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About KelneXP: 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)
Fortitude +8 (+7 Base, +1 Con)
BAB +11/+6/+1
Attack options
Melee +1 anarchic longsword (as above, +2d6 damage vs lawful enemies) Melee +1 cunning construct-bane adamantine warhammer +16/+11/+6 (1d8+5; x3)
Melee +1 keen orcbane kukri +16/+11/+6 (1d4+5; 15-20/x2)
Ranged +1 composite (+4) Longbow +15/+10/+5 (1d8+5; x3) Favoured Enemy (Undead) +2 Current buffs: Hero Points: 7 Feats
Traits
Favoured class: Fighter (8 skill ranks) Class Features
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.
Skills (85 points) Handle Animal +10 (5 rank, +3 class, +2 Cha)
Gear: Spoiler:
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)
Ammunition Arrows with cardinal fletching: 2 tier 1, 2 tier 2, 1 tier 3
Equipment Horse, light (combat-trained), saddle, military, bit & bridle, saddlebags (136 gp)
Cash
Party loot: Spoiler:
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.
Languages: Common, Sylvan, Dwarven Background: Spoiler:
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: Spoiler:
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 |