Figurine

Kephniel the Damned's page

13 posts. Alias of Squeeks.


Full Name

Kephniel Achterum, the Damned

Race

Hellbred

Classes/Levels

Cleric 6

Gender

Female

Size

Medium

Special Abilities

Darkvision 60 ft

Alignment

Neutral Good

Deity

Iomedae

Location

Stormfare

Languages

Common, Infernal

Strength 10
Dexterity 18
Constitution 15
Intelligence 9
Wisdom 18
Charisma 12

About Kephniel the Damned

Backstory:
Kephniel's story is one wrought of sorrow, and one not normally shared. Given the name Kephniel Achterum at birth, the girl was born of celestial blood and her beauty was that of her angelic mother. Her parents seperated by planes Kephniel was raised by her father Matthias, a son of the Iomedaen temple from a young age, while she only knew of her mother in dreams. Kephniel was a devout follower of the Inheritor and as such was guided along her father's path to join the contingent of Paladins out of the fair city of Izmir.

Kephniel spent her life bringing balance and honor to the world as was taught by the Inheritor. She often traveled with a male cleric of Iomedae by the name of Imhiel whom, as time passed, she'd grown to love and at one point had been engaged to be wed. It was while traveling along the coast, Kephniel took on a man who gave his name as Rais to help the party in tracking.

Kephniel, oblivious to the man's intentions, took Rais in to the party against Imhiel's expressions of concern. One request after another from Rais, Kephniel did not see how slippery the slope was she slid down until it was far too late. Thoroughly convinced after seeing what she believed to be true that she was being watched by even the same of her own order, Kephniel returned to Izmir intent of righting the perceived wrongs done to her.

One marvels at how Kephniel did it, but after two weeks in the city four Iomedaen clerics lie dead. It wasn't until Imhiel lay under her sword, his eyes wide with shock at her betrayal that Kephniel's mind began to comprehend. Rais came to her that night, not as the man she knew but as a Devil set to drag her to the hells for her transgressions to the world. Kephniel begged with the devil, crying to the sky above a plea of forgiveness, yet even as the Paladine of Izmir came upon her Kaphniel did not beg them for mercy.

Kephniel's spirit was forfeit to the Hells, yet even as she first felt the bite of the torture to come for eternity, Kepniel heard a sweet voice she'd heard before in life whispering to her.

'A second chance is yours...'

It's been years since the fateful night that Kephniel slipped beyond redemption, and as promised by the sweetest, most angelic voice she heard that day she has been given a second chance. Reincarnated into the body of a human marked by the Hells and the Inheritor herself, Kephniel fills her lover's role in Iomedae's church as a cleric. Sent from Izmir to Stormfare to see to the safety of a child oracle, Kephniel's hope of redemption dwindles with each passing day of her second life. 'For those purest of heart are welcomed into the arms of the Inheritor,' the scripture reads.

No matter what she does, she has been marked and sorted to Hell in her afterlife. Only an act of the most pure can bring Kephniel to her Heavenly home, but is there such an act for one bred of Hell?

Appearance:

Spell lists:
Spell List 1 Currently prepared
3 (3/day) Magic Circle against Evil, Daylight, Create Food and Water, Invisibility Purge
2 (4/day) Restoration, Lesser, Owl's Wisdom, Align Weapon, Inheritor's Smite, Grace (DC 16)
1 (4/day) Shield of Faith, Divine Favor, Remove Fear, Sanctuary (DC 15), Bless
0 (at will) Create Water, Stabilize, Detect Magic, Spark (DC 14)

Statblock:

KEPHNIEL THE DAMNED CR 5
Female Hellbred Cleric 6
NG Medium Outsider (Native)
Init +4; Senses Darkvision (60 feet); Perception +4

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DEFENSE
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AC 21, touch 15, flat-footed 17. . (+6 armor, +4 Dex, +1 deflection)
hp 49 (6d8+12)
Fort +9, Ref +8, Will +11

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OFFENSE
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Spd 30 ft.
Melee Silver Dagger, Masterwork +5 (1d4-1/19-20/x2)
Ranged +1 Crossbow, Light +9 (1d8+1/19-20/x2)
Spell-Like Abilities Touch of Good (7/day), Touch of Law (7/day)
Cleric Spells Known (CL 6, 4 melee touch, 8 ranged touch):
3 (3/day) Magic Circle against Evil
2 (4/day) Align Weapon
1 (4/day) Divine Favor

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STATISTICS
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Str 10, Dex 18, Con 15, Int 9, Wis 18, Cha 12
Base Atk +4; CMB +4; CMD 19
Feats Point Blank Shot, Rapid Reload: Crossbow, Light, Rapid Shot
Traits Birthmark, Skeptic
Skills Acrobatics +3, Escape Artist +3, Fly +3, Knowledge: Religion +5, Knowledge: The Planes +4, Linguistics +3, Ride +3, Spellcraft +8, Stealth +3, Swim -1
Languages Common, Infernal
SQ Archon, Aura (Ex), Channel Positive Energy 3d6 (4/day) (DC 14) (Su), Cleric Domain: Good, Spontaneous Casting
Combat Gear +1 Crossbow, Light, Silver Dagger, Masterwork, Mithral Agile Breastplate; Other Gear Bit and bridle, Boots of the Mire, Cloak of Resistance, +2, Handy Haversack (12 @ 15 lbs), Holy symbol, silver: Iomedae, Magnet, Ring of Protection, +1, Rope, silk (50 ft.) (2), Saddle (Military), Saddlebags (empty), Weapon Blanch, Adamantine (3), Weapon Blanch, Cold Iron (3), Weapon Blanch, Silver (3)

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SPECIAL ABILITIES
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Archon Associated Domain: Law
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Birthmark +2 save vs. charm & compulsion
Channel Positive Energy 3d6 (4/day) (DC 14) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Good Granted Powers: You have pledged your life and soul to goodness and purity.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Reload: Crossbow, Light You can reload fast with one type of Crossbow.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Skeptic +2 save vs. illusion.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Good (7/day) (Sp) Grant +3 to skill checks, ability checks and saving throws for 1r.
Touch of Law (7/day) (Sp) A d20 roll becomes 11.