Tiryin Vonnarc

Kienyach's page

441 posts. Alias of CampinCarl9127.


Full Name

Kienyach Vonnarc

Race

Half-Elf

Classes/Levels

Brawler 6 | HP 68/68 | AC: 17 | T: 13 | FF: 14 | CMD 22 (+3 vs trip) | Fort: +6 | Ref: +6 | Will: +3 (+2 vs charm/compulsion) | Initiative: +2, Perception: +12, Speed: 30 ft.

Gender

Male

Size

Medium

Age

24

Alignment

LN

Languages

Common Drecna (F+RW), Elven (F+RW)

Strength 18
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 12
Charisma 7

About Kienyach

Statistics:
Male Half-Elf Brawler 6
LN Medium Humanoid (Half-Elf)
Init +2; Senses Perception +12; darkvision 60 ft., light blindness
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DEFENSE
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AC 17, touch 13, flat-footed 14 (+4 armor, +2 dex, +1 dodge)
hp 68
Fort +6, Ref +6, Will +3 (+2 vs charm/compulsion)
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OFFENSE
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Speed 30 ft.

Melee Unarmed (Cestus) +11/+6 (1d8+5)
Dan Bong +10/+5 (1d6+4)
Flurry +9/+8/+4 (1d8+5/1d8+5)

Ranged Javelin +8 (1d6+4)
Dan Bong +8 (1d6+4)

Spell-Like Abilities (CL 6[/b]
1/day - dancing Lights, darkness, faerie fire
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STATISTICS
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Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 7
Base Atk +6/+1; CMB +10 (+1 trip); CMD 23 (+1 vs trip)
Traits Heavy Hitter, Slippery, Chainbreaker
Feats Dirty Fighting, Pummeling Style, Power Attack, Intimidating Prowess, Nightmare Fist
Skills (24 points; 24 brawler)
ACP -1
(6) Acrobatics* +11
(1) Climb* +8
(1) Intimidate +8
(6) Perception +12
(3) Sense Motive +7
(6) Stealth* +12
(1) Swim* +8
Non-Standard Skill Bonuses
+2 Perception (racial)
+1 Stealth (trait)
*ACP applies to these skills
Languages Common Drecna (F+RW), Elven (F+RW)

Special Abilities:

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SPECIAL ABILITIES
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Elven Immunities Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses Half-elves receive a +2 racial bonus on Perception checks.

Elf Blood Half-elves count as both elves and humans for any effect related to race.

Drow-Blooded Some half-elves born of drow parents exhibit more drow traits than others—particularly many of the physical features of the drow—and have darkvision 60 feet and light blindness. This racial trait replaces the low-light vision racial trait.

Drow Heritage Half-elves with this trait count as drow for the purposes of any effect related to race, including prerequisites.

Drow Magic A few half-elves with drow ancestry exhibit the innate magic of that race. Half-elves with this trait have drow blood somewhere in their background, and can cast dancing lights, darkness, and faerie fire each once per day, using the half-elf’s character level as the caster level for these spell-like abilities.

Heavy Hitter You gain a +1 trait bonus on damage rolls made with unarmed attacks.

Slippery You gain a +1 trait bonus on Stealth checks and Stealth is a class skill for you.

Chainbreaker The thought of being chained again drives you to the brink of insanity. Whenever any part of your body is bound by magical or physical means, you gain +4 to strength until it wears off, and you gain +2 to any escape artist or other checks to remove the binding effect. (these effects do not stack: attempting a strength check to break a rope gains only the +2, for instance). This trait also applies to charm and compulsion effects.

Brawler’s Cunning If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Martial Flexibility (6/6) A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).

The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.

At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.

Martial Training At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Unarmed Strike (1d8) At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes. Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons. A brawler also deals more damage with her unarmed strikes than others.

Bonus Combat Feats At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat.

Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level.

Brawler’s Flurry Starting at 2nd level, a brawler can make a brawler’s flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the “monk” special feature. She does not need to use two different weapons to use this ability. A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler’s flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler’s flurry. A brawler with natural weapons can’t use such weapons as part of brawler’s flurry, nor can she make natural weapon attacks in addition to her brawler’s flurry attacks.

Maneuver Training At 3rd level, a brawler can select one combat maneuver to receive additional training. She gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver.

AC Bonus At 4th level, when a brawler wears light or no armor, she gains a +1 dodge bonus to AC and CMD. This bonus increases by 1 at 9th, 13th, and 18th levels. These bonuses to AC apply against touch attacks. She loses these bonuses while immobilized or helpless, wearing medium or heavy armor, or carrying a medium or heavy load.

Knockout At 4th level, once per day a brawler can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the brawler hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the brawler’s level + the higher of the brawler’s Strength or Dexterity modifier) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. At 10th level, the brawler may use this ability twice per day; at 16th level, she may use it three times per day.

Brawler’s Strike At 5th level, a brawler’s unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction. At 9th level, her unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 12th level, she chooses one alignment component: chaotic, evil, good, or lawful; her unarmed strikes also count as this alignment for the purpose of overcoming damage reduction. (This alignment component cannot be the opposite of the brawler’s actual alignment, such as a good brawler choosing evil strikes.) At 17th level, her unarmed attacks are also treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

Close Weapon Mastery At 5th level, a brawler’s damage with close weapons increases. When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon (for example, a 5th-level Medium brawler wielding a punching dagger deals 1d6 points of damage instead of the weapon’s normal 1d4). If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The brawler can decide to use the weapon’s base damage instead of her adjusted unarmed strike damage—this must be declared before the attack roll is made.

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb.
Current Load Carried 36 lb.

Money 0 GP 26 SP 80 CP
MWK Cestus (310sp) (2 lb.)
Cestus (1sgp) (2 lb.)
Dan Bong x2 (2cp)
Dagger (2sp) (1 lb.)
Javelin x3 (3sp) (6 lb.)
MWK Chain Shirt (250sp) (25 lb.)
Potion of CLW (75sp)

Background:
His name wasn't always Kienyach. He was born as Zov, the cursed half-human bastard. The xenophobic elven society set far into the mountains made his life a living hell. The noble cleric who delivered Zov killed his mother upon seeing him and condemned him to the life of a slave. Even among the forlorn elves, Zov had a hard life.

As soon as he could hold his own, Zov was baptized in blood. He was thrown against the other reject children and the young captives from other races, battling to the death in a pit of darkness before he was ten. His father was darkness. His mother was hunger. His teacher was pain. There was no kinship, no honor, no tradition or culture or humane interaction. Only his cold cell, his towering jailers, and the ones he was forced to kill in order to survive. The ones who he traded blood with were the only ones he knew. In a perverted sort of way, he cared for them. They understood what is was to be him. What it was to live life in a cage, cold and hungry and in pain, only knowing the touch of another when it was to inflict pain. So he cared for them, even as he bit and strangled them to death, always with a mixture of remorse and jealousy. Remorse that he was not allowed to eat their bodies, and jealousy that they got to escape while he was stuck here.

Zov kept fighting until he was a teen, then a young man. His conditions got worse as the fights got harder, but he became hardened to the life. He rationed the small amount of food he got, hiding it under a broken stone. He learned to sleep light and whenever he had the chance, sometimes even catching a few minutes as he was waiting for a fight to start. He learned what fights he could lose and still survive, and what jailers would do him favors if he threw a fight to make them win a bet. He was still barely scraping by, but he was learning. He learned how to survive in this hell of a life. He learned who not to piss off. He learned how to keep wounds from crippling him. He learned what jailers took what shifts. And one day, he learned which jailer would leave his cell open for a big enough payoff.

Zov made deals through a dozen different people, throwing matches left and right and getting beaten within an inch of his life until he had enough money saved up to bribe the corrupt jailer, Veldrizz. He didn't even know what the world was like outside the bloody fighting pits, but he knew it had to be better than scrambling in the dark to barely survive. He waited with gritted teeth as Veldrizz came down to lock up the cells, knowing his plan could end in death as easily as escape. But Veldrizz simply gave him a small grin as he passed by Zov's cell, pretending to lock it. Zov narrowed his eyes and waited for Veldrizz to pass out of sight, then slipped out into his first breath of freedom.

Zov crept through the darkness, avoiding the other jailers as his heart threatened to beat out of his chest. Discovery meant death. He was seen twice but both times strangled the jailers in a silent but vicious attack. With his last kills in that hell hole behind him, he escaped away from that life forever. He saw the full-blooded elf inside the city near where he escaped and immediately headed the opposite direction, eventually finding a tunnel that lead to the light above. And that was Zov's first true taste of freedom. Crawling out of the dirt in the middle of a desert to face the bright morning sun, blinding him in its brilliance.

Zov's first taste of surface life was harsh. He spent days without food or water as he wandered the blistering desert. As his mind and body began to fail him he finally saw civilization. A small oasis, mostly a stopping point for traveling merchants. Zov wasted no time in staggering into the little oasis town and grabbing food and water from the nearest source; a food stand with a very angry-looking merchant behind it. The man yelled at him in a strange language and reached out to take the food from Zov, quickly earning a swift punch to the face from the half-starved half-elf. The situation degraded quickly as the local muscle piled onto Zov, earning a few lumps as they overpowered him and brought him to the local sheriff. He was dragged along as questions and accusations and threats were thrown at him in the same strange language, his only response growls and snarls.

They dumped Voz in front of the sheriff's office as the sheriff by the name of Ryder Craw stepped out into the sand. He stared down at the beaten half-elf for a moment, then spit and barked something at the thugs. They gave a series of replies and drifted off, leaving the two alone. Ryder went down to a knee in front of Voz, turning his head and asking a question.

When there was no response he narrowed his eyes and tried again in elven. "Speak elven maybe? You might have the ears for it. Halfway anyways."
Zov jerked up and growled. "Let me go or I'll rip your throat out!"
Ryder arced a brow and shook his head. "That ain't no way to make friends. Listen here boy, you came into my town, stole from one of my people, then punched him for no good reason. Now I try to run a fair sense of law here, so you better have a damn good reason why you did that. Either that or I cut your damn head off. We have an understanding?"
Zov struggled against his bindings, but he was not stupid and knew his situation. "Needed...water...dying...escaped...from elves..."
Ryder raised both his brows, spitting into the sand again. He took a moment looking down at the half-elf savage then nodded. "I think I'm understanding what's going on here. Tell you what. I'll settle your debts to the man and you work for me to pay it off. Somebody once showed me some kindness like this when I needed it, and I think paying it forward's the right thing to do."

And that was how Zov made his first friend. Somebody he knew who didn't want to kill him or torture him, somebody that he didn't want or have to kill. Ryder wasn't exactly a compassionate individual, but compared to his past life the sheriff felt like a nurturing mother. Ryder had him help with some odd jobs, mostly lugging around heavy goods for the local merchants and helping Ryder keep his office clean. It took Zov a few weeks to really grasp the idea of civilization as he was escorted around by Ryder like an ignorant child. The locals didn't like him, but Ryder kept them at a respectful distance as Zov learned how to function in a world that was not ruled by pain and darkness and death.

Over the course of a few years, Zov slowly but surely became a functioning member of society. He learned the intricacies of civilization and culture as well as the common tongue. Once he mastered the language well enough he threw away his slave name, reinventing himself with a new name: Kienyach Vonnarc. He got the name from a merchant who came through town selling weapons who entranced the half-elf with stories of heroes of old. Kienyach eventually grew confident enough in his social abilities that he decided to strike out on his own. His time spent on the surface only intensified his curiosity about the world, so he thanked Ryder for all his help and gathered his meager possessions before striking out on his own.

The rest of the world was not so kind without the local law keeper vouching for him. He picked up enough work as hired muscle to survive without resorting to stealing, but it was a dull living that barely had him scraping by. Than one day when he was working a mercenary, he ran into an organized group that routed him and his mercenary allies in a brutal assault. But then Kienyach learned they were resistance fighters and saw how they worked together with such purpose and vigor, he knew what he wanted to do.

It didn't take long for Kienyach to slip away from the flimsy life he had been attempting to build and find his way into the resistance. He didn't fit well at first, especially with the prejudice against him, but the strict training and regulations of the resistance helped both of these. It gave him a sense of order in the chaotic world he had been born into, and while he never was truly accepted by his fellow soldiers there was a certain level of mutual respect that developed into brotherhood. It was the closest thing to a family Kienyach had ever had. It was also the best time of his life. Things made sense, everybody had a place to be and a job to do, everything had a purpose, and his purpose was to insert a little chaotic violence into the ranks of their enemies.

But Kienyach's luck in life had never been good, and it all had to turn against him eventually. He was out on a mission with his brothers to find and neutralize an alchemist who had been poisoning the water supplies of local towns. They had tracked him down and sent in a small, covert group to arrest or kill the poisoner. They slipped in through the surrounding wilderness and began scaling the old wooden building he alchemist was hiding inside. Kienyach was covering the back exit in case of an escape while the rest of his group ran in, keeping an eye out in the darkness. But as they ran in he smelled the leakage of chemicals, and he saw the sly grin on the alchemist's face. His heart rate doubled and he broke out of the trees, running for the building to save his brothers. But it was too late. A violent explosion ripped out of the building, deafening Kienyach and throwing him back against the treeline as he felt his flesh burn away.

Kienyach awoke some time later in a daze, gasping in pain at his burned arms, chest, and face. He looked up and then yelled in pain and anguish at the sight. The building was in flames, and his brothers were gone along with it. He pushed through the pain of his burns to search the wreckage, but only found corpses. Among them was not the alchemist. The evil bastard escaped.

Kienyach deserted the resistance, unable to face the failure of that mission and the deaths on his conscience. Every night he is plagued by nightmares, waking up in a cold sweat as visions of the fire come alive in his mind. He has to escape. He has to get away and start again. Somewhere new.

Appearance and Personality:
Kienyach (Kien for short) has a very striking appearance. He is a tall, broad-shouldered half-elf with corded muscles and various scars all over his body. Half of his left ear is missing as if it was bitten off by something, and there are burn scars running from his arms to his chest and up his neck to his face. He has dusky gray skin and smoky-gray hair that falls down loosely past his shoulders.

Kien is an vicious-looking grim man of few words. He sees the world as a dark place where the only good comes from what you fight like hell for, an eternal pessimist. He warms up to people slowly and is even slower to trust, but once he does trust somebody he is fiercely loyal and protective of them. Kien has had nothing but harshness in his life and seeks a place that he can call home.