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stonegod's Expedition to Castle Ravenloft [Updated RG]
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<blockquote data-quote="DEFCON 1" data-source="post: 4125492" data-attributes="member: 7006"><p><strong><span style="color: Sienna">Sir Khensu Feral</span></strong></p><p>Male Shifter Paladin 5 / Rogue 1 / Shadowbane Inquisitor 2</p><p>LG Medium Humanoid (shapechanger)</p><p><strong>Init:</strong> +1; <strong>Senses:</strong> Low-Light Vision; Listen +1 Spot +1</p><p><strong>Aura:</strong> Courage, Good</p><p><strong>Languages:</strong> Common</p><p><strong>AP:</strong> 9 (2d6)</p><p>---------------------------------------------------------------------------------------</p><p><strong>AC:</strong> 20, touch: 11, flat-footed: 19; +9 armor, +1 dex</p><p><strong>HP:</strong> 62 (70 <em>Shifted</em>) (8 HD)</p><p><strong>Immunities:</strong> Fear, Disease </p><p><strong>Fort:</strong> +10 (+11) <strong>Ref:</strong> +6 <strong>Will:</strong> +5;</p><p>+1 Resistance Bonus vs Spells/Spell-Like Abilities/Supernatural Effects of Evil Outsiders.</p><p><strong>Speed:</strong> 20 ft.</p><p>---------------------------------------------------------------------------------------</p><p><strong>Base Attack Bonus:</strong> +7/+2 <strong>Grapple:</strong> +10</p><p><strong>Attack Options:</strong> Power Attack; Smite Evil 2/day (+1 to hit, +1d6+5 damage);</p><p>Inquistor Smite 1/day (+1 to hit, +2 damage); Sneak Attack +1d6</p><p><strong>Special Actions:</strong> Turn Undead 4/day (effective level 3, turn +3, +4 damage); Lay On Hands 10 hp/day</p><p></p><p><strong>Melee:</strong> +2 greatsword +12 (2d6+6 / x3)</p><p><strong>Full:</strong> +2 greatsword +12/+7 (2d6+6/2d6+6 / x3)</p><p><strong>Ranged:</strong> mighty (+3) composite long bow +9 (1d8+3 / x3)</p><p></p><p><strong>Melee Spell:</strong> melee touch attack +10</p><p><strong>Ranged Spell:</strong> ranged touch attack +9</p><p></p><p><strong>Paladin Spells Prepared:</strong> (Caster Level 2nd)</p><p>1st - Save DC 12 </p><p></p><ul> <li data-xf-list-type="ul">1st—<a href="http://www.d20srd.org/srd/spells/protectionfromevil.htm" target="_blank"><em><span style="color: white">Protection From Evil</span></em></a></li> </ul><p>---------------------------------------------------------------------------------------</p><p><strong>Abilities</strong> Str 17, Dex 12, Con 14 (16), Int 12, Wis 12, Cha 14</p><p><strong>Feats:</strong> Power Attack, Silver Smite, Iron Will</p><p><strong>Skills:</strong> Concentration +5 (+6), Diplomacy +6, Gather Information +7, Hide +0, Knowledge (Nobility & Royalty) +6, Knowledge (Religion) +3, Move Silently +0, Ride +7, Sense Motive +12</p><p></p><p>[code][B]Equipment:[/B]</p><p>Bedroll</p><p>Belt Pouches (2)</p><p>Cleric's Vestments</p><p>Flint & Steel</p><p>Handy Haversack</p><p>Holy Symbol (Flametouched Iron)</p><p>Identification Papers w/Portrait</p><p>Manacles (Masterwork)</p><p>Potion Bracer</p><p>Platinum Ring ([i]Shield Other[/i])</p><p>Torch of Continual Flame</p><p>Travelling Papers</p><p>Waterskin</p><p>Whetstone</p><p></p><p>Greatsword (+2)</p><p>Composite Longbow (Mighty +3)</p><p>Arrows (20)</p><p>Dagger</p><p>Full Plate (+1)</p><p></p><p>Wand of [i]Cure Light Wounds[/i] [36]</p><p></p><p>Money: 14gp, 7sp[/code]</p><p></p><p>---------------------------------------------------------------------------------------</p><p><u><strong>Paladin Abilities:</strong></u></p><p><strong>Aura of Good (Ex):</strong> A paladin has a powerful aura of Lawful Good alignment (see <em>Detect Evil</em> for details).</p><p><strong>Detect Evil:</strong> May use <em>Detect Evil</em> at will as per the spell.</p><p><strong>Smite Evil:</strong> May attempt to smite an evil creature with one normal melee attack, adding his Charisma bonus to his attack roll and 1 extra point of damage per paladin level.</p><p><strong>Divine Grace:</strong> Gives a bonus equal to his Charisma modifier to all saves.</p><p><strong>Aura of Courage (Su):</strong> Gains an immunity to fear effects (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects.</p><p><strong>Divine Health:</strong> Gains an immunity to all diseases, including supernatural and magical diseases.</p><p><strong>Lay on Hands:</strong> May heal a number of hit points per day to himself or others. <span style="font-size: 9px"><span style="color: DimGray">(Paladin level x Charisma modifier in damage healed)</span></span> Alternatively, may use any or all of this healing power to deal damage to undead creatures.</p><p><strong>Turn Undead:</strong> May use one Turn Undead attempt to drive undead away as a cleric of three levels lower. <span style="font-size: 9px"><span style="color: DimGray">(3 + Charisma modifier / day)</span></span></p><p><strong>Special Mount:</strong> Gains the service of an unusually intelligent, strong, and loyal heavy warhorse 1/day. <span style="font-size: 9px"><span style="color: DimGray">(Full-Round Action, 10 hour duration)</span></span></p><p></p><p><u><strong>Rogue Abilities:</strong></u></p><p><strong>Sneak Attack:</strong> +1d6 damage when opponents lose their Dex bonus or are flanked.</p><p><strong>Trapfinding:</strong> May use the Search skil to find traps with a DC higher than 20.</p><p></p><p><u><strong>Shadowbane Inquistor Abilities:</strong></u></p><p><strong>Absolute Conviction:</strong> Should alignment ever change from lawful good for any reason, may not take additional levels in this prestige class, but he does not lose any class abilities from levels already attained.</p><p><strong>Pierce Shadows:</strong> May use one Turn Undead attempt to shed a holy radiance. <span style="font-size: 9px"><span style="color: DimGray">(20ft. + 5ft. per level radius centered on inquisitor / 10 minutes per inquisitor level duration)</span></span></p><p>Sacred Stealth +4: May lose a prepared divine spell to gain a +4 Sacred bonus to Hide and Move Silently checks. <span style="font-size: 9px"><span style="color: DimGray">(1 + spell level lost minutes in duration)</span></span> </p><p><strong>Inquistor Smite:</strong> May attempt to smite a judged creature with one normal melee attack, adding his Charisma bonus to his attack roll and 1 extra point of damage per Shadowbane Inquistor level.</p><p></p><p><u><strong>Shifter Abilities:</strong></u></p><p><strong>Wildhunt Shifter:</strong> Man enter a state superficially similar to a barbarian's rage and gain a +2 bonus to Constitution and the Scent ability <span style="font-size: 9px"><span style="color: dimgray">(shift 1/day, 3 + Con modifier rounds duration)</span></span></p><p></p><p>[sblock=Mount's Statistics: ]</p><p><strong>Luminous, heavy warhorse:</strong> CR 2; Large magical beast; HD 6d8+18; hp 44; Init +1; Spd 50 ft.; AC 18, touch 10, flat-footed 17; Base Atk +4; Grp +12; Atk +8 (1d6+4, hoof); Full Atk +8/+8 melee (1d6+4, 2 hooves) and +3 melee (1d4+2, bite); Space/Reach 10 ft./5 ft.; SQ empathic link, improved evasion, low-light vision, scent, share saving throws, share spells; SV Fort +8, Ref +6, Will +3; Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6.</p><p><em>Skills and Feats:</em> Balance +3, Jump +12, Listen +5, Spot +4; Endurance, Power Attack, Run.</p><p><em>Carrying Capacity:</em> light - 348, medium - 699, heavy - 1,050, drag - 5,250</p><p>[/sblock]</p><p></p><p><strong>Background:</strong> A shifter orphan raised in the city of Flamekeep, Khensu has always known that the shifter blood that flows through his veins is a weakness to be overcome. The catechism stories told of the savage lycanthropes and their lesser cousins, the weretouched, and the savagery that these races visited upon the civilized races of Khorvaire; how could an impressionable child take it as anything but a condemnation?</p><p></p><p>He was watched carefully by the proctors, and the slightest trangression was met with harsh reminders that Khensu would always be a lesser race, tainted by the blood of his ancestors. While others would rebel against such judgement, Khensu found instead meaning. As he grew, Khensu strove to purify the bestial taint within him by devotation to the Silver Flame, praying that the cleansing purity of the Flame would cleanse him as Kloinjer cleansed the demon's fire. It was the proudest moment of his young life when he was accepted as a squire of the templars, and he proved his worth on the training grounds and in battling the dark forces that threatened Thrane.</p><p></p><p>In time, his unyielding stance towards corruption earned him the attention of the Puritans, a faction of the Silver Flame that believes in literal interpretation of the Voice of the Flame. Khensu became a novitiate of the Order of Illumination, a knightly order of the Puritans that strives to cleanse the world of all evil. The Order of Illumination combined the knowledge of evil with the zeal of good, and Khensu drank in the teachings of the Order with a fervor that could only be explained by the knowledge that he was an incarnation of their teachings; the bestial urges he constantly fought granted him insight itno those he destroyed, but to allow them free reign would doom him in the eyes of the Church.</p><p></p><p>Upon becoming a novitiate of the Order, Khensu was paired with a fellow Lumin, <strong>Jarrith Bronns</strong>. Jarrith had been brought into the ranks of the Order from the clergy of the Silver Flame, and his studies into the theology of the Church offered insight into different methods of dealing with the evils of the world. Khensu has come to rely on Bronns' differing viewpoints in order to counterbalance the dogma that the shifter forces upon himself to keep himself pure; Khensu also insures that his fellow Lumin does not fall from the path as well. Khensu is currently undergoing the last trails of his novitiate before being granted entry into the ranks of the Inquisitors; once he has joined that august body, he will have realized his life's goal.</p><p></p><p>Khensu and Jarrith were teamed with <strong>Marot</strong> on their first mission for the Order of Illumination. What should have been a simple scouting expedition turned bloody when the Khyber cultists they were investigating discovered them and attacked <em>en masse</em>. The Lumins were reprimanded for not successfully completing their mission, and this failure hammered home to Khensu the value of planning - a skill that does not come naturally to a weretouched.</p><p></p><p>Khensu has trouble trusting Marot fully; the warlock's eagerness to tap into his heritage makes the paladin uncomfortable. The warlock had a way with those they encountered, though, and an understanding of the enemies that the trio frequently faced. It was the warlock that first made contact with <strong>Selase</strong>, a priestess of Vol who aided the three in escaping Karrlakton when they were trapped there after the Day of Mourning. Khensu could find no evil clinging to her soul, and while her religion is inconceivable to him, he knows that one day she will find the purity of the Flame - whether in life or in death.</p><p></p><p>It was two years after the Day of Mourning that Khensu discovered the price of notoriety. The Thaliost Station Six was was the papers called them - the three Flamers, Selase, and a pair of Cyran expatriates (<strong>Daelin</strong> and <strong>Janis</strong>) fought off a sabotage attempt by minions of the fabled Lord of Blades. Khensu himself slew the warforged sorcerer that led the attack, and was gifted with a holy symbol forged of flametouched iron - a symbol of devotion among the Church of the Silver Flame.</p><p></p><p>It was almost a year later when Khensu - Sir Khensu now - as well as Jarrith and Marot were tasked with investigating disturbing rumors of lyncathropy in Lessyk. To Khensu's horror, there <em>was</em> a lyncathropic infestation - an infestation that seemed to center on a shifter village. The actions taken in the village were necessary, but Khensu would from then on find himself ostracized by the weretouched for the necessary cleansing that the Lumins visited upon them. Fate revealed the other three of the Thaliost Station Six were in the area as well; Daelin the elf was hunting ghouls within Lessyk, while Selase was present to find missing pilgrims to whom she had been teaching the tenets of Vol. It was Janis, the wizardess, who tied the disparate threads together and all of the Six realized that the lycanthropes, the undead, and the missing pilgrims were the work of an undead lycanthrope who laired beneath Lessyk. The Six united to defeat the undead menace and then departed seperately as quickly as they had come together.</p><p></p><p><strong>Primary Role/Distinguishing Abilities:</strong> Khensu's primary role is that of tank. He has access to limited healing, allowing the clerics to focus on the most injured party members. </p><p></p><p><strong>Quirks:</strong> Unlike his comrade-in-arms, Khensu is deeply introspective. While he has a judgemental streak a mile long, he watches and judges rather than lashes out with fury. Khensu is aware that appearances are not always what they seem to be, and is quite willing to give opponents the opportunity to purify themselves. If they refuse, or are found wanting, he quickly dispatches them to the Hells Below. Khensu does not like to shift, and only does so when necessary - he does not feel comfortable taking on the aspect of the beast within himself.</p><p></p><p><strong>Tactics:</strong> Khensu will always strive to place himself between the weaker members of the party and danger. He will attempt to position himself to allow for a Cleave. If a target is easily hit (AC 13 or less), Khensu will Power Attack for 3. He generally will only use his smite against the most powerful creature in a combat.[/sblock]</p><p></p><p><strong>Appearance:</strong> 5'11", 200 lbs. Tall, lean and all corded muscle, Khensu has the broad, flat nose and propensity towards hairiness of all shifters. Unlike others of his race, he keeps himself well-groomed, trimming the hair on his arms and legs to more easily fit into Flamer society. The dark brown hair on his head is braided and tied back into a topknot. The only concession he has to the habits of his race is a tattoo on his right bicep: normally, it appears to an image of a sword bisecting an hourglass, but when Khensu shifts the hourglass expands, forming a silver flame around the blade of the sword.</p><p></p><p>[sblock=Advancement: ][code]</p><p>Str 15 (8pts) Dex 12 (4pts) Con 14 (6pts)</p><p>Int 12 (4pts) Wis 12 (4pts) Cha 14 (6pts)</p><p>Stat Increase: +1 Str / +1 Str</p><p>HP: 12+7+8+7+8+5+8+7=62</p><p>SP: 43 (Pal12/Pal3/Pal3/Pal3/Pal3/Rog9/SbI5/SbI5)</p><p></p><p> Pal Pal Pal Pal Pal Rog SbI SbI Mod ACP Syn</p><p>Concentration 3 2</p><p>Diplomacy 2 4</p><p>Gather Info 4 1 1 1</p><p>Hide 2 2 1 1 -6</p><p>Knowledge Nobility 2 1 1 1 1</p><p>Knowledge Religion 1 1 1</p><p>Move Silently 2 1 2 1 -6</p><p>Ride 2 1 1 1 1 1</p><p>Sense Motive 4 1 1 1 1 1 1 1 1 </p><p></p><p>TOTAL 12 3 3 3 3 9 5 5</p><p></p><p>Feats: Power Attack (Gen1), Silver Smite (Gen3), Cleave (Gen6)</p><p>[/code][/sblock]</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 4125492, member: 7006"] [b][COLOR=Sienna]Sir Khensu Feral[/COLOR][/b] Male Shifter Paladin 5 / Rogue 1 / Shadowbane Inquisitor 2 LG Medium Humanoid (shapechanger) [b]Init:[/b] +1; [b]Senses:[/b] Low-Light Vision; Listen +1 Spot +1 [b]Aura:[/b] Courage, Good [b]Languages:[/b] Common [b]AP:[/b] 9 (2d6) --------------------------------------------------------------------------------------- [b]AC:[/b] 20, touch: 11, flat-footed: 19; +9 armor, +1 dex [b]HP:[/b] 62 (70 [I]Shifted[/I]) (8 HD) [b]Immunities:[/b] Fear, Disease [b]Fort:[/b] +10 (+11) [b]Ref:[/b] +6 [b]Will:[/b] +5; +1 Resistance Bonus vs Spells/Spell-Like Abilities/Supernatural Effects of Evil Outsiders. [b]Speed:[/b] 20 ft. --------------------------------------------------------------------------------------- [B]Base Attack Bonus:[/B] +7/+2 [B]Grapple:[/B] +10 [b]Attack Options:[/b] Power Attack; Smite Evil 2/day (+1 to hit, +1d6+5 damage); Inquistor Smite 1/day (+1 to hit, +2 damage); Sneak Attack +1d6 [b]Special Actions:[/b] Turn Undead 4/day (effective level 3, turn +3, +4 damage); Lay On Hands 10 hp/day [b]Melee:[/b] +2 greatsword +12 (2d6+6 / x3) [b]Full:[/b] +2 greatsword +12/+7 (2d6+6/2d6+6 / x3) [b]Ranged:[/b] mighty (+3) composite long bow +9 (1d8+3 / x3) [B]Melee Spell:[/B] melee touch attack +10 [B]Ranged Spell:[/B] ranged touch attack +9 [b]Paladin Spells Prepared:[/b] (Caster Level 2nd) 1st - Save DC 12 [list][*]1st—[URL=http://www.d20srd.org/srd/spells/protectionfromevil.htm][i][COLOR=white]Protection From Evil[/COLOR][/i][/URL][/list] --------------------------------------------------------------------------------------- [b]Abilities[/b] Str 17, Dex 12, Con 14 (16), Int 12, Wis 12, Cha 14 [b]Feats:[/b] Power Attack, Silver Smite, Iron Will [b]Skills:[/b] Concentration +5 (+6), Diplomacy +6, Gather Information +7, Hide +0, Knowledge (Nobility & Royalty) +6, Knowledge (Religion) +3, Move Silently +0, Ride +7, Sense Motive +12 [code][B]Equipment:[/B] Bedroll Belt Pouches (2) Cleric's Vestments Flint & Steel Handy Haversack Holy Symbol (Flametouched Iron) Identification Papers w/Portrait Manacles (Masterwork) Potion Bracer Platinum Ring ([i]Shield Other[/i]) Torch of Continual Flame Travelling Papers Waterskin Whetstone Greatsword (+2) Composite Longbow (Mighty +3) Arrows (20) Dagger Full Plate (+1) Wand of [i]Cure Light Wounds[/i] [36] Money: 14gp, 7sp[/code] --------------------------------------------------------------------------------------- [U][B]Paladin Abilities:[/B][/U] [b]Aura of Good (Ex):[/b] A paladin has a powerful aura of Lawful Good alignment (see [i]Detect Evil[/i] for details). [B]Detect Evil:[/B] May use [I]Detect Evil[/I] at will as per the spell. [b]Smite Evil:[/b] May attempt to smite an evil creature with one normal melee attack, adding his Charisma bonus to his attack roll and 1 extra point of damage per paladin level. [b]Divine Grace:[/b] Gives a bonus equal to his Charisma modifier to all saves. [b]Aura of Courage (Su):[/b] Gains an immunity to fear effects (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. [b]Divine Health:[/b] Gains an immunity to all diseases, including supernatural and magical diseases. [b]Lay on Hands:[/b] May heal a number of hit points per day to himself or others. [SIZE=1][COLOR=DimGray](Paladin level x Charisma modifier in damage healed)[/COLOR][/SIZE] Alternatively, may use any or all of this healing power to deal damage to undead creatures. [b]Turn Undead:[/b] May use one Turn Undead attempt to drive undead away as a cleric of three levels lower. [SIZE=1][COLOR=DimGray](3 + Charisma modifier / day)[/COLOR][/SIZE] [b]Special Mount:[/b] Gains the service of an unusually intelligent, strong, and loyal heavy warhorse 1/day. [SIZE=1][COLOR=DimGray](Full-Round Action, 10 hour duration)[/COLOR][/SIZE] [U][B]Rogue Abilities:[/B][/U] [B]Sneak Attack:[/B] +1d6 damage when opponents lose their Dex bonus or are flanked. [B]Trapfinding:[/B] May use the Search skil to find traps with a DC higher than 20. [U][B]Shadowbane Inquistor Abilities:[/B][/U] [b]Absolute Conviction:[/b] Should alignment ever change from lawful good for any reason, may not take additional levels in this prestige class, but he does not lose any class abilities from levels already attained. [b]Pierce Shadows:[/b] May use one Turn Undead attempt to shed a holy radiance. [SIZE=1][COLOR=DimGray](20ft. + 5ft. per level radius centered on inquisitor / 10 minutes per inquisitor level duration)[/COLOR][/SIZE] Sacred Stealth +4: May lose a prepared divine spell to gain a +4 Sacred bonus to Hide and Move Silently checks. [SIZE="1"][COLOR="DimGray"](1 + spell level lost minutes in duration)[/COLOR][/SIZE] [b]Inquistor Smite:[/b] May attempt to smite a judged creature with one normal melee attack, adding his Charisma bonus to his attack roll and 1 extra point of damage per Shadowbane Inquistor level. [U][B]Shifter Abilities:[/B][/U] [b]Wildhunt Shifter:[/b] Man enter a state superficially similar to a barbarian's rage and gain a +2 bonus to Constitution and the Scent ability [SIZE="1"][COLOR="dimgray"](shift 1/day, 3 + Con modifier rounds duration)[/COLOR][/SIZE] [sblock=Mount's Statistics: ] [b]Luminous, heavy warhorse:[/b] CR 2; Large magical beast; HD 6d8+18; hp 44; Init +1; Spd 50 ft.; AC 18, touch 10, flat-footed 17; Base Atk +4; Grp +12; Atk +8 (1d6+4, hoof); Full Atk +8/+8 melee (1d6+4, 2 hooves) and +3 melee (1d4+2, bite); Space/Reach 10 ft./5 ft.; SQ empathic link, improved evasion, low-light vision, scent, share saving throws, share spells; SV Fort +8, Ref +6, Will +3; Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6. [i]Skills and Feats:[/i] Balance +3, Jump +12, Listen +5, Spot +4; Endurance, Power Attack, Run. [i]Carrying Capacity:[/i] light - 348, medium - 699, heavy - 1,050, drag - 5,250 [/sblock] [b]Background:[/b] A shifter orphan raised in the city of Flamekeep, Khensu has always known that the shifter blood that flows through his veins is a weakness to be overcome. The catechism stories told of the savage lycanthropes and their lesser cousins, the weretouched, and the savagery that these races visited upon the civilized races of Khorvaire; how could an impressionable child take it as anything but a condemnation? He was watched carefully by the proctors, and the slightest trangression was met with harsh reminders that Khensu would always be a lesser race, tainted by the blood of his ancestors. While others would rebel against such judgement, Khensu found instead meaning. As he grew, Khensu strove to purify the bestial taint within him by devotation to the Silver Flame, praying that the cleansing purity of the Flame would cleanse him as Kloinjer cleansed the demon's fire. It was the proudest moment of his young life when he was accepted as a squire of the templars, and he proved his worth on the training grounds and in battling the dark forces that threatened Thrane. In time, his unyielding stance towards corruption earned him the attention of the Puritans, a faction of the Silver Flame that believes in literal interpretation of the Voice of the Flame. Khensu became a novitiate of the Order of Illumination, a knightly order of the Puritans that strives to cleanse the world of all evil. The Order of Illumination combined the knowledge of evil with the zeal of good, and Khensu drank in the teachings of the Order with a fervor that could only be explained by the knowledge that he was an incarnation of their teachings; the bestial urges he constantly fought granted him insight itno those he destroyed, but to allow them free reign would doom him in the eyes of the Church. Upon becoming a novitiate of the Order, Khensu was paired with a fellow Lumin, [b]Jarrith Bronns[/b]. Jarrith had been brought into the ranks of the Order from the clergy of the Silver Flame, and his studies into the theology of the Church offered insight into different methods of dealing with the evils of the world. Khensu has come to rely on Bronns' differing viewpoints in order to counterbalance the dogma that the shifter forces upon himself to keep himself pure; Khensu also insures that his fellow Lumin does not fall from the path as well. Khensu is currently undergoing the last trails of his novitiate before being granted entry into the ranks of the Inquisitors; once he has joined that august body, he will have realized his life's goal. Khensu and Jarrith were teamed with [b]Marot[/b] on their first mission for the Order of Illumination. What should have been a simple scouting expedition turned bloody when the Khyber cultists they were investigating discovered them and attacked [i]en masse[/i]. The Lumins were reprimanded for not successfully completing their mission, and this failure hammered home to Khensu the value of planning - a skill that does not come naturally to a weretouched. Khensu has trouble trusting Marot fully; the warlock's eagerness to tap into his heritage makes the paladin uncomfortable. The warlock had a way with those they encountered, though, and an understanding of the enemies that the trio frequently faced. It was the warlock that first made contact with [b]Selase[/b], a priestess of Vol who aided the three in escaping Karrlakton when they were trapped there after the Day of Mourning. Khensu could find no evil clinging to her soul, and while her religion is inconceivable to him, he knows that one day she will find the purity of the Flame - whether in life or in death. It was two years after the Day of Mourning that Khensu discovered the price of notoriety. The Thaliost Station Six was was the papers called them - the three Flamers, Selase, and a pair of Cyran expatriates ([b]Daelin[/b] and [b]Janis[/b]) fought off a sabotage attempt by minions of the fabled Lord of Blades. Khensu himself slew the warforged sorcerer that led the attack, and was gifted with a holy symbol forged of flametouched iron - a symbol of devotion among the Church of the Silver Flame. It was almost a year later when Khensu - Sir Khensu now - as well as Jarrith and Marot were tasked with investigating disturbing rumors of lyncathropy in Lessyk. To Khensu's horror, there [i]was[/i] a lyncathropic infestation - an infestation that seemed to center on a shifter village. The actions taken in the village were necessary, but Khensu would from then on find himself ostracized by the weretouched for the necessary cleansing that the Lumins visited upon them. Fate revealed the other three of the Thaliost Station Six were in the area as well; Daelin the elf was hunting ghouls within Lessyk, while Selase was present to find missing pilgrims to whom she had been teaching the tenets of Vol. It was Janis, the wizardess, who tied the disparate threads together and all of the Six realized that the lycanthropes, the undead, and the missing pilgrims were the work of an undead lycanthrope who laired beneath Lessyk. The Six united to defeat the undead menace and then departed seperately as quickly as they had come together. [b]Primary Role/Distinguishing Abilities:[/b] Khensu's primary role is that of tank. He has access to limited healing, allowing the clerics to focus on the most injured party members. [b]Quirks:[/b] Unlike his comrade-in-arms, Khensu is deeply introspective. While he has a judgemental streak a mile long, he watches and judges rather than lashes out with fury. Khensu is aware that appearances are not always what they seem to be, and is quite willing to give opponents the opportunity to purify themselves. If they refuse, or are found wanting, he quickly dispatches them to the Hells Below. Khensu does not like to shift, and only does so when necessary - he does not feel comfortable taking on the aspect of the beast within himself. [B]Tactics:[/B] Khensu will always strive to place himself between the weaker members of the party and danger. He will attempt to position himself to allow for a Cleave. If a target is easily hit (AC 13 or less), Khensu will Power Attack for 3. He generally will only use his smite against the most powerful creature in a combat.[/sblock] [b]Appearance:[/b] 5'11", 200 lbs. Tall, lean and all corded muscle, Khensu has the broad, flat nose and propensity towards hairiness of all shifters. Unlike others of his race, he keeps himself well-groomed, trimming the hair on his arms and legs to more easily fit into Flamer society. The dark brown hair on his head is braided and tied back into a topknot. The only concession he has to the habits of his race is a tattoo on his right bicep: normally, it appears to an image of a sword bisecting an hourglass, but when Khensu shifts the hourglass expands, forming a silver flame around the blade of the sword. [sblock=Advancement: ][code] Str 15 (8pts) Dex 12 (4pts) Con 14 (6pts) Int 12 (4pts) Wis 12 (4pts) Cha 14 (6pts) Stat Increase: +1 Str / +1 Str HP: 12+7+8+7+8+5+8+7=62 SP: 43 (Pal12/Pal3/Pal3/Pal3/Pal3/Rog9/SbI5/SbI5) Pal Pal Pal Pal Pal Rog SbI SbI Mod ACP Syn Concentration 3 2 Diplomacy 2 4 Gather Info 4 1 1 1 Hide 2 2 1 1 -6 Knowledge Nobility 2 1 1 1 1 Knowledge Religion 1 1 1 Move Silently 2 1 2 1 -6 Ride 2 1 1 1 1 1 Sense Motive 4 1 1 1 1 1 1 1 1 TOTAL 12 3 3 3 3 9 5 5 Feats: Power Attack (Gen1), Silver Smite (Gen3), Cleave (Gen6) [/code][/sblock] [/QUOTE]
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