Varisian Barbarian

Kelvor of the Shundar-Quah's page

660 posts. Organized Play character for DEREK LANE 127.


Full Name

Kelvor of the Shundar-Quah

Classes/Levels

Bbn1/Ftr(2-Handed Wpn)9 | HP 115/115| AC [26]25 / T [15]14 / FF [23]22 | F +13, R +6, W +8 (+1vs fear) | Perc +14, Init +2 | [dice=Power-Bludgeon Death +2]1d20+22[/dice] [dice=Dmg]2d6+2d6+29[/dice] [dice=Itr]1d20+14[/dice] [dice=Dmg]2d6+29[/dice]

Gender

Active buffs:
(Haste +1 AC/Ref, +1 Hit)

Size

6'3

Age

20

Alignment

LN

Languages

Common, Shoanti, Varisian

Strength 24
Dexterity 12
Constitution 14
Intelligence 13
Wisdom 12
Charisma 7

About Kelvor of the Shundar-Quah

Unsubtle Power-Bludgeon of Shoanti Fury

Background:

Kelvor of the Shundar-Quah, Ambassador to the tshamek, Seeker of Secrets, Vision-Finder of the Dark Oracles

Young Kelvor of the Shundar-Quah, the Shoanti Spireclan, seeks the secrets of his Clan's terrible future. Eighteen years ago, deep in the shadow of Spindlehorn Mountain, during the Spireclan's annual vision quest, the tribe’s Dark oracles, shamans and soothsayers all regained their lucidity for a single, brief Telling: "The face moves again, the People rattle their chains, and the Skyfall-clouds part at last. The People shall read the runes."

This ominous foretelling of slavery and ancient disaster prompted the elders of the Shundar-Quah, the peacemakers of the Shoanti, to prepare an entire generation for a tribequest. Each child born that year was given the most rigorous training, the most intense physical conditioning, the broadest set of mental trials available to the Shoanti people. From day one, each child was passed from mother to mother, father to father, tribe to tribe, shaman to shaman, until they learned everything they could from each Shoanti tribe. Tests upon tests upon tests. Those who did not pass, perished. Only seven children survived. Kelvor of the Shundar-Quah is one of those Seven.

Kelvor has been given the task of gathering intelligence, friends, and allies to decipher the vision of the mad oracles of the Shundar-Quah and keep it from happening. But his mission is special. It is different. He travels the outlands, meeting the Varisian brothers, the Chelish invaders (damn their eyes!), the elven forest dwellers of Celwynvian, any and all tshamek, even pathetic urban Shoanti apostates. For in this quest to avert the terrible visions seen beneath Spindlehorn Mountain, the Shoanti will suffer even the aid of the non-Shoanti.

Burned terribly during his final rite of passage, the Burn Run of the Sklar-Quah tribe, the eighteen year old Kelvor looks old beyond his years. To Shoanti, he appears even more battered and scarred than even they would expect. His eyes are the sole youthful thing about him. Beneath his shaved head and the eagle crest cowl that covers it, shines forth a curiosity and immaturity that is immediately endearing. Much of his burns are covered by a battered, yet storied Shoanti breastplate. Across his shoulder rests a gigantic hammer, the emblematic earthbreaker of the Shoanti warrior. Its cold iron studs gleam dully on one face of the hammer. On other face, steely and brightly shining, are more studs.

Oddly enough for a Shoanti, he bears only one tattoo. There is no drimil (Guardian), no kokip (Sentinel), no eiril (Duty). There is only the boldly drawn Navrik across his entire face; the tattoo for "Eyeless Sight" that attests to the vision, the mission, and his life's work for both himself and the entire Shoanti people.

Stats:
Kelvor of the Shundar-Quah
Male human (Shoanti) Barbarian 1 / Fighter (Two-Handed Weapon) 9
NG Medium humanoid (human)
Init +2; Senses Perception +14

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DEFENSE
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AC 25, touch 14, flat-footed 22 (+10 armor, +1 Dex, +1 nat armor, +3 deflection)
hp 115 (+20hp while raging)
Fort +12, Ref +6, Will +8 (+10 while raging); +1 vs. fear
Defensive Abilities
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OFFENSE
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Speed 40 ft.
Melee
VITAL STRIKE'S EXTRA DMG INCLUDED WHERE APPROPRIATE
Earthbreaker (+2 cold iron, furious)PA +22/+14 (2d6 +2d6 +29 /19-20 x3) // (2d6+29 /19-20 x3)
Earthbreaker (+2 cold iron, furious) Raging PA +26/+18 (2d6 +2d6+35 /19-20 / x3) // (2d6+35 /19-20 / x3))
Longspear PA +18 /+10 (1d8 +24)
Long Spear Raging PA +20 / +12 (1d8 +28)

Ranged
Composite (+2) longbow +11/+6 (1d8+1d8+2/x3)
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STATISTICS
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Str 24 (+7), Dex 12 (+1), Con 14 (+2), Int 13 (+1), Wis 12 (+1), Cha 7 (-2)
Base Atk +10/+5; CMB +17 (+4 sundering, +2 dmg sundering); CMD 28 (+2 vs. sunder)
Feats
Cleave
Furious Focus*
Improved Critical
Improved Sunder
Iron Will
Power Attack
Toughness*
Vital Strike
Weapon Focus (earthbreaker)*
Weapon Material Master (cold iron) - When you score a critical hit against a target benefiting from spells that grant temporary hit points or bonuses to AC, ability scores, attack rolls, damage rolls, or saving throws, you must immediately attempt a special dispel check (1d20 + your base attack bonus) as a targeted dispel as per the dispel magic spell, but targeting only those spells. Once a creature has been the target of this effect, you can’t affect it in this way again for 24 hours.
Weapon Spec (Earthbreaker)*

Skills
Acrobatics +10
Climb +19
Intimidate +8
Knowledge (arcana) +4
Knowledge (dungeoneering) +4
Knowledge (engineering) +4
Knowledge (geography) +4
Knowledge (history) +4
Knowledge (local) +4
Knowledge (nature) +14
Linguistics +4
Perception +14
Survival +15
Swim +18
Use Magic Device +8

Traits
Shoanti Tattoo - You gain a +1 trait bonus on saving throws against fear effects. Additionally, you are proficient with earth breakers, klars, and Shoanti bolas.
Observant - You gain a +1 trait bonus on all checks for Perception, and Perception becomes a class skill for you.

Languages Common, Varisian, Shoanti
SQ
Combat Gear Banded mail +3, Earthbreaker, (cold iron, furious) +2, +1 amulet of natural armor, Ring of protection +3, greataxe, longpear, composite longbow (+2) with 20 arrows,
Consumables
potion of bull's strength,
Oil of bless weapon,
Potion of CSW
Potion of protection from evil
Wand of Infernal Healing 40 charges
Wand of Bull's Strength 6 charges
Weapon Blanch, ghost salt, 2 applications

Magic Gear:
Belt of Giant Strength +4
Cloak of resistance +2
Ioun stone (cracked, dustry rose prism) - +1 init

Other Gear backpack, bedroll, pouch, clay mug, dagger, fishbooks x2, flint/steel, whistle, string (50ft), waterskin, trail rations (1 wk), whetstone, locked gauntlet
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SPECIAL ABILITIES
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Shattering Strike: At 2nd level, Kelvor gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd.
Fast Movement (Ex)*: Kelvor's land speed is faster than the norm by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load.
Rage (Ex): Kelvor can rage for a number of rounds per day equal to 4 + his Constitution modifier (i.e. 6 rounds). Kelvor gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. Kelvor is fatigued after raging for a number of rounds equal to 2 times the number of rounds spent in the rage.
Overhand Chop (Ex)*: At 3rd level, when Kelvor makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls. This ability replaces armor training 1.
Weapon Training (Hammers +2)(Ex)*: Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th*, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
Backswing (Ex): At 7th level, when a two-handed fighter makes a full-attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first. This ability replaces Armor Training 2.
Weapon Training (Spears +1)(Ex)*: Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th*, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

* The effects of this ability have already been calculated into Kelvor’s statistics.

Boons:

Grand Lodge Faction: Twice per adventure before attempting an Acrobatics, Climb, Linguistics, Knowledge, Survival, Swim or Use Magic Device check (all as if trained), you gain a [+3] circumstance bonus equal to 1 plus half the number of goals you have completed (rounded down) [i.e. 2] when attempting the check. You also halve your armor check penalty for the purpose of this skill check.
Source: PFSS #3-18 The God’s Market Gamble, Chronicle #2

Evenhanded Investigator: By capturing a dangerous renegade guard, you demonstrated bravery and foresight, and an uncommon respect for the process of law. You gain a +2 circumstance bonus on Diplomacy checks when dealing with guards and city officials within Absalom.
Source: PFSS #3-18 The God’s Market Gamble, Chronicle #2

Mantle of the Black Rider (Assuming the Mantle): You have accepted the Mantle of the Black Rider, Which grants you considerable power in your quest to find Baba Yaga so long as you continue your quest. Choose one ability score. Once per day as a swift action you may gain a +1 bonus to that ability score for 1 minute. For every additional mantle of the Black Rider boon that you have for this character, the bonus increases by +1. You may not benefit from more than one Mantle of the Black Rider boon at a time. Ability score: Wisdom.
Source: PF AP#55: Snows of Summer, Chronicle #3

Goblin Scourge: Once per scenario, you may call upon your memories of the battle of Thistletop to bolster your resolve against goblinoid foes. Doing so grants you a +1 morale bonus on attack and damage rolls against targets with the goblinoid subtype and a +2 morale bonus on Will saving throws against spells or effects from goblinoid sources. These bonuses last for 1 minute.
Source: PF AP: Rise of the Runelords, Chapter One Burnt Offerings, Chronicle #6

Lamashtu’s Bane: Your encounter with Nualia and her burgeoning cult of Lamashtu beneath Thistletop has steeled your hatred for the Mother of Monsters and her followers. You gain a +2 bonus on attack and damage rolls against targets displaying an unholy symbol of Lamashtu.
Source: PF AP: Rise of the Runelords, Chapter One Burnt Offerings, Chronicle #6

Borderland Keep: You have taken command of Fangwood Keep as a representative of either Molthune or Nirmathas. Managing the keep increases the number of followers you can retain at any one time by 1. In addition, you may forgo rolling your Day Job at the end of a scenario to manage the fort’s operations, patrol the surrounding territory, and launch raids against the enemy. Doing so allows you to recover 1 Prestige Point as you earn the acclaim and support of the selected nation, though it does not increase your Fame score. Any Prestige Points in excess of your Fame must be spent immediately or are lost.
Source: Fangwood Keep, Chronicle #7

Fool Me Once: Grandmaster Torch’s sudden betrayal and subsequent escape have left you questioning the motives of everyone around you – particularly your allies. You gain a +2 bonus on Sense Motive checks against current and former Pathfinders.
Source: PFSS#4-23: Rivalry’s End, Chronicle #8

Tapestry Traveler (Grand Lodge): In recognition of your detailed reports about Naldak’s descendants, the Pathfinder Society gifts you with insights that may prove useful on a future journey into the Hao Jin tapestry. You may activate this boon at any time within the Hao Jin tapestry, and its benefits apply for the rest of the scenario. You gain favored terrain +2 (Hao Jin tapestry) as per the ranger ability of the same name. A character with the favored terrain ability may instead chose to permanently change on of his favored terrains to the Hao Jin tapestry. When you use this boon, cross it off your Chronicle sheet.
Source: PFSS#6-18: From Under Ice, Chronicle #9

Warm Friend in a Cold Land: You have befriended Uliyara, a stilyagi Jadwiga, and she proves to be a valuable ally in Irrisen. Whenever you are in Irrisen, you can apply a +2 circumstance bonus on all Diplomacy checks. You may additionally bring Uliyara along with you on one mission to any location, allowing her to grant you the effects of this boon outside of Irrisen. When you use this boon outside of Irrisen, cross it off your Chronicle sheet.
Source: PFSS#6-18: From Under Ice, Chronicle #9

Unwitting Spelunker: For the duration of one scenario, you may make Knowledge (dungeoneering) checks untrained. In addition, you gain a +1 luck bonus on initiative checks and Perception, Stealth, and Survival skill checks while underground. This bonus increases to +2 for any of these 3 skills in which you have no ranks. When you use this boon, cross it off your Chronicle sheet.
Source: Called To Darkness, Chronicle #10

Subterranean Slayer: You allow nothing to stand in the way of your goals, and as a result, you tend to leave very little standing. You may use this boon before making an attack roll against a dinosaur or giant. You gain a +2 bonus on the attack and damage roll, and your weapon’s critical multiplier increases by 1 for that attack. When you use this boon, cross it off the Chronicle sheet.
Source: Called To Darkness, Chronicle #10

Enlightened Ambassador: Even in your short time at Tar Kuata, you have learned a few practical tricks from the Iroran monks. As a move action, you can enter a meditative trance that makes your senses more acute, your reflexes faster, and your mind more focused. The trance lasts for 1 hour, and you can end it (no action) at any point during this time to gain one of the following benefits: gain a +4 insight bonus on a saving throw against a mind-affecting effect, increase your speed by 10 feet for 1 round, or ignore concealment when making attacks for 1 round. When your trance ends, cross this boon off your Chronicle Sheet.
Source: PFSS#6-19: Test of Tar Kuata, Chronicle #11

[__][__][__][__][__][__][__] Resolute Oath: You swore an oath to Lady Axebringer’s service. You can recite one of the seven lines of the oath again as a free action to gain a +2 morale bonus on saving throws against fear for 3 rounds. Alternatively, you can check off four boxes to reroll a failed saving throw against an effect that would have granted you the frightened or panicked condition. Once you have checked off the last box, cross this boon off your Chronicle sheet.
Source: Module - Down the Blighted Path (Firebrand’s Redoubt)

[__][__][ X ] Three Traditions of Torag: You rescued Delbera Axebringer’s descendants from their duergar captors. In thanks, the dwarves of Davarn share knowledge that may assist you in your future adventures. Your training focuses on one of Torag’s three areas of concern. Choose one of these topics below, and cross the other two o! your Chronicle sheet. You may check off at most one box each round. Forge: You treat Craft (weapons) and Craft (armor) as class skills, and gain a +2 insight bonus on both skill checks. You may check off one of the boxes before this boon as a free action to increase the enhancement bonus of any weapon you wield by +1 for 1 round.
Source: Module - Down the Blighted Path (Firebrand’s Redoubt)

[__] [__] Necromancer’s Bane: You defeated the necromancer Zohir, and honed your skill at fighting against the forces of undeath. You may select either this boon or Zohir’s Disciple; cross the other off your Chronicle sheet. You may check o! a box before this boon as a swift action to infuse your attacks with the ability to strike true against undead for 1 round. For the duration of this effect, treat all of your weapons as if they had the ghost touch weapon special ability, and treat your weapons as if they were bludgeoning, piercing, and slashing for the purposes of bypassing the DR of undead creatures. Also, your magic items, spells, spell-like abilities ignore the 50% chance to affect incorporeal undead creatures. When you check off this boon’s second box, cross the entire boon off your Chronicle sheet.
Source: Module - Down the Blighted Path (The Tower Spite Built)

Uthrat’s Masterpiece: You discovered Uthrat’s library. Among his notes was enough information to construct a spider-shaped living topiary (Pathfinder RPG Bestiary 4 181). Using these notes and a bevy of expensive alchemical ingredients, alchemists within the Pathfinder Society have animated one of these creatures. You may activate this boon to take the living topiary along with you on an adventure. You must provide a copy of Bestiary 4 as if the living topiary appeared in Additional Resources. This living topiary does not count against the number of creatures that may accompany you during an adventure. Once the adventure has concluded, the topiary returns to the Grand Lodge for further study; cross this boon off your Chronicle sheet.
Source: Module - Down the Blighted Path (The Tower Spite Built)

Torag’s Bulwark: You set Delbera Axebringer’s spirit to rest, and the Father of Dwarvenkind has taken notice of your valor. If you are acting to further Torag’s interests, such as protecting innocents or creating useful tools, Torag’s highest servitors may intercede on your behalf. You may cross this boon o! your Chronicle sheet to receive divine intervention. This intervention does not take any of your own actions, and it occurs at the beginning of your turn. You receive the effects of your choice of cure serious wounds, remove blindness/deafness, or remove paralysis (all at CL 10). If you worship Torag, you may instead receive break enchantment or breath of life. Finally, if you are a divine spellcaster who worships Torag, the effect’s caster level increases to 20.

BOT:

ENLARGED
+2 size bonus to Strength,
-2 size penalty to Dexterity (to a minimum of 1),
-1 penalty on attack rolls and AC due to its increased size.

DICE EXPRESSIONS
BIG SUMMARY
[DICE=Enlarged, PA, VS, Earthbreaker ]1d20+23-1[/dice] [dice=Dmg]3d6+3d6+31[/dice]

or

[DICE=Enlarged, PA, Earthbreaker]1d20+23-1[/dice] [dice=Dmg]3d6+31[/dice]
[dice=Iterative: Enlarged, PA, Earthbreaker[/dice]1d20+15-1 [dice=Dmg]+3d6+31[/dice]

BIG AND FAST SUMMARY

[DICE=Haste, Enlarged, PA, Earthbreaker]1d20+23-1+1[/dice] [dice=Dmg]3d6+31[/dice]
[DICE=Second Haste, Enlarged, PA, Earthbreaker]1d20+23-1+1[/dice] [dice=Dmg]3d6+31[/dice]
[dice=Iterative: Haste, Enlarged, PA, Earthbreaker[/dice]1d20+15-1+1 [dice=Dmg]+3d6+31[/dice]