About Kelvanthus Darshantion
I grew up in a land of open skies, strong people, and constant war. My homeland, Varithia, was constantly besieged by hordes of the Demonic and Damned from the north. But for all that, we were a strong people, united in our worship to the goddess of the sky, Eloria the Sky Warden. My father, Chrysalis, was a Knight of Eloria, and full blooded Elf. My mother, Lelorinel, was human, but a stronger and more giving woman I have never met. I had a twin brother, Melekor, and from birth we were inseparable, always getting into adventure and mischief. We swore there would never come a time when we did not stand together.
As we grew older, it was inevitable that our interest would split. I felt the call, and joined the anointed ranks of Eloria's Paladins, pledging my life to banishing the darkness. Melekor meanwhile had a sharp mind that grew into a love of the esoteric lore of the Arcane. After training, our brotherhood took over and again we traveled together, banishing darkness and doing good in the name of Eloria and Varithia. We traveled with our companions, Kreldor, a Dwarven berserker, and my love, Velana, a Human Druid. Our fellowship was stronger than mithril, and nothing could drive the four of us apart…or so I believed.
As time went on, the darkness threatening our land grew in strength, and times more desperate. Varithia could barely hold back the North, and whispers began of a leader who had united them. Melekor scoffed at the notion, and we were hard at work driving out cults he had uncovered that threatened Varithia from within. But even Eloria’s blessing could not shelter me from what came next. As cult after cult fell, the darkness only seemed to grow, and in the end we finally discovered that the Witch Lord, the man who united the demon hordes, was none other than my beloved brother…he had used us, turning us against rivals to his power, all so he could amass an army to overthrow Varithia and claim it for his unknown lord.
Melekor vanished to the north, and the war began in earnest…
Time after time we held the line against his army, but every time we were driven back more. His hordes were numberless, and his arcane might unrivalled. Even the great Adamantium Gate fell, until all that was left was the Grey Citadel, capital of Varithia. My closest friend, Kreldor, fell at the blades of Melekor’s wretches, whilst Velana…even now I cannot speak of what happened…suffice to say that Melekor took her from me…
In the end I led the final defense, and our armies clashed one final time. As was inevitable, Melekor led his force and we met again on the field of battle, Brothers one last time. Fire rained from the sky, unspeakable abominations crawled from the earth, and horrors the likes of which the world had never seen stood against us. In the end, Melekor lay, my holy blade through his chest, his shadowed gauntlet around my throat. Together we took our last few breaths, the fighting and chaos around us irrelevant at that moment. He looked at me one last time and whispered “I haven’t lost yet brother…watch as everything you love burns.”
He spat a vile curse, blood flowing from his lips, his last breath wheezing out. His body melted away, and the ground began to shake as every fallen soul that day rose up, dark forces bringing unlife to them. The last thing I saw was the fading glow of my holy symbol, and death all around, before everything faded into darkness…
I awoke, bolting upright, unsure of where I was. My wounds were closed, and physically I seemed in peak condition…but the land…I was in a wasteland of insanity and abominations, with no recollection of how I arrived there. My last memory was dying in the ruins of Varithia, and here…even the stars in the sky seemed unfamiliar, with no constellations I could pick out…and more startling was the gaping hole in my soul where Eloria’s presence used to rest. I was lost and alone, without even my faith in a land I did not know. Melekor had cursed me in his last breath.
With my sanity close to breaking, I finally began to walk. Whether I was guided, or it was pure luck, it would seem I chose east, in the direction of the Free City. Weeks passed, and I discovered all my former powers as a Paladin were gone as well. Where once I had been Eloria’s greatest mortal champion, now I came to rely on my training as a Ranger when I was younger, even going so far as to befriend a wounded falcon I found in the forest. I named her Velena, in memory of my lost beloved.
I traveled east, and in time arrived at Salzbach, The Free City. At first I was disorientated, lost in a new city. The common tongue took me weeks to learn, and though those who spoke Elvish could understand me, my strange dialect and thick accent marked me as an outsider, and even led to some inquiries as to where I was from. In that first year I made some few friends: Draygor, dwarven proprietor of The Stoney Ale, the only tavern I frequented. There were a few associates in the Loremasters, due to my attempts to find a way home and their interest in my tale. We parted ways after I found I could not always agree with their willingness to go outside the law. At heart, I still followed the Code, even if my powers and Goddess were now gone. I found myself spending most of my time working with the Adventurers Guild and the city guard, eager to do some good in this new place. \
And so I find myself, drifting, taking jobs as they come and drinking my grief and pain away. I keep in touch with the Loremasters and have accepted a posting with the Adventurers Guild, but in my heart I know I am waiting. Call it intuition, or perhaps the still voice I hear in my dreams is something more, but I know something dark is coming. The Free City is threatened, and something urges me to find like minded individuals to stand before this darkness. After all, for now, this is my home, and whether fate or cruelty has led me here, I will defend it to my last breath.
Kelvanthus is tall and lean, every inch muscled and well conditioned. He carries himself with confidence, walking gracefully and with purpose. His gaze is calm, his piercing grey eyes always searching. If one looks in his eyes, they can see a depth of sorrow and experience, born of the tragedy and battles his life has seen. He appears to be a human in his upper twenties, though he does not reveal his true age(46). He has long, raven hair, which he lets flow freely, waist length. He keeps himself clean shaven and well groomed. He is a handsome man, once considered beautiful, but time, and the transition of worlds, has scarred him. His body is covered in scars, with 3 long, jagged scars running diagonal down his face and around his throat. He scowls in pain often, and his wounds appear to trouble him with frequency.
Kelvanthus has a quiet, poised demeanor, born of a lifetime of listening to others and offering aid. He is experienced, but prefers to only offer advice when necesary, believing that the best answers are ones that you can find on your own. He still lives by the Paladin Code, but his recent struggles have tempered his sense of justice as well. He believes in doing right, even if the law sometimes stands in the way. His time as a Paladin taught him well there is no such thing as black and white, a lesson he holds onto.
He still believes in Eloria, and prays to her often, even if she does not answer. He still hopes to one day see home and feel the embrace of the goddess again. His forced arrival on this world has left him bitter and melancholy, with a fatalistic attitude. He struggles to find a purpose, one he belives to have found recently with his fight against the injustice of the Guilds, notably the Loremasters and Red Tower.
His decent into drinking is tempered by his close friendship with Draygor, owner of The Stoney Ale. Draygor constantly gives Kelvanthus hope and works to boost his morale, all while trying to convert Kelvanthus to his faith. Friends are a precious commodity to a man lost in a new world, and if they prove themselves, allies will find Kelvanthus to be loyal to his last breath.
AC 19 (+4 DEX, +4 CHAIN SHIRT, +1 BUCKLER)
TOUCH AC 14(+4 DEX)
CMD 16(+2 BAB, +2STR, +4DEX)
FORT +5(+3 BASE, +1CON, +1TRAIT)
REF +7(+3BASE, +4DEX)
WILL +2(+0BASE, +1WIS, +1TRAIT)
INITIATIVE +6(+4DEX, +2TRAIT)
CMB +4(+2STR, +2BAB)
COMPOSITE BOW +6(+2BAB, +4DEX) 1D8+2 PIERCING, 110 RANGE 20X3
FALCHION +4(+2BAB, +2STR) 2D4+3(TWO HANDED) 18-20X2
DAGGER +4(+2BAB, +2STR)+6(+2BAB, +4DEX) 1D4+2 S/P, 10 RANGE, 19-20X2
Your time in the Western Waste, and the damage your body suffered at Malekoth’s hands have made you tougher than otherwise normal. +1 FORT
You arrived in a land where your Goddess was not known, and your connection to her severed. Nonetheless, you kept up your faith in her, even knowing it was hopeless. +1 WILL
One of your parents was a member of a wild elven tribe, and you’ve inherited a portion of your elven parent’s quick reflexes. +2 INTIATIVE
POINT BLANK SHOT- You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
RAPID SHOT- When making a full-attack action with a ranged weapon, you can fire one additional time this round. All your attack rolls take a -2 penalty when using Rapid Shot.
SKILL FOCUS-STEALTH- +3 to all Stealth Rolls
Skill Points: 6 Class, 1 Favored Class
PERCEPTION +8(+2RANKS, +1WIS, +3TRAINED, +2 KEEN SENSES)(+9 TRAPS)
STEALTH +12(2RANKS, +4DEX, +3TRAINED, +3SKILL FOCUS)
DISABLE DEVICE +9(+2RANKS, +4DEX, +3TRAINED)(+10 TRAPS)
KNOWLEDGE NATURE +5(+2RANKS, +3TRAINED)
CLIMB +5(+2RANKS, +3TRAINED, +2STR, -2ACP)
KNOWLEDGE DUNGEONEERING +5(+2RANKS, +3TRAINED)
HANDLE ANIMAL +1(+1RANKS, +3TRAINED, -3CHAR)
SURVIVAL +5(+1RANKS, +3TRAINED, +1WIS)
1ST FAVORED ENEMY-ABERRATION- +2 Bluff, Knowledge, Perception, Sense Motive, Surival. +2 attack and damage.
TRACK- Add ½ Ranger level to survival to follow or identify tracks.
COMBAT STYLE FEAT- Rapid Shot
FEATHERED COMPANION- At 1st level, a falconer earns the trust and companionship of a bird of prey. The bird can be any type of large hunting or scavenging bird. This ability functions like the druid animal companion ability, but the falconer must take the bird companion, and that companion has only half normal hit points until lvl 4.
TRAPFINDING- A trapper adds ½ his ranger level on perception skill checks made to locate traps and on disable device skill checks. A trapper can use disable device to disarm magic traps.
ADVENTURERS CLOTHING-CLOAK WITH HOOD, LEATHER BOOTS, SHIRT AND OPTIONAL VEST, FINGERLESS GLOVES, LEATHER PANTS.
COMPOSITE LONGBOW+2str bonus
60 BLUNT ARROWS
MASTERWORK BACKPACK-BEDROLL, FLINT AND STEEL, 100 FT ROPE, 2 WATERSKIN, SILVER HOLY SYMBOL, 14 DAYS TRAIL RATIONS
GEAR IN MASTERWORK BACKPACK:
Bedroll, 1oo Ft Rope, 2 Waterskins, 14 Days Trail Rations
ARMOR=CHAIN SHIRT UNDER CLOTHES
BODY=MUTED GREY CLOTHING
CHEST=SHIRT(VEST IF COLD)
HANDS=FINGERLESS LEATHER GLOVES
NECK=SILVER HOLY SYMBOL OF ELORIA
WRIST=SHEATH FOR THIEVES TOOLS
WEAPONS=LONGBOW, DAGGER IN BOOT, FALCHION SHEATHED AT HIP, QUIVER OF ARROWS ON BACK.