Artemis Entreri

Klaus Stennes's page

10 posts. Alias of AGM Lemming.


About Klaus Stennes

Basics:

Character Name: Klaus Stennes
Character Race: Human/Ulfen
Character Class: Storm Druid 6 / Feysworn 7
Alignment: LN
Deity: Magdh

Current Moderator:
Adventure:
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Gender: Male
Age: 23
Height: 5' 10"
Weight: 180
Eyes: Left-Brown, Right-Blue
Hair: Brown
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Character Level: 13

Known Languages
Common, Slyvan, Druidic, Goblin, Orc, Giant

Appearance:

Appearance: Klaus is strange looking for an Ulfen, with a dark complexion, average size and dark hair. When he appears in his true form (rarely) he is average size and weight.

Stats:

Strength: 12 [2 points]
Dexterity: 20 [2 points, Human +2, Level 4 & 8 +2, Belt +4]
Constitution: 20 [2 points, Human +2, Level 4 & 8 +2, Belt +4]
Intelligence: 20 [2 points, Human +2, Level 4 & 8 +2, Headband +4]
Wisdom: 22 [5 points, Human +2, Level 4 & 8 +2, Headband +4]
Charisma: 12 [2 points]
****15 point buy****
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Hit Points: 133 (d8+5/level)

Defense & Saves:

Armor Class: 22 (Armor: +3, Dex: +5, Ring: +2, Sight Beyond Time: +2)
Flatfooted Armor Class : N/A Sight Beyond Time
Touch Armor Class: 19

+1 Leather Armor

Special Armor Class Notes: DR 10/cold iron
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Save vs. Fortitude: +14 (Druid: +5, Feysworn: +2, Con: +5, Cloak +2)
Save vs. Reflex: +14 (Druid: +2, Feysworn: +2, Dex:+5, Trait +1, Cloak +2, Sight Beyond Time: +2)
Save vs. Will: +17 (Druid: +5, Feysworn: +4, Wis: +6, Cloak +2)

Special Save Notes: None, Resist Electricity 10

Offense:

Initiative Modifier: +10 (DEX +5, Feat +4, Trait +1)
Base Attack Bonus: +9 (Druid +4)(Feysworn +5)
Melee Attack Bonus: +1
Ranged Attack Bonus: +5

Special Combat Notes: None
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Weapons:
Dagger d4 P or S, 19-20x2, 10', 2 GP, 1 lb
Scimitar d6 S, 18-20x2, 15 GP, 4 lbs
Shortspear d6 P, x2, 20', 1 GP, 3 lbs
Sling d4 B, x2, 50'
10 bullets 1 SP, 5 lbs

Quarterstaff with Spellstaff: Wind Walk

Skills:

Storm Druid skill points earned: 54: 9/level (4 + Int(3) + Human(1) + Favored Class(1))
Feysworn skill points: 42: 6/level (2 + Int(3) + Human Bonus(1))

Druid's class skill: Climb(Str), Craft(Int), Fly(Dex), Handle Animal(Cha), Heal(Wis), Knowledge(geography)(nature)(Int), Perception(Wis), Profession(Wis), Ride(Dex), Spellcraft(Int), Survival(Wis), and Swim(Str)

Feysworn class skills additional: Bluff(Cha), Intimidate(Cha), Knowledge(planes)(religion)(Int), Sense Motive(Wis)

From Feats & Traits: Hermean Blood: Acrobatics and Stealth,

Skills from Headband:(2) Knowledge(Arcana)(Dungeoneering): +22 (Int 5) 13 Ranks +4 for Magdh Obedience

Skills:
Acrobatics: = +14 (Dex 5) 6 Ranks +3 [Class Skill]
Appraise: = +9 (Int 5) +4 for Magdh Obedience
Bluff: = +7 (Cha 1) 3 Ranks +3 [Class Skill]
Climb: = +5 (Str 1) 1 Ranks +3 [Class Skill]
Craft: = +9 (Int 5) +4 for Magdh Obedience
Diplomacy: = +1 (Cha 1)
Disguise: = +1 (Cha 1)
Escape Artist: = +5 (Dex 5)
Fly: = +18 (Dex 5) 10 Ranks +3 [Class Skill]
Handle Animal: = +7 (Cha 1) 3 Ranks +3 [Class Skill]
Heal: = +11 (Wis 6) 2 Ranks +3 [Class Skill]
Intimidate: = +8 (Cha 1) 4 Ranks +3 [Class Skill]
Knowledge (geography): = +15 (Int 5) 3 Ranks +3 [Class Skill] +4 for Magdh Obedience
Knowledge (nature): = +20 (Int 5) 6 Ranks +3 [Class Skill] +2 Nature Sense, +4 for Magdh Obedience
Knowledge (planes): = +17 (Int 5) 5 Ranks +3 [Class Skill] +4 for Magdh Obedience
Knowledge (religion): = +19 (Int 5) 7 Ranks +3 [Class Skill] +4 for Magdh Obedience
Perception: = +23 (Wis 6) 13 Ranks +3 [Class Skill] +1 Trait
Perform: = +1 (Cha 1)
Ride: = +5 (Dex 5)
Sense Motive: = +16 (Wis 6) 7 Ranks +3 [Class Skill]
Spellcraft: = +17 (Int 5) 5 Ranks +3 [Class Skill] +4 for Magdh Obedience
Stealth: = +21 (Dex 5) 13 Ranks +3 [Class Skill]
Survival: = +17 (Wis 6) 6 Ranks +3 [Class Skill] +2 Nature Sense
Swim: = +6 (Str 1) 2 Ranks +3 [Class Skill]

Feats & Traits:

1st Level: Improved Initiative

Human Bonus: Hermean Blood
- Has to be selected at 1st level: Select two skills associated with the same ability score. (Acrobatics & Stealth: DEX) They become class skills.

3rd Level: Fey Obedience
Prerequisites: Knowledge (planes) 3 ranks, must worship one of the Eldest.
Benefit: Each Eldest requires a different obedience, but each obedience takes only 1 hour to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the “Obedience” entry for that Eldest.
- If you have at least 12 Hit Dice, you also gain the first boon granted by your Eldest upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the Eldest’s second boon. If you have at least 20 Hit Dice, you also gain the Eldest’s third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant.
- Feysworn gain access to these boons at lower levels as a benefit of their prestige class.
- If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.

5th Level: Natural Spell
Prerequisites: Wis 13, wild shape class feature.
Benefit: You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.
You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while using wild shape.

7th Level: Wild Speech
Prerequisites: Druid level 6th, wild shape class feature.
Benefit: When using wild shape to take the form in which you cannot speak (such as an animal), you are able to speak normally in any language you know. This allows you to cast spells with verbal components, speak command words, and activate spell completion and spell trigger items. However, it does not give you the ability to cast spells requiring somatic components unless you also have the Natural Spell feat, or cast spells with material components merged into your form.
When using wild shape to take the form of an animal, you may use speak with animals to communicate with animals of your assumed form. This is a spell-like ability with a caster level equal to your druid level, and you may use it for a number of minutes per day equal to your druid level. These minutes do not have to be consecutive, but must be used in one-minute increments.

9th Level: Shaping Focus
Prerequisites: Wild shape class feature, Knowledge (nature) 5 ranks.
Benefit: If you are a multiclassed druid, your wild shape ability is calculated as though your druid level were four higher, to a maximum level equal to your character level.
Special: This feat has no effect if you are not a multiclassed druid.

11th Level: Divine Interference
Prerequisites: Divine spellcaster, caster level 10th.
Benefit: As an immediate action, when an enemy within 30 feet hits an ally with an attack, you can sacrifice a prepared divine spell or (if you are a spontaneous caster) an unused spell slot and make the enemy reroll the attack roll. The second attack roll takes a penalty equal to the level of the spell you sacrifice. You must sacrifice a spell of 1st-level or higher to use this ability. Whether or not the second attack is successful, you cannot use this effect on the same creature again for 1 day.

13th Level: Planar Wild Shape
Celestial Wild Shape gives Darkvision 60', DR 10/evil, Resist Acid/Cold/Electricity 15, Smite Evil 1/day (+CHA(1) to attack, +HD(13) to damage)
Fiendish Wild Shape gives Darkvision 60', DR 10/good, Resist Cold & Fire 15, Smite Good 1/day (+CHA(1) to attack, +HD(13) to damage)

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Traits:
Campaign: Roll With It: You’ve trained with some of the best giantslayers out there, and have learned how to avoid the worst effects of a giant’s powerful attacks. You gain a +1 trait bonus on Ref lex saves. In addition, once per day, when a creature with the giant subtype successfully confirms a critical hit against you with a weapon or a slam attack (not a spell or special ability), you can roll with the attack. You take normal damage from the blow, as if the critical had not been confirmed. You must be aware of the attack and able to react to it—if you are denied your Dexterity bonus to AC, you can’t use this ability.

Race: Human(Ulfen): Gruff Watcher
Having grown up among headstrong sailors and bloodthirsty raiders, you learned to keep quiet and pay attention. You gain a +1 trait bonus on initiative checks and Perception checks.

Race: Human:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Class Abilities: Druid/Storm Druid:

Weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear
Armor: Light & Medium non-metalic armor and shield

Nature Bond (Ex): A storm druid may not choose an animal companion. A storm druid must choose the Air or Weather domain, or the Cloud, Storm, or Wind subdomain.
Spontaneous Domain Casting: A storm druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Woodland Stride: Replaced by Windwalker.
Windwalker (Ex): At 2nd level, the penalties from natural or magical wind effects are treated as one step less severe for a storm druid.

Trackless Step: Replaced by Stormvoice.
Stormvoice (Ex): At 3rd level, a storm druid’s voice can magically carry over howling winds and peals of thunder. Whenever a Perception check is needed to hear the druid’s voice, the DC is reduced by an amount equal to the druid’s level.

Resist Nature's Lure: Replaced by Eyes of the Storm.
Eyes of the Storm (Ex): At 4th level, a storm druid can see through 10 feet of magical fog, mist, gas, wind, rain, or similar inclement weather conditions, ignoring any concealment it might grant. This distance increases by 5 feet for every 4 levels beyond 4th.

Venom Immunity: Replaced by Windlord.
Windlord: At 9th level, a storm druid can select another domain or subdomain from those available to her through her nature bond.

Wild Shape (Su): At 4th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar.
- A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
- A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily use of this ability, regardless of the form taken.
- At 6th level, a druid can also use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I.
- At 8th level, a druid can also use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I.
- At 10th level, a druid can also use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body III. When taking the form of a plant, the druid's wild shape now functions as plant shape II.
- At 12th level, a druid can also use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body IV. When taking the form of a plant, the druid's wild shape now functions as plant shape III.

A Thousand Faces: Replaced by Storm Lord.
Storm Lord (Ex): At 13th level, a storm druid is unaffected by natural and magical wind effects. She also becomes immune to deafness and gains +2 bonus on saving throws against sonic effects.

Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.

Air Domain/Wind Subdomain
Granted Powers: You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.
- Wind Blast (Su): As a standard action, you can unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, using your caster level as your base attack bonus and your Wisdom modifier in place of your Strength modifier. Treat the results as a bull rush attempt. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
- Electricity Resistance (Ex): At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.
- Domain Spells: 1st—whispering wind, 2nd—wind wall, 3rd—gaseous form, 4th—air walk, 5th—control winds, 6th—wind walk, 7th—elemental body IV (air only), 8th—whirlwind, 9th—winds of vengeance

Weather Domain/Seasons Subdomain
Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
- Untouched by the Seasons (Su): By touching a creature, you can grant it the benefits of endure elements, which last for 1 hour per cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
- Lightning Lord (Sp): At 8th level, you can call down a number of bolts of lightning per day equal to your cleric level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as call lightning.
- Domain Spells: 1st—goodberry, 2nd—fog cloud, 3rd—call lightning, 4th—blight, 5th—ice storm, 6th—control winds, 7th—control weather, 8th—sunburst, 9th—storm of vengeance.

Class Abilities: Feysworn:

Requirements:
Feat: Fey Obedience
Languages: Aklo, First Speech, or Sylvan.
Skills: Knowledge (planes) 5 ranks.
Special: Must worship one of the Eldest.

Weapon and Armor Proficiency: A feysworn gains proficiency with all simple weapons and with her Eldest’s favored weapon. She gains no additional proficiency with armor or shields.

Spells per Day or Spells Known: At the indicated levels, when a new feysworn level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before taking the prestige class. She doesn't gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If the character had levels in more than one spellcasting class before becoming a feysworn, she must choose to which class she adds the new level for the purposes of determining spells per day.

Feymarked (Ex): Upon death, a feysworn is immediately resurrected and transported to a location on the First World sacred to the Eldest the feysworn worships (at the GM’s discretion, the feysworn may be reincarnated instead). From that point forward, the character is held in her living state only by the Eldest’s will. While the amount of service the Eldest demands in exchange varies, if at any point the Eldest becomes displeased enough to revoke this status, the feysworn is immediately and utterly destroyed, her soul energy permanently reabsorbed into the First World. Creatures slain in this manner cannot be resurrected short of deific intervention.

Feysworn creatures are immune to any spell not capable of targeting fey (such as dominate person, charm person, hold person, and any other spells specifically targeting humanoids). This immunity can be voluntarily suspended as per the rules for spell resistance.

Obedience (Ex): A feysworn must select one of the Eldest to worship; once this choice is made, it can’t easily be changed . In order to keep the abilities granted by this prestige class (including augmented spellcasting abilities), a feysworn must conduct a daily obedience to her chosen Eldest (see Chapter 2).

Fey Boon: As a feysworn gains levels, she gains boons from her Eldest patron. The nature of the boons varies depending on the feysworn’s chosen Eldest. Each Eldest grants three boons, each more powerful than the last. At 3rd level, the feysworn gains the first boon. At 6th level, she gains the second boon, and at 9th level, she gains the third boon. Consult the Fey Obedience feat on page 17 and the Eldest descriptions in Chapter 2 for details on fey boons. When an Eldest grants a spell-like ability, the feysworn’s level for the spell-like ability is equal to her total character level. This ability allows a feysworn to access these boons earlier than normal; it does not grant additional uses of the boons once the character reaches the necessary Hit Dice to earn the boons normally.
Boons:
1: Secret Knowledge (Sp) identify 3/day, augury 2/day, or clairaudience/clairvoyance 1/day
2: Sight Beyond Time (Su) You constantly see a few moments down your own line of fate, and thus are never surprised or flat-footed. In addition, you gain a +2 insight bonus to AC and on Reflex saves.
3: Baleful Revelation (Sp) You can cast prediction of failureUM once per day.

Breacher (Ex): At 2nd level, a feysworn gains a constant and instinctive sense of the direction (though not distance) to the nearest breach between the First World and the Material Plane.

Feyskinned (Ex): At 2nd level, a feysworn gains the ability to harden her skin, granting herself DR 10/cold iron for 1 minute per feysworn level each day. This duration need not be consecutive but must be used in 1-minute increments. At 7th level, this DR becomes constant. If the feysworn already has DR 10/cold iron or better, the damage reduction increases by 5.

Summon Fey (Sp): At 4th level, a feysworn can use summon monster IV once per day to conjure 1 ekekeh (see page 60) or satyr, 1d3 nuglub gremlins (Pathfinder RPG Bestiary 2 143), or 1d4+1 fauns (Pathfinder RPG Bestiary 3 114). At 8th level, the feysworn also gains the ability to use summon monster VIII once per day to conjure 1 bogeyman (Bestiary 3 42), 1d3 nuckelavees (Bestiary 3 203), or 1d4+1 escorites (see page 61). At the GM’s discretion, specific Eldest may allow feysworn who worship them to summon other fey creatures of equal power with this ability.

Alien Mind (Ex): At 5th level, for a number of rounds per day equal to her feysworn level, the feysworn gains a +4 sacred bonus to one mental ability score and on saving throws against mind-affecting effects. These rounds do not need to be used consecutively. Once selected, the mental ability score affected cannot be changed until the feysworn next performs her Eldest’s obedience. Activating or maintaining this ability is an immediate action.

Plane Swap (Sp): At 5th level, the feysworn gains the ability to transport herself and up to one touched willing creature per feysworn level from the Material Plane to the First World or vice versa. This ability can be used once per day as a standard action, and functions as plane shift.

Tear Reality (Sp): At 10th level, once per day as long as she is on the Material Plane or in the First World, the feysworn can rip the planar fabric to unleash terrible magical energies. The area of effect is always centered on her (though she may otherwise determine its shape or targets according to the spell’s description) and chosen at random from the following spell effects.
d% Spell
1-17 Incendiary cloud
18-34 Sunburst
35-51 Earthquake
52-68 Fire storm
69-85 Storm of vengeance
86-100 Reverse gravity
Any level-based spell DCs and damage effects are based on the feysworn’s total character level (not just her feysworn level). The feysworn herself is immune to the magical effects, but allied creatures are affected unless noted otherwise in the spell.
This ripping of the planar fabric opens a breach to a random location on either the First World or Material Plane, allowing travel between the planes. The breach remains open for 3d6 days before healing.

Equipment & Gear:

Traveler's Outfit

+1 Leather Armor (1,000 GP)
Headband of Mental Prowess +4 INT and WIS (40K GP)
Belt of Physical Might +4 DEX and CON (40K GP)
Rod of Metamagic, Extend Lesser (3K GP)
Rod of Metamagic, Elemental Lesser (3K GP)
Rod of Metamagic, Rime Lesser (3K GP)
Rod of the Thriceborn, Lesser (2,500 GP)

Ring of Protection +1 (2K GP)
Ring of Sustenance (2.5K GP)
Cloak of Resistance +2 (4K GP)
Hand of the Mage (900 GP)

Pearl of Power Level 1 x3 (3,000 GP)

Wand of Cure Light Wounds: 50 charges (1500 GP) x2
Wand of Endure Elements: 50 charges (750 GP)
Wand of Heightened Awareness: 50 charges (750 GP)

Ioun Torch (75 GP)

Backpack - 2 GP - 2 lbs (Total: 10 lbs)
Bedroll - 1 SP - 5 lbs
Ration, Trail (3) - 5 SP ea - 1 lbs each

Pouch, Belt - 1 GP - 1/2 lbs
Waterskin - 1 GP - 4 lbs

Total weight carried: 54.5 lbs
Armor & Shield: 20 lbs
Weapons: 13 lbs
Other Gear: 21.5 lbs

Carrying capacity: ->43 lbs / ->86 lbs

Starting Gold: 108K GP
Armor & Shield:
Weapons:
Other Gear:

Remaining Money: Gold: 19, Silver: 4


Base Speed: 30 ft.
Magic:

Spontaneous Domain Casting: A storm druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower.
- Domain Spells: 1st—Whispering Wind, 2nd—Wind Wall, 3rd—Gaseous Form, 4th—Air Walk, 5th—Control Winds, 6th—Wind Walk, 7th—Elemental Body IV (air only), 8th—Whirlwind, 9th—Winds of Vengeance
- Domain Spells: 1st—Goodberry, 2nd—Fog Cloud, 3rd—Call Lightning, 4th—Blight, 5th—Ice Storm, 6th—Control Winds, 7th—Control Weather, 8th—Sunburst, 9th—Storm of Vengeance

Cast as 12th level: 4/4/4/4/3/3/2
Level 0: (4) Detect Magic, Guidance, Mending, Stabilize
Level 1: (4 +WIS(2) +Domain(1))
- Blend
- Cure Light Wounds
- Faerie Fire
- Liberating Command
- Obscuring Mist
- Snowball
- Domain: Goodberry
Level 2: (4 +WIS(2) +Domain(1))
- Barkskin
- Bull's Strength
- Bull's Strength
- Flurry of Snowballs
- Ice Slick
- Restoration, Lesser
- Domain: Fog Cloud
Level 3: (4 +WIS(1) +Domain(1))
- Cure Moderate Wounds
- Ice Spears
- Resist Energy, Communal
- Swarm of Fangs
- Sylvan Hideaway
- Domain: Call Lightning
Level 4: (3 +WIS(1) +Domain(1))
- Ball Lightning
- Explosion of Rot
- Explosion of Rot
- Freedom of Movement
- Domain: Blight
Level 5: (3 +WIS(1) +Domain(1))
- Call Lightning Storm
- Cure Critical Wounds
- Fire Snake
- Wall of Thorns
- Domain: Ice Storm
Level 6: (2 +WIS(1) +Domain(1))
- Roaming Pit
- Spellstaff
- Tar Pool
- Domain: Wind Walk

Save DC: 10 + Spell Level + WIS(6)

Character History:

So what do you say when people want to know you, and you don't really know yourself? I was the bastard son of.... No, that's not right. I wasn't a bastard, not at birth. My parents were happily married, until I was born. They were Jolath and Kryssall Stennes. Jolath was a good Ulfen man, a hunter and a very good one. He was large and strong as all good men should be. Kryssall, well she was a war trophy wife. But she was equal in their relationship as she had power from her goddess Shelyn that she could call on. Besides, she had the beauty of her goddess wrapped in a size of a human wife. I wonder sometimes where she actually came from. Was there Fey influence in her history?

Anyway, twenty three years ago I was born to Jolath and Kryssall Stennes. Unlike a good Ulfen male I have dark hair, dark skin, and one brown eye. I also have a strange birthmark covering most of the left side of my face, starting small above my eye and expanding down to cover most of my lower face. It had a greenish outline making it look almost sickly. Jolath wanted to throw me to the wolves. I'm told that his fury knew no bounds when Kryssall defied him and clung to me. He stormed out of our home, and out of the village snarling like a wild thing. He took no supplies but the knife on his belt and was gone for several months. Kryssal tried to explain to the people of the village, but after one look at me she was shunned. When Jolath returned, months later, he again demanded that I be sacrificed to the gods of the north.... or that Kryssal leave his home with me. She gathered her things and me, and left him.

She didn't go far. She knew of a cave almost within sight of the village. It was a hard life and there were several times that she had to leave me alone to hunt. I learned pretty quick how to defend myself from the rodents and things that lived in the cave with us. As I grew I learned to kill the smaller ones. She tried to teach me of her faith, but how does one believe and trust in a goddess of beauty when one looks like I do? But since my upbringing came from a woman of faith I guess it is no surprise that I learned my own path as one of faith. Fortunately when I got my calling my mother was willing to accept that it wasn't to her god, and she knew enough about other deities that she could teach me about mine.

While Mother was teaching me of my patron she also explained why my birthmark was significant. As I had grown the mark had become more clear and the knot was clearly the holy symbol of Magdh. No hair grew from the mark making it very easy to see. With the mark, and how suspicious most villagers were, I would never be welcomed into a village like our home!

About a year ago Jolath died. Some of the men of the village, the more honorable ones, approached Kryssall and suggested that she return to the village to live in his home again. I think they remembered her beauty as well as her value as a healer of Shelyn. I was accepted, grudgingly, because I was now a man and could contribute, even though I was no proper Ulfen man. I know I'll never be accepted by the men of the village, but it's time to see where my path will lead me.

Several years later Klaus left his home village. Knowing that he wasn't wanted he planned to never return. He traveled all around the continent learning what he could about the world. He traveled with several different groups and fought a lot of creatures.

Recently he was traveling alone, enjoying flying high in the shape of an eagle, when a huge crossbow bolt almost hit him. Flying down some to investigate he spotted a hill giant with a giant-sized crossbow, and two ogres. Keeping in air he cast several spells to contain and then kill them. He flew a spiral search above the area, confirming no other enemies, then landed to search the bodies for clues. Why would they attack a lone eagle? He found nothing of interest so he took to the air again.

The next morning he performed his usual Obedience to Magdh, but when he cast the leaves the image he received was inspired. The leaves flipped and showed red and brown undersides, all leaned on each other in a clear image of a mountain. Klaus studied the image and determined that the red must be a hint at a volcano. He thought about the area where he'd been flying and remembered a mountain that looked like a volcano. He'd kept far away, but maybe Magdh was telling him to check it out.

Not wanting to check out such a likely dangerous place alone he looks for signs of civilization and potential allies.