Bather

Kvell's page

66 posts. Alias of TheNine.


Full Name

Kvell

Race

Human

Classes/Levels

Cleric 3|| hp: 17/17 (subdual) 17/17 AC18/Touch10/Flat 16 | Fort+6/Ref+1/Will +8 | Init +1 Stealth + 0, Perception +4, Sense Motive +8, Survival + 4

Gender

Male

Size

Medium (6'6", 241lbs)

Age

34

Special Abilities

Channel

Alignment

NG

Deity

Pharasma

Occupation

Woodcarver.

Strength 14
Dexterity 10
Constitution 13
Intelligence 10
Wisdom 19
Charisma 14

About Kvell

'Kvell' Kvelltorin Crassusson
NG Cleric 3
AC:14 ; F: +5, R: +1, W: +8; Init: +0; Perc: +3
HD:1 3d8+3 (17)
Deity: Pharasma
Fame:
Prestige:
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DEFENSE
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AC 18, touch 10, flat-footed 16
hp 17 Current: 17/17
Fort +5, Ref +1, Will +8
Defensive Abilities
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OFFENSE
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Speed 20 (30)ft.
Melee: +1 Dagger - +6 to hit, 1d4+3 dmg 19-20 crit x2
Longspear - +4 to hit, 1d8+2 dmg 10 foot reach 20 crit x3
Morningstar - +4 to hit, 1d8+2 dmg 20 crit x2
Ranged Light crossbow - +2 to hit 1d8 damage 19-20 crit x2
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STATISTICS
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Str 14 (+2), Dex 10 (+0), Con 13 (+1), Int 10 (+0), Wis 19 (+4), Cha 14 (+2)
Base Attack +2; CMB +4; CMD +12
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Feats & Traits
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Feats: Extra Channel, Selective channel, Combat casting

Traits:Northern Ancestry - +1 trait to fort saves
Indomitible faith - You gain a +1 trait bonus on Will saves.

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Skills
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Skills:Diplomacy +7, Heal +9, Kn.Religion +5, Kn.Arcana +5, Sense Motive +9 Spellcraft +5
Background Skills: Craft Woodworking +7, Handle Animal +6
Languages common,
Combat Gear: Breastplate, Hvy Wooden shield, 3 cure light wounds potions.
Other Gear: backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Campsite Kit - This kit is actually four bundles of gear, designed so four individuals can share the load. It consists of four bedrolls, four blankets, a day’s worth of firewood, a flint and steel, a tindertwig, four mess kits, a cooking kit, and 8 days of trail rations (with the expectation that adventurers will supplement the rations with a little hunting as they travel). Adventurers expecting inclement weather should also purchase one or more tents.
4 winter blankets, A pull cart with runners.
Coin:
PP:
GP: 88
SP:
CP:
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SPECIAL ABILITIES
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Domains - Healing - Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Healer’s Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.
Respose Domain
Gentle Rest (Sp): Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Ward Against Death (Su): At 8th level, you can emit a 30-foot aura that wards against death for a number of rounds per day equal to your cleric level. Living creatures in this area are immune to all death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area. These rounds do not need to be consecutive.

Channel Energy - 2d6/ 7 times a day
Spells 0 - level memorized (4) Create Water,Light,Mending, Spark
1 - level memorized 3+D - Bless,Detect Charm,Endure Elements, D- Cure light wounds
2 - level memorized 2+D - Burst of Radiance,Lesser Restoration, D - Cure Moderate Wounds

background:
Kvelltorin Crassusson grew up in a small town in Irrisan as an only child to one of the local witches guards and the midwive of the town. His mother was in secret a worshipper of the lady of graves mostly to not somehow come under notice from the local witch. He wasn't a lonely child, his cousin Herger grew up in the very same town and they were pratically joined at the hip until their teenage years.

His cousin Herger found his way into the witch's guard and caught the eye of one of the witches daughters. Kvell thought it was a terrible idea and sadly it turned out he was correct. His cousin eventually married the young witch and had three children. That wasnt the trouble. The trouble came one fateful 'warm' summer when he, his cousin, and his cousin's young son went on a fishing and hunting trip.

Tragedy struck in a way while they were gone, Irrisin politics struck and his cousin's wife and two daughters were casulties. It devastated his cousin and nephew. His cousin, afraid for his son's life fled the lands first to the east, then to the south. Kvell hasn't heard from him or seen him since. He has been spoken to by several different witchs about his cousin's whereabouts however.

So now he reside in the town, alone since his parents passed a few winters back. With his mother's faith in him, her training with him still in his mind, he quietly lives his life in the town, taking care of the sick when the town's new midwife needs an extra hand, occasional making coin by trapping or carving wood.