Kielmun
The Hunter, the Wolf, the Wanderer
Greater Deity (16)
Symbol: Horse's head in a circle
Alignment: Chaotic Good
Portfolio: Nomads, wilderness, hunting, elves, travelers
Worshippers: Nomads, barbarians, elves, travelers, horsemen
Cleric Alignments: CG, CN, NG, N
Domains: Animal, Protection, Travel
Favored Weapon: Longsword and bow
Kielmun and his twin brother, Tasath, are the sons of Diben Maraud and Mutarin. They are both the special protectors of humans and demi-humans. Kielmun watches particularly over those who live and/or work in the wild. He is the god of nomads, barbarians and bandits. The elves hold Kielmun in special reverence. He is his closely allied with his mother, Mutarin. When she needs assistance, she turns to Kielmun first before anyone else. When traveling mortal lands, Kielmun rides a massive black steed, rumored to be the Horse Lord himself. He teaches his followers self-sufficiency and has a special love for desert dwellers, the inhabitants of the Horse Mountains, the steppe peoples and the elves. He often dwells among them, disguised as a visiting lord or a lone traveler. Sometimes he travels just as himself, Kielmun the Wanderer. There are many tales among nomadic peoples of “The time when the Wanderer shared our fire.” Kielmun appears as a tall, powerfully built man, with dark skin, black eyes and startlingly white teeth. He dresses in simple, sturdy clothes suitable to the lands he is traveling through. He has a loud, hearty laugh and a quick temper, although he forgives as easily as he becomes angry. In battle, he wields a longsword. Kielmun acknowledges his priests and grants their spells, but little other than that. Once they have their spells, he trusts that they can handle matters on their own without interference from him.
Kielmun
Ranger 20/Druid 20/Bard 10Medium Outsider
Divine Rank: 16
Hit Dice: 20d8+240 (outsider) plus 20d10+240 (Ranger) plus 20d8+240 (Druid) plus 10d6+120 (Bard) (1420 hp)
Initiative: +14 (+14 Dex)
Speed: 60 ft.
AC: 80 (+14 Dex, +16 divine, +29 natural, +11 deflection)
Attacks*: +5 defending hunting keen longsword, Melee: (+68/+63/+58/+53), Ranged: (+75/+70/+65/+60) *Always receives a 20 on attack rolls; roll die to check for critical hit.
Damage*: *Always does maximum damage (
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities.
Special Qualities: Divine immunities, DR 51/+4, fire resistance 36, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 16 miles, remote communication, godly realm, teleport without error at will, plane shift at will, SR 48, divine aura (16 miles, DC 37).
Saves*: Fort +#, Ref +#, Will +#. *Always receives a 20 on saves.
Abilities: Str 24, Dex 39, Con 35, Int 24, Wis 36, Cha 33
Skills*: *Always receives a 20 on checks.
Feats: Divine Immunities: Ability damage, ability drain, acid, banishment, cold, death effects, disease, disintegration, electricity, energy drain, imprisonment, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation.
Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Area Divine Shield, Avatar, Banestrike (Aberrations), Banestrike (Evil Outsiders), Call Creatures (Animals), Control Creatures (Animals), Divine Celerity, Divine Dodge, Divine Druid, Divine Ranger, Divine Shield, Footsore, Free Move, Grow Creature, Instant Move, Shapechange, Speak With Creatures (Animals), Stride
Domain Powers: DR/day use animal friendship. Knowledge (Nature) is a class skill. DR/day protective ward (Sp) (touched subject gains +level resistance bonus on next saving throw, maximum duration one hour. DR rounds/day Freedom of Movement. Wilderness Lore is a class skill.
Spell-Like Abilities: Kielmun uses these abilities as a 26-level caster. The save DCs are 37+spell level. Calm Animals, Hold Animal, Dominate Animal, Repel Vermin, Commune with Nature, Antilife Shell, Animal Shapes, Creeping Doom, Shapechange Sanctuary, Shield Other, Protection From Elements, Spell Immunity, Spell Resistance, Antimagic Field, Repulsion, Mind Blank, Prismatic Sphere Expeditious Retreat, Locate Object, Fly, Dimension Door, Teleport, Find the Path, Teleport without Error, Phase Door, Astral Projection
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