticed, Kel was followed and stopped by his twin brother on his way out of town and Taris convinced him to return home. The boys made their way through the wind and rain back home, but their disappearance had been noticed and their father punished them harshly on their return. The next day as the storm continued to crash against the shutters, Taris fell ill with pneumonia. With the storm still raging, no healers or clerics could be found willing to brave the weather and Taris' condition quickly deteriorated until the disease overtook him.

Kel fell into a deep depression; he blamed himself for Taris' death and cast aside his dreams of leaving Kintargo. He spent the next four years working in his father's storefront, selling weapons and armor to soldiers, adventurers, and all manner of travelers from far-off ports. After some time, he began to find joy again in the stories of the men and women he sold to in the shop; stories of great battles and horrifying creatures sparked his imagination and began to dream once more of a life outside the city, a chance to make stories of his own.

One day in Kel's fifteenth year, he encountered a grizzled Shoanti warrior by the name of Madruk. Madruk had commissioned a massive warhammer from Kel's father, but found himself unable to pay when the work was complete. Madruk frequented the shop, always trying to talk Kel into giving him the hammer for a lesser price than had been agreed on, but though Kel always took the offers to his father, they were always refused and the hammer remained in the smithy's storeroom. Though Kel knew each time Madruk entered the shop that he wouldn't make a sale, he couldn't help but admire the man's persistence, nor could he help but be drawn in by the hulking Shoanti's stories of his far-off homeland of Varisia and the strange and wondrous creatures that roamed the Varisian wilderness. In time, Kel and Madruk became friends and on Kel's sixteenth name day, Madruk made Kel one final offer: If he gave Madruk the warhammer he had commissioned, he would take Kel away from Kintargo to the wild lands of Varisia and teach him to be a warrior like himself.

Kel agreed. That very night as his family slept, Kel took the hammer from his father's storeroom and with it, took a huge greatsword and suit of armor for himself. His father could always make more weapons, but if he was to survive out in the wilderness he would need to be armed. Madruk met Kel at the harbor and the two set sail on a ship bound for Riddleport. From Riddleport, they travelled accross country to the Storval Plateua and Madruk's home village. For over two years, Kel trained his body and learned to channel his emotions into a killer rage when confronted with battle. He traveled with Madruk accross Varisia as the older warrior showed him the way of wilds.

One night in the frozen chill of winter, the duo found themselves in the waterside town of Sandpoint. They had been travelling south along the western edge of Ember Lake, tracking rumors of a giant salamander living in the depths, when a messenger found them in Galduria and told Madruk that an old associate of his was waiting for him in Sandpoint with urgent news. Shortly after arriving in town and booking rooms at the Rusty Dragon, Madruk disappeared into the night and left Kel in the common room with instructions to wait for him until he got back.

Kel has been waiting for nearly 9 months. He fills his days hunting in the Tickwood and his nights trading stories with locals and travelers alike. Madruk has disappeared for weeks before, even two months once, but never a stretch of time like this. As summer draws to a close and another winter looms, Kel is growing anxious.

Portrait