Jozan

Kelvar Mylan's page

500 posts. Alias of Phntm888.


Full Name

Kelvar Mylan

Race

Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 |

Classes/Levels

Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |

Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Gender

Male

Size

Medium

Age

24

Alignment

Lawful Evil

Deity

Asmodeus

Location

Brandenscar

Languages

Common, Infernal, Abyssal, Goblin

Strength 18
Dexterity 13
Constitution 14
Intelligence 12
Wisdom 16
Charisma 8

About Kelvar Mylan

Kelvar Mylan crunch:

Kelvar Mylan
LE male human Cleric 3/Slayer 4 (Core Rulebook, Advanced Class Guide page 53)
Init +1; Senses Perception +9
Favored Class: Slayer
FCB: +4 Skill Points

DEFENSE
AC 20, touch 11, flat-footed 19 (+1 Dex, +7 armor, +2 shield)
Hp 52 (4d10+12)
Fort +6, Ref +5, Will +6
Defensive Abilities copycat 6/day

OFFENSE
Speed 30 ft.
Melee masterwork battleaxe +10 (1d8+5, x3)
Melee shield bash +8 (1d4+2, x2)
Melee heavy mace +8 (1d8+4, x2)
Melee spiked gauntlet +8 (1d4+4, x2)
Melee dagger +8 (1d4+4, 19-20/x2)
Ranged composite longbow (+3 Str) +5 (1d8+3, x3, 110 ft)
Ranged dagger +5 (1d4+4, 19-20/x2, 10 ft)
Special attacks Hand of the acolyte (+7) 6/day, channel negative energy 2d6 (DC 10) 2/day, sneak attack +1d6
Spells prepared (CL 3rd, Concentration +7)
2nd (2+1/day) - invisibility (D), undetectable alignment (2)
1st (3+1/day) – command (DC 14), disguise self (D), bless, shield of faith
0th (4/day) – detect magic, guidance, light, spark

STATISTICS
Str 18, Dex 14, Con 14, Int 12, Wis 16, Cha 8
Base Atk +4; CMB +8; CMD 19
Feats Agile Maneuvers, Armor Proficiencies (light, medium), Combat Expertise, Damned, Deceitful, Deadly Aim, Furious Focus, Heighten Spell, Improved Counterspell, Improved Shield Bash, Pirahna Strike, Point Blank Shot, Power Attack, Shield Focus, Shield Proficiency, Spell Focus (Conjuration), Two-Weapon Fighting, Toughness, Weapon Finesse, Weapon Proficiencies (simple, martial)
Traits Armor Expert, Attempted Murder, Quiet as Death
Skills (ACP -3) Acrobatics +4, Bluff +8, Disguise +8, Intimidate +7, Knowledge (geography)* +5, Knowledge (local) +8, Knowledge (planes) +6, Knowledge (religion) +7, Linguistics* +6, Perception +9, Profession (barrister)* +7, Profession (soldier)* +7, Profession (trapper)* +7, Sense Motive +9, Spellcraft +8, Stealth +7, Survival +8
*-denotes background skill points
Languages Common, Infernal, Abyssal
SQ Aura, Armor Attunement +1 (masterwork breastplate), orisons, domains (Trickery, Magic), Slayer Talent (Ranger Combat Style: Two-Weapon Fighting, Rogue Talent: Fast Stealth), spontaneous casting (inflict), studied target, track, weapon attunement +1 (masterwork battleaxe)
Gear: masterwork battleaxe, heavy mace, dagger, +3 Str composite longbow with 40 arrows, masterwork breastplate, light steel spiked quickdraw shield, cleric's kit (This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and an iron holy symbol of Asmodeus), cold iron wand of infernal healing (40 charges, must deal 1 point of damage to activate), 29 gp

SPECIAL ABILITIES
Copycat (sp, Trickery domain): You create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3+ your Wisdom modifier.

Hand of the Acolyte (Su, Magic domain): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3+ your Wisdom modifier.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).

Channel negative energy (Su): An evil cleric channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. This creates a 30-foot radius burst centered on the caster. The amount of damage dealt or healed is 1d6 plus 1d6 for every two cleric levels beyond the first. Creatures that take damage receive a Will save equal to DC 10 + ½ Cleric level + Charisma modifier (DC 10). A cleric can channel energy a number of times per day equal to 3 + Cha modifier (2/day). A cleric must be able to present his holy symbol.

Domains: A cleric chooses two domains from their deity’s list of domains (Magic, Trickery).

Spontaneous casting: An evil cleric (or a cleric of an evil deity) can choose to convert any one prepared spell slot into an inflict spell of the same spell level or lower.

Sneak Attack (Ex): At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment.

Studied target (Ex): A slayer can study an opponent as a move action. The slayer gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that target, and a +1 bonus on weapon attack and damage rolls against it. The DCs of Slayer class abilities increase by 1. A slayer can maintain these bonuses against only 1 target at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study the target as an immediate action, allowing him to apply his studied target bonuses against that target (including the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonus on weapon attack and damage rolls, the bonus on skills, as well as the bonus on slayer ability DCs on a studied target all increase by 1. In addition, at each such interval, a slayer is able to maintain these bonuses against and additional studied target at the same time. The slayer may discard this connection to a studied target as a free action.
At 7th level, a slayer can study an opponent as a move or swift action.

Track (Ex): A slayer adds ½ his level (minimum 1), to Survival checks made to follow tracks.

Armor Expert: Reduce armor check penalty by 1.

Attempted Murder: You tried to kill someone and botched the job. To be sent to Branderscar Prison, you did not try to kill just anyone. You likely assaulted someone of great importance and prominence. Punishment: Death by beheading. Benefit: You gain a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

Story Feat - Damned:

From your earliest days, you were destined to sacrifice everything in your quest for power.

Prerequisite: You must have had friendly contact with an evil-aligned outsider that would qualify as a challenging foe, have a fiend-related sorcerous bloodline such as abyssal or infernal, have direct fiendish ancestry (such as being a tiefling or half-fiend), or have the Fiend Raised or The Fiend background.

Benefit: You gain a +2 bonus on Charisma-based checks involving evil-aligned outsiders and +1 bonus to the DC of spells and spell-like abilities you use against such creatures. You take a -2 penalty on Charisma-based checks involving good-aligned outsiders.

Goal: Successfully trade your soul to an evil outsider.

Completion Benefit: You gain a +2 enhancement bonus to an ability score of your choice. This enhancement bonus can't be dispelled or removed save by the direct intervention of a deity, and counts as a supernatural ability. In addition, you gain a +2 bonus on caster level checks (including dispel checks and checks to bypass spell resistance) against good-aligned outsiders. If you die while under the effects of this agreement, you can't be brought back from the dead unless the evil outsider permits it. You lose your completion benefits immediately and permanently if you renege on the arrangement by which you traded your soul, though you keep the feat's basic benefits.

Kelvar Mylan Backstory:
The priests of Mitra spoke of how Mitra cared for the common people. The priests of Mitra spoke of how Mitra stood for justice. The priests of Mitra spoke of how honorable those who followed Mitra were.

The priests of Mitra lied.

Kelvar Mylan heard these lies every week as his father, Hyrim, a devout follower of Mitra, took him to the temple in Green Hill for services. Then they went back to their farm three hours away, his father got drunk, and his father smacked him around. Everyone believed Hyrim when he said, “The boy’s so clumsy. Fell over the woodpile yesterday.” No one asked questions. Everyone acted as though the bruises weren’t there. His father blamed him for the death of his mother. She had died giving birth to him, and Hyrim resented him for it. So he’d get a few drinks in him, and smack Kelvar around till he either passed out or got bored. Kelvar hated it, but because of how far away their farm was, he had no friends to tell this to, no one who would treat him as an equal. None of his father’s friends would believe him, and why should they? He was known as a clumsy dreamer. Intelligent, he taught himself to read and write, and as he grew older, his father taught Kelvar to hunt. Kelvar enjoyed these trips, even though he hated his father being on them. On one of these excursions, when he was 15, he had an idea. His father, as always was drinking, and when he drank, he had trouble remembering where the traps were. So Kelvar said, “Father, step to the right or you’ll walk into a trap.” His father did, and the bear trap snapped around his ankle. As quickly as he could, Kelvar stabbed his father with his hunting knife, killing him. He took the trap, and left the body in the woods.

When Hyrim and Kelvar didn’t show up to the next service, the priest grew concerned. He went to their farm, and Kelvar answered the door. He told the priest his father had gone hunting and hadn’t come back yet. Concerned, the priest organized a search of the woods, and after two days, they found a body that may have been Hyrim, although it was hard to tell as the animals had been at it. Believing he had been attacked by a savage animal, they had a funeral service and buried him. A week later, Kelvar had sold the farm and left for other cities. He took lodgings in Daveryn, where he found a book left under a floorboard by the previous tenant. Though it was difficult at first, he determined the book was about a deity called Asmodeus. Kelvar studied the book, and realized that Asmodeus was one who could give him the power to rebuild society as he saw fit. He pledged himself to Asmodeus, and worshipped him in secret. He joined the town watch, and trained with them, learning to use weapons and armor, all the while continuing to secretly worship Asmodeus.

Unfortunately, training included mandatory services to Mitra. Kelvar went and pretended to listen, but he knew Mitra cared nothing for any of them. Their whole society, built upon the idea of Mitra’s love, was a sham, and would need to be destroyed to build a society where justice truly prevailed, one where Asmodeus was worshipped supreme. He decided the destruction should start with Mitra’s clergy. He started small, killing an acolyte in a dimly lit back alley. Afterwards, when he returned to his lodgings, there was a red-skinned creature there. He told Kelvar that Hell appreciated his work, and if he would continue to kill Mitra's clergy, he would receive power to aid him in his taks. With no hesitation, Kelvar agreed. The creature spoke some words in Infernal, and Kelvar was suddenly able to draw power from Asmodeus to cast spells. He began stalking the clergy, using his membership in the town watch to cover his tracks. He knew that if he pleased Asmodeus, he would gain more power. He killed another acolyte a week later, this time sneaking into that acolyte’s home. Able to use his magic to aid in his escape, he chose to next kill a priest. After this killing, the town watch began actively hunting this murderer. He was able to kill two more acolytes and another priest before getting the chance at a real prize – an archbishop had come to visit! Truly, this kill would shake the very foundations of the church. He carefully planned his assassination, trusting in his skill and knowledge of magic. When the time came, he cloaked himself in magic and crept to the archbishop’s chamber. Upon entry, he suddenly found himself immobilized. It was a trap. His magic was dispelled, and the watch arrested him.

Unable to believe one of their own had committed these acts, they rushed him through his trial, convicted him of the attempted murder of the archbishop and the other murders, and sent him to Brandenscar. There, he sat and awaited his fate with the other prisoners. He knew that upon his death, his should would be sent to Hell, and he would be tortured for all eternity due to his failure to kill many of Mitra's clergy.

But then came Tiadora. She offered the filthy assortment of prisoner at Branderscar a chance at escape - as second chance. She had not even asked for anything specific in return - although Kelvar knew the price would be asked for eventually. Using the items hidden within a magic veil, the prisoners were able to escape from their cells and overwhelm those who stood guard. Acquiring those guards' equipment, they made their way through Branderscar, killing the soldiers and all those who sought to stop them. Though they were under equipped and outnumbered, the escaping prisoners fought their way out of the prison, and across the causeway to the moor outside. They were all wounded, and some had perished, but they plunged into the moor with the help of a map they had found, and after several hours of trudging through the dark and mist, they arrived at the mansion Tiadora had told them to look for.

Upon meeting Cardinal Thorn, Kelvar was surprised to see a High Priest of Asmodeus. Upon finding that the Cardinal's goal of building a society which venerates Asmodeus matched his goal perfectly, Kelvar eagerly signed the Pact of Thorns. Now, he and these others wait in the manor for word of what they are to do next. They are hunted, but the Mitrans will find them no easy prey.

Kelvar Mylan's Appearance & Mannerisms:
Kelvar stands 5’11” and 180 lbs, with cold gray eyes and brown hair. He is strong and fit, but lean with some small amount of agility. He rarely smiles, and his body bears some scars from his father’s beatings of childhood. He now wears his armor as one who is familiar with it, and keeps weapons close to his side. He is very calculated, and will often not act until he has considered all of the angles in a given situation. When he does, he does not stray from his intended course without good reason. He prays to Asmodeus three times a day, asking not for forgiveness for failure, but for the society of Talingarde to be destroyed and rebuilt in the Lord of Hell’s name.

Kelvar Mylan's Personality:
Kelvar believes that the church of Mitra is built on lies. His upbringing and hatred of Mitra have led him to believe that their society must be destroyed and rebuilt. Otherwise, he tends not to engage in frivolity, and has a serious demeanor. Though he sometimes is prone to flashes of anger, it is not his father’s rage, but a cold, inner heat that is shortly followed by the destruction of the source of his anger. Having escaped the prison, he wishes continue his work of killing Mitra’s clergy, and rebuilding society dedicated to Asmodeus. He knows that if he dies short of any success, his soul will be tortured in Hell for all eternity. This does not cause him despair, but only a desire to advance the Lord of Darkness's cause as much as he can before meeting his doom.

Background & Concept Elements:

1. Kelvar was regularly beaten by his alcoholic father while growing up.
2. His father was a devout Mitran who was well-liked by the community. Whenever Kelvar attempted to tell someone else what his father did, no one believed him.
3. The priest in Green Hill once conducted a sermon about how all who follow Mitra are protected from evil, and how any of Mitra’s flock should be believed when they report evil. Afterwards, when Kelvar told the priest what his father was doing, the priest lectured him about the evils of telling lies, and that he should honor and respect his father. It was this event that showed him the hypocrisy of the Mitran faith.
4. Due to his isolated upbringing, Kelvar did not make friends easily once he started training in the city watch, especially as most worshipped Mitra. Still, he was able to form a friendship with another recruit, Igcaros Vell, who was not particularly devout. The two were typically assigned to patrols together.
5. After he murdered the first Mitran Acolyte, he was approached by a devil that called itself Archaerox. Archaerox offered to ordain him a priest of Asmodeus - with all the power that conferred - as long as he continued to kill Mitrans. Kelvar agreed.
6. Kelvar was arrested by Sir Egarus Lancel, commander of his division of the Watch in Daveryn. Sir Egarus was so disgusted that one under his command had committed these crimes he sped the trial forward abnormally fast to avoid as much embarrassment as he could.

Goals:

1. Kelvar desires to purge the Mitran faith from Tallingarde for the glory of Asmodeus. He wishes to accomplish this by killing every member of the Mitran clergy.
2. I’d like to see Kelvar grow from merely desiring to slaughter every member of the Mitran clergy to one who seeks to actually build a strong religious structure in the worship Asmodeus.

Secrets:

1. Kelvar knows that, prior to his arrest, Igcaros had begun privately questioning some of the teachings of the Mitran church, and was becoming disillusioned with it.
2. Archaerox desires to move up the hierarchy in Hell, and divined that if Kelvar could obtain enough power in following Asmodeus, Kelvar's soul will make a fine tool to do so.

3 People:

Kelvar has burned most of his bridges with others, but here are three people (well, two people and one devil) who have ties to Kelvar.
1. Igcaros Vell – Kelvar’s friend from his guard days, he thinks that Kelvar’s trial was rushed sufficiently that it may have been a frame-up job, and Kelvar was sacrificed to save embarrassment for the Watch’s failure to catch the real murderer (friendly).
2. Archaerox – The devil that is hoping to purchase Kelvar's soul, Archaerox hopes that Kelvar can grow powerful enough to provide him the advancement he needs to achieve his ambitions. (friendly?)
3. Sir Egarus Lancel – Kelvar’s former commander in the Watch, the embarrassment he faced at Kelvar’s involvement in the murders has caused him to wish he’d sent the criminal on a dangerous assignment his first day. Should he find out about Kelvar’s escape, Sir Egarus would likely try to hunt Kelvar down himself. (hostile)

3 Memories/Mannerisms/Quirks:

1. Kelvar remembers each and every time his father beat him badly enough to either draw blood or break bone, and the explanations the Mitran priest believed. While he was locked up and alone, he would play through each of these memories, and nurture his anger that the Mitran clergy for not listening or asking questions about his injuries.
2. Kelvar inherited his father’s rage, but not as shouting or explosively lashing out. Instead, it’s a cold anger, and each act of retaliation against the one who raised it is carefully calculated to cause the most damage possible.
3. Kelvar prays to Asmodeus three times a day, although he has the wherewithal to remain silent when doing so when in public.