Kyffin Rhees's page

916 posts. Alias of Euan.

Full Name

Kyffin Rhees


AC: 22 (f19/t12); CMD: 20; F: +10, R: +6, W: +10; Perc +6


5' 11" and 241lbs




Chaotic Good






Common, Orc, Qadiran

Strength 18
Dexterity 12
Constitution 14
Intelligence 11
Wisdom 15
Charisma 10

About Kyffin Rhees

Stats & Saves:
Warpriest (7)
Base Stats (unenhanced by magic)
Str 18, Dex 12, Con 14, Int 11, Wis 15, Cha 10

Saving Throws
Fortitude = +11 (Base +6, Con +2)
Reflex = +6 (Base +2, Dex +1)
Will = +11 (Base +6, Wis +2)
(+2 to all, sacred tattoo (luck))
(+1 to all, Cloak of Resistance (resistance))
+2 vs fear or emotion (trait)

Armor Class = 22 (+2 buckler)
Flat-Footed AC = 19 (+5 chain shirt, +1 amulet of natural armor, +2 natural armor, +1 ring of protection)
Touch AC = 12 (+1 Dex, +1 ring of protection)

BAB = +6/1
CMB = +10 (Str +4)
CMD = 21 (Dex +1)

HP = 67 (d8 +2 con +1 favored class: 11, 8, 8, 8, 8, 8, 8, 8)

Initiative = +1 (Dex +1)
Movement = 30'

Traits & Feats:

Racial Traits
Sacred Tattoo Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Intimidating Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Darkvision Half-orcs can see in the dark up to 60 feet.

City Raised Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.

Enduring Stoicism (+2 saves vs fear or emotion, +1 intimidate)
Fate's Favored (+1 to luck bonuses)(faith)
Armor Expert (-1 ACP)(combat)
Flame of the Dawnflower (+2 damage when critical with scimitar)(religion)

Simple Weapon Proficiency (class)
Martial Weapon Proficiency (class)
Light Armor Proficiency (class)
Medium Armor Proficiency (class)
Heavy Armor Proficiency (class)
Shield Proficiency (class)
Additional Traits (first level)
Weapon Focus (+1 attacks with Scimitar)(class)
Ironhide (third level)
Power Attack (-2 attacks / +4 damage) (class)
Shield Focus (fifth level)
Weapon Specialization (Scimitar) (class)
Improved Natural Armor (seventh level)

(2 class) (Favored Class: Warpriest)
Acrobatics = +1*
Appraise = +0
Bluff = +0
Climb = +4*
Diplomacy = +0
Disguise = +0
Fly = +1
Heal = +2
Intimidate = +10 (4 ranks +3 class +2 racial +1 trait)
Knowledge Local = +6 (1 rank +3 class +2 racial)
Knowledge Religion = +4 (1 rank +3 class)
Perception = +6 (4 rank)
Perform (oration) = +4 (1 rank +3 class)
Ride = +1*
Sense Motive = +6 (1 rank +3 class)
Spellcraft = +6 (3 ranks +3 class)
Stealth = +1*
Survival = +6 (1 rank +3 class)
Swim = +4*
*Armor Check Penalty -1
Languages: Common, Orc, Qadiran

Special Abilities and Spells:

Aura (Ex): A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity's alignment (see detect evil).

Blessings (Su): A warpriest can call upon his blessings a number of times per day equal to 3 + 1/2 his warpriest level (7). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC of these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier (16). Kyffin's blessings are Good and Healing.

Holy Strike: You can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability.

Powerful Healer: You can add power to a cure spell as you cast it. As a swift action, you can treat any cure spell as if it were empowered (as the Empower Spell feat), causing it to heal 50% more damage (or deal 50% more damage if used against undead). This ability doesn't stack with itself or the Empower Spell feat.

Sacred Weapon (Su): Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type (d8).

Fervor (Su): This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier (6).
By expending one use of fervor, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage + an additional 1d6 points for every 3 warpriest levels he possesses beyond 2nd (3d6). Using this ability is a standard action (unless the warpriest targets himself, in which case it's a swift action). DC 16
As a swift action, a warpriest can expend one use of fervor to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way don't require somatic components and do not provoke attacks of opportunity.

Sacred Weapon (Su, Sw) (8r)
You can enhance one of your sacred weapons with divine power as a swift action. This ability grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (+2). The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds don't need to be consecutive.
These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon to have any of the following special abilities: brilliant energy, defending, disruption, flaming, frost, keen, or shock. In addition, he can also add ghost touch or holy. Adding any of these special abilities consumes an amount of enhancement bonus equal to the special ability's base price modifier. Duplicate special abilities don't stack. The weapon must have at least a +1 enhancement bonus before any special abilities can be added.
The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These benefits do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest's possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest's turn (that round does not count against the total duration, unless the ability is resumed during the same round).

Channel Energy (Su): A warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used for healing or to deal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of the warpriest's fervor and doesn't provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability.
Channeling energy affects all creatures of the chosen type (either undead or living) in a 30-foot-radius burst centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. A creature that takes damage from channeled energy can attempt a Will saving throw to halve the damage. The save DC is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier (14). A creature healed by channeled energy cannot exceed its maximum hit point total - all excess healing is lost. A warpriest can choose whether or not to include himself in this effect.

Sacred Armor (Su): At 7th level, the warpriest gains the ability to enhance his armor with divine power as a swift action. This power grants the armor a +1 enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1 (1). The warpriest can use this ability a number of minutes per day equal to his warpriest level (8m). This duration must be used in 1-minute increments, but they don’t need to be consecutive.
These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. The warpriest can enhance armor any of the following armor special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19). Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost (see Table 15–4 on page 463 of the Core Rulebook). For this purpose, glamered counts as a +1 bonus, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate abilities do not stack. The armor must have at least a +1 enhancement bonus before any other special abilities can be added.

Spells (Caster Level 8, Concentration +10)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
Second (14): Bull’s Strength, Burst of Radiance, Hold Person, Resist Energy, Sound Burst
Third (15): Dispel Magic, Invisibility Purge, Magic Vestment

Equipment & Wealth:

Comfortable Loose fitting Clothing in several layers, including several scarves (30gp)
Gold ring with jade stone (60gp) & Heavy, brocaded, gold chain (40gp) (100gp of jewelry for noble's outfit)
Signet ring
Chain Shirt +1 (1,250gp)(25#)(+5 AC, +4 max dex, -1 ACP)
Mithral Buckler, +1 (3#)(+2 AC, -0 ACP)
Scimitar (4#)
Scimitar +1 (4#)
Scimitar +1, vorpal (DREAMWORLD)
Morning Star (8gp)(6#)
Dagger (2gp)(1#)
Javelin x3 (6#)
Long Composite (+4) Bow (3#)
10 Arrows (Cold Iron w/ Silver blanch) (2#)
8 Arrows (Cold Iron w/ Ghost Salt) (1#)
Holy Symbol to Sarenrae, wooden (nicely carved scroll work) (5gp)
Boots of Speed
Cloak of Resistance +1
Amulet of Natural Armor +1
Ring of Protection +1
Spell Component Pouch (5gp)(2#)
- Ioun Torch heightened to be cast as a 5th level spell to overcome Deeper Darkness (7th level caster) (475gp)

Handy Haversack (5#)
- Nobles Outfit
- Signet Ring
- Jewelry assortment (gold ring with jade stone (60gp) & gold chain (40gp))
- Pearl of Power (first)
- Potion Cure Light Wounds x10
- Potion Cure Moderate Wounds x2
- Potion of Touch of the Sea (3) (75) * (normal caster level 1)
- Potion of Water Breathing (5) (750gp)
- Potion of Fly (5) (750gp) x2
- Scroll of Remove Paralysis x2
- Scrolls of Cure Serious Wounds
- Restoration (1kgp comp)
- Scroll of Sending
- Wand Lesser Restoration (7) (-2 charged DREAMWORLD)
- Wands Cure Light Wounds (24)(48)(50) (-43 charges DREAMWORLD)
- Wand Cure Moderate Wounds (14)
- A copy of the text The Birth of Light and Truth, a Sarenrae holy book. (100gp)(5#)
- 18 Arrows (Cold Iron w/ Silver blanch) (3#)
- 20 Arrows (Cold Iron w/ Ghost Salt) (3#)
- Alchemist’s Fire x3 (3#)
- Bedroll & winter blanket (1gp)(2#)
- Candle x5
- Chalk x5
- Charcoal x5
- Flint & steel (1gp)
- Holy Symbol of Sarenrae, simple wooden and worn (1gp)
- Rations x8 (2gp)(2#)
- 50' Silk Rope with Grapple (9#)
- Spell Component Pouch (5gp)(2#)
- Steel flagon and wooden bowl (1gp)(1#)
- Tindertwigs x5 (5gp)

Weight: 62# (medium load >100#, heavy load > 200#)
Total Cash: 2,726gp

Kyffin Rhees, a half orc, dresses in typical Qadiran garb, layering tunics, robes, scarves, and other wraps of fine linen and silk in blue and white, red and gold. He’s brightly colored, much like a peacock, and he knows it - even revels in it. Some light leathers underneath and an array of weapons at his sides (scimitar, morning star, dagger, crossbow) show him to be a military man however.

His icon is mostly accurate, though is armor is not yet so fine, and the scarf wrapped around his head is white to denote a Knight of Sarenrae - someone to whom you can beg for mercy in battle.

A Qadiran mercenary for many years, he has traveled with many trade caravans across the wide deserts of his native land, as guard and entertainer to the little families that would develop on the road. His love though are the cities along the way, and he’s careful to donate a little something to the church of Sarenrae in each hamlet or village.

From an early age in Boap, a small village outside the Qadiran city of Khoka along the Pashman river, he could tell stories, but he knew no stories to tell. He heard so many from the various slaves, merchants and others traveling through Khoka that it intrigued him. Many worshipped Sarenrae, and he read many a book of the Birth of Light and Truth - a holy text among Sarenrae-ans. Still, what little came to him was insufficient to slake his thirst for stories.

So he travelled far and wide, looking for good stories to tell. He started simply, as you might imagine, hiring on as a cook’s helper, or valet to some lesser nobleman (or, more likely, rich wanna-be) - whatever we could do to get free passage elsewhere in Qadira. Though he occasionally entertained his various masters, he did not perform for money. To him that was cheapening the whole experience.

Oh, he accepts coin for a nice tall tale sure, and will pay out handsomely for the same. But to be creative on call… that seems unnatural and arbitrary. He’s never managed to be creative under pressure.

He lingered in various interesting places along the river at first and throughout the land of Qadira as he grew, but never for too long, always on the move for something new. Something different. As he grew into a man, he learned fencing from many masters largely associated with the church. Not always the brightest student, his skills improved, but he could not say what methods he was using - often muddling his Agrippa and his Capo Ferro swordsman styles for example.

Finally Qadira itself become merely ordinary to his creative needs and, after a particularly successful tour with a somewhat successful merchant, he found himself with the funds to really travel. Abroad even. And so he did.

He packed what gear he could afford, and what items he’d gathered over the years, and traveled.

Unfortunately, he remembers little of this.

He knows he’s Quadiran, if from his clothes alone, and his swagger. But he remembers little of his youth. There are snippits of stories throughout his mind, but he does not know if they come from his own past, or the others he met on the road over the years. He’s muddled, but does his best not to show it. The stories he tells now are often first person, whether they’re his or not. Those that are told in the narrative about others, may well be about himself. He simply doesn’t know.

His tattoos he feels were once of some importance, and there's something yet they may teach him. At night, in the dim moonlight, he'll trace what he can on his chest and shoulders and wonders idly if it's a map - and if so, will it lead to his sanity?

Finally, he likes to imagine himself as a member of the Cult of the Dawnflower but he really has no idea. He yearns to find out of course, and is equally ready to join should he not already be a member of that militant group.