Alain

Killane Wiltshire's page

10 posts. Alias of Vazlow.


Full Name

Killane Wiltshire

Race

Human

Classes/Levels

Cleric 3

Gender

Male

Size

5'11"

Age

26

Alignment

Lawful Good

Deity

Torag

Languages

Common

Occupation

Blacksmith

Strength 16
Dexterity 10
Constitution 16
Intelligence 14
Wisdom 14
Charisma 10

About Killane Wiltshire

Background:

Killane was born in a modest farming community, and was a young child when his father was killed by roaming bandits. His mother did her best for him, and managed to get him apprenticed to the local blacksmith, who was a dwarf. The blacksmith quickly realized that there was something special about Killane. From the moment he picked up the hammer, it was as though he was complete. When Killane wasn't learning about blacksmithing, his master taught him the basics of Torag, and Killane knew that he had known Torag his whole life. From that point on Killane served Torag, both as a cleric and as a blacksmith.

As Killane grew older he slowly replaced the dwarf as the town blacksmith, but he grew to love the dwarf as a father. Then one day the bandits came back, and in far greater numbers than before. They attacked late during the night and were through half of the town before anyone even realized it. Killane and his master were working late, and when they heard the first scream they grabbed weapons and went to charge out of the shop. Before they could make it out of the shop, bandits broke down the door and attacked them. Together they defended themselves in the shop, and eventually drove away the bandits. But not before most of the town was killed, and Killane's master was mortally wounded. Killane and the few survivors spent the next 2 days burying the dead, and then moved on.

Since then Killane has been moving from town to town, paying for his way with his smithing talents. When he heard of the chance to go to the Stolen Lands to settle, he decided to go, if not for more than just moving away to start over. He is very hands on and can built almost anything, something he learned as a blacksmith.

Appearance and Personality:

Killane is a man that obviously worked hard his whole life. He stands just under 6 feet tall and is about 220 pounds. He has a grim determination about him, and once he sets his hands to something, he does not stop until it is finished. He is soft-spoken and reserved, but when something needs to be done that he knows how to do he is not afraid to step up and take the lead. He is confident in a fight, but prefers just trying to knock out people instead of killing them. He usually wears a chain shirt and wields a warhammer, both of which he made. He has brought 2 horses with him, one a combat-trained heavy horse, and the other is a pack pony that he uses to carry his extra gear.

Character Sheet:

Killane Wiltshire
LG Human Male Cleric 3
Init: +6; Perception: +4

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DEFENSE
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AC: 14, Touch: 10, Flat-footed: 14 (+4 armor)
HP: 30 (3d8+9con+3fc)
Fort: +6, Ref: +0, Will: +5
Armor: Masterwork Chain Shirt

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OFFENSE
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Speed: 20 ft.
Melee: Warhammer Masterwork +7(1d8+3)
Club +5(1d6+3)

Ranged: Sling +2(1d4+3)
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STATISTICS
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STR: 16(+3), DEX: 10, CON: 16(+3), INT: 14(+2), WIS: 14(+2), CHA: 10
BAB: +5; CMB: +5; CMD: 17
Languages: Common


Feats::

Improved Initiative - You get a +4 bonus on initiative checks.

Prodigy - Choose two Craft, Perform, or Profession skills in any combination (two Craft skills, a Craft skill and a Perform skill, and so on). You receive a +2 bonus on checks with these skills. If you have 10 or more ranks in any one of these skills, the bonus increases to +4 for that skill. Craft (Weapon) & (Armor)

Weapon Focus (Warhammer) - You gain a +1 bonus on all attack rolls you make using the selected weapon.


Traits::

Pioneer - You begin play with a horse. Also, choose one of the following
skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill. - Perception

Reactionary - You were bullied often as a child, but never
quite developed an offensive response. Instead, you became
adept at anticipating sudden attacks and reacting to danger
quickly. You gain a +2 trait bonus on Initiative checks.

Skills::

Craft (Armor) +10 (3+3+2+2)
Craft (Weapon) +10 (3+3+2+2)
Craft (Carpentry) +6 (1+3+2)
Diplomacy +4 (1+3)
Handle Animal +1 (1)
Knowledge (Engineering) +4 (2+2)
Perception +4 (1+2+1)
Ride +1 (1)
Sense Motive +6 (1+3+2)
Survival +3 (1+2)

Gear::

Mount: Combat-Trained Heavy Horse
Pony - Pack Horse
Magic Items: None
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TRACKED RESOURCES
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Trail Rations - 4
Holy Water - 2

Copper: -
Silver: -
Gold: -
Platinum: -
Gems: -
Other: -

Spells:

0-4
1-3+1 - Magic Stone,Shield
2-2+1 - Heat Metal,Barkskin

Special Abilities:

Channel Energy - 2d6 (3/day)

Aura - A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment

Metal
Metal Fist (Su): As a swift action, you can turn your fists into metal for 1 round, allowing you to make unarmed strikes that deal 1d6 points of bludgeoning damage plus your Strength modifier. These unarmed strikes do not provoke attacks of opportunity, but attacking with both uses the two-weapon fighting rules as normal. In addition, these unarmed strikes ignore the hardness of items with a hardness of 10 or less. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Defense
Deflection Aura (Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.

Spontaneous Casting - A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).