Chain Mauler

Kythel of Nisroch's page

644 posts. Alias of Dennis Harry.


Race

Rogue 2/Cleric of Pharasma 14 | HP = 157/157 | AC = 27 | Initiative +8 | Perception +22 | CMD – 23 | CMB – +11 | F +12 (+14 Spider Poison) | R +13 | W +14 | Channels 12/12 | HP = 2/2 | Cold Resistance 20

About Kythel of Nisroch

Kythel of Nisroch

Kythel of Nisroch Rogue 2/Cleric of Pharasma 14

Strength 10
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 20
Charisma 24

Alignment - LN

HP = 157
AC = 27 (Celestial Armor + Dexterity Bonus)(Amulet of Natural Armor +2)(Ring of Protection +2)

Celestial Armor - This +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of –2, and an arcane spell failure chance of 15%. It is considered light armor and allows the wearer to use fly on command (as the spell) once per day.

Initiative +8
Base Attack +11/+6/+1
Melee Attack - Frost Spear - +11/+6/+1 Spear 1d8+1d6 (Crit x3) [Demon Bane +2 & +2d6 Damage vs. Demons]
(Masterwork Dagger) - +12/+7/+2 Dagger 1d4
Ranged Attack (Non-Magical Daggers) - +15 Dagger 1d4
CMD – 23
CMB – +11

Fortitude +12 (+14 vs. Spider Poison)
Reflex +13
Will +14

Special Abilities
Aura, Domains, Orisons, Spontaneous Healing
Channel Energy 7d6 – 12x day Positive or Negative Energy DC 24 Will Save

Domains

Healing –
Rebuke Death – 1d4+5 6xday on Creature below 0 HP.
Healer’s Blessing – All Heal spells cast as if Empowered increasing damage healed by 50%.

Water –
Icicle – Fire icicle from Finger to foe within 30’ 1d6+6 Damage 6x day.
Cold Resistance 20

Sneak Attack +1d6, Trapfinding, Evasion, Fast Stealth (move at full speed with no penalty on Stealth checks)

Feats
1 – Improved Initiative
1 – Skill Focus (Stealth)
3 – Versatile Channeling (Positive & Negative)
5 – Selective Channeling
7 – Improved Channeling
9 - Alignment Channeling (Evil)
11 - Quick Channel [Benefit: You may channel energy as a move action by spending 2 daily uses of that ability]
13 - Spell Penetration
15 - Greater Spell Penetration

Traits

Scarred Soul
You’ve led a particularly tough life. Perhaps you’re an orphan, or maybe you suffered some sort of traumatic experience as a child. Whatever the cause, your childhood experiences have left you jumpy and haunted.

Benefit: You gain a +2 bonus on initiative checks.

Drawback: Your experiences have left your mind less able to deal with trauma, and as a result you suffer a -1 penalty on all Will saves.

Resilient - +1 on Fortitude saves.

Skills
Acrobatics +10 (+8 while wearing the armor)
Bluff +18
Diplomacy +11
Disable Device +13
Disguise
Escape Artist
Heal
Intimidate
Knowledge (Arcana) +4
Knowledge (Dungeoneering) +4
Knowledge (History) +4
Knowledge (Local) +6
Knowledge (Planes) +4
Knowledge (Religion) +5
Linguistics
Perception +22
Sense Motive +9
Sleight of Hand
Spellcraft +5
Stealth +25 (+23 while wearing the Armor)
Use Magic Device

Concentration +18
Spells:
0th – 4 Create Water, Detect Magic, Guidance, Resistance
1st – 5+D (Cure Light Wounds or Obscuring Mist) Detect Evil (cast), Protection from Evil x1 (both cast), Endure Elements x2 (both cast)
2nd – 5+D (Cure Moderate Wounds or Fog Cloud) Bear’s Endurance, Silence (cast), Lesser Restoration, Remove Paralysis, Status (cast)
3rd – 5+D (Cure Serious Wounds (cast) or Water Breathing) Dispel Magic , Protection from Energy (cast), Magic Circle vs Evil (cast), Searing Light (cast)
4th - 4+D (Cure Critical Wounds (cast) or Control Water), Blessing of Fervor (APG) (cast) , Protection from Energy (cast): Communal, Dismissal
5th – 3+D (Breath of Life or Ice Storm), Flamestrike (cast) (or Holy Ice - Ultimate Magic),
Cleanse (APG) – cure 4d8+1 per level and ends the following adverse conditions:
ability damage, blinded, confused, dazzled, deafened, diseased, exhausted, fatigued, nauseated, poisoned, and sickened.
PLUS - cleanse functions as break enchantment upon a single additional effect of your choice that is affecting you and that can be legally affected by this effect.
6th - 3+D (Heal or Cone of Cold)
7th - 2+D (Elemental Body or Regenerate)

Equipment:

Bandolier (10 Daggers), Backpack, Masterwork Thieves Tools, Waterskin (2 – 1 wine – 1 water), Silver Holy Symbol, Healer’s Kit, Antitoxin (Vial)

Magical Equipment:

Everburning Torch, Cloak of Arachnidia (Spider Climb at will, immune to Web spells or Webs can move ½ normal speed in a web, cast Web 1x day), Belt of Constitution and Dexterity +4 , Headband of Alluring Charisma +6, Ring of Resistance +2, Lesser Reach Rod, Incandescent blue sphere ioun stone +2 Wisdom, Pearl of Power III, Pearl of Power IV, Lesser Rod of Empowerment, Ring of Protection +2, Gauntlet of extend spell (works like a rod of extend spell, and I imagine it for some reason like Thanos gauntlet)

Wand of Cure Critical Wounds (18 charges)
Scroll of Mass Heal (1)

Boots of Escape - Once per day, when the wearer of the boots is grappled, pinned, or entangled, she may transfer herself to any spot within 30 feet as if using a dimension door spell.

5,482 GP Remaining

Description:

Kythel is a tall Human male, 6'4", with long dark hair which often falls out of the cowl of his hood. Though tall he is not terribly muscular and weighs only 180 lbs. His eyes are as dark as his hair and often look haunted even when he is smiling, which is not often.

Background:

Kythel of Nisroch grew up on the streets of Nisroch a orphan. Who his parents were was a mystery to him. As a street urchin in an uncaring city ruled by ruthless efficiency. In such a city, avoiding the fate of many of the lower caste and becoming a shrouded one was no easy task for Kythel. Always on the run always sleeping with one eye open wears on the body as well as the mind. However, his luck could not last forever, on the run and with little keeping him in the city, Kythel stowed away on a ship bound for, well he did not know but anywhere was better than Kythel.
As it turned out, the ship was bound for the bottom of the sea. The fat merchant ship a few days after setting out to sea was attacked by pirates. Kythel joined in the fighting, dressed shabbily he simply posed as one of the filthy pirate crew. Convincing one of the less than bright crew that he was picked up in last port of call was easy enough, after all, he helped secure the ship for the pirates, didn’t he!
Kythel took to the pirates’ life well, tall for a boy of 14, he passed for a young man well enough. After years with the crew, Kythel’s life was again overturned as the fleet of Sassarine ambushed the pirate ship. Cast overboard, Kythel managed by sheer force of will to swim to shore. After drying out for a day, Kythel headed to Sassarine to make his fortunes there.
In no time, his skill with daggers enabled him an entry level position into a gang of local thieves. Despite his great height, well over 6’4” as a 20 year old man, Kythel was adept at hiding. The gang showed him other skills essential to the life of the rogue. Once again, Kythel felt he had found his place in the world, grated it, it was at the bottom but he had silver in his pocket and food in his belly why complain, who would listen anyway?
As always, luck did not stay with Kythel long, the gang decided to rob the house of a well to do merchant on the outskirts of Sasarine. What the leader did not know was that the merchant had employed a House Wizard to guard his valuables. The wizard’s magic made short work of the gang and their bodies were thrown on the charnel wagon to be buried in nameless graves outside of the city. Miraculously, Kythel survived the fight, or slaughter as it were, though he was in rough shape.
A cleric of Pharasma performing last rites on the bodies entering the cemetery noticed the faint flicker of life in Kythel. The cleric pulled him from the pile and left him on a bier deciding to leave the young man’s fate to Pharasma. The cleric then left to finish his duties in the cemetery. When the cleric returned Kythel began to sit up and the cleric knew that Pharasma favored the youth. For one full year, Kythel served the cleric as an acolyte, devoting himself to the Lady of Graves.
For the ill that he brought into the world, Nythel decided that he should atone by bringing good into the world and assisting people in need. Nythel took up the cause of the downtrodden in Sassarine with a fervor that outmatched his worst days as a cut throat.
The city though had little need for him. Hearing of the island of Cauldron where the population was low and the word of the Lady of Graves was not well respected prompted Kytel to book passage there. Arriving near the village of Ossington he was received by Lord Carroway who beseeched him to investigate the rumors that the elves of the isle were plotting war. Though Kythel did not believe it, he agreed to investigate anyway, hoping that the wisdom of Pharasma could diffuse any potential bloodshed due to a misunderstanding…