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Kalar the Burning

The defender of the valley fell from the Heavens in a ball of flame.

Kalar the Burning is the fenixborn protector of an otherwise unremarkable valley of villages and farmlands. Adventurers who attempt to participate in a bit of larceny or any other shady activity will often find themselves confronted by the nigh-invincible Kalar. If gentle requests to cease their activity do not persuade them, they will find that Kalar's fists are more effective.

Appearance:

A broad-shouldered muscular man floats in the air before you, a pair of magnificent red feathered wings beating to hold him aloft. He has dark hair and blue eyes, and wears a suit of shimmering silver plate armor, red cloak, and red boots. He seems to carry no weapons, but his hands blaze with a glowing fire.

History:

To this day, Kalar is not certain how he came to the valley, but he knows as a child he landed in a great ball of fire that destroyed many crops. Luckily, the villagers were a kindly folk that did not hold anything against the young winged boy. He had no memory of his life before landing, though it has been surmised that he was cast out of the Upper Planes for some reason. Taken in by the farmers, he was raised as one of their children and grew into a strong and humble man.

In time, the child's great strength and near invulnerability helped protect the valley from warlords and monsters that would threaten it. While Kalar began exploring ruins and thwarting evil plots with a number of other adventurers, he always returned to the valley to live among the commoners. To this day, he protects all those who call the valley home, and will not hesitate to come to the defense of even the least of its inhabitants.

Personality:

Kalar is a simple plain-spoken man with no capacity for deception or malice. He has an unusually sunny disposition for someone who spends much of his time destroying vile threats to his homeland. Despite his obvious outsider nature, Kalar speaks with the rustic accent of the farmer and is prone to rural colloquialisms in his speech.

Kalar was taught at an early age that killing was wrong, and he still does everything in his power to avoid it. He will only make lethal attacks against nonliving foes, such as constructs or undead. Of course, the wreaths of flame around his hands mean that he sometimes badly burns those he is trying hard not to kill, which tends to make the large man very sad. In fact, any combat is something he seeks to avoid, preferring to talk his way out of conflict. He often finds himself at a disadvantage against fiendish enemies due to his beliefs, but he feels that sinking to their level just wouldn't be right.

 

Kalar the Burning
Lawful good male fenixborn (Medium outsider (Good, Native))
Fenixborn (11 HD) / Monk 2nd / Paladin 6th
Hit Dice: 13d8+6d10+133 (224 hp)
Initiative: +9
Speed: 20 ft. (4 squares) (+5 mithril full plate armor); base 30 ft., Fly 60 ft. (Good); base 90 ft.
Armor Class: 38 (+3 Dex (due to maximum Dex bonus for armor), +13 +5 mithril full plate armor, +7 natural, +5 deflection), touch 15, flat-footed 27
Base Attack/Grapple: +18/+25
Attack: +5 adamantine gauntlets +31 melee (2d6+12 nonlethal OR 1d6+12 bludgeoning, plus 1d6 fire and 2d6 holy) OR scorching ray +23 ranged touch (4d6 fire)
Full Attack: +5 adamantine gauntlets +31/+26/+21/+16 melee (2d6+12 nonlethal OR 1d6+12 bludgeoning, plus 1d6 fire and 2d6 holy) OR Flurry of Blows +29/+29/+24/+19/+14 melee (2d6+12 nonlethal OR 1d6+12 bludgeoning, plus 1d6 fire and 2d6 holy) OR scorching ray +23 ranged touch (4d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Burning hands (+1d6), scorching ray (4d6), smite evil (1/day, +8 to attack, +6 damage), spell-like abilities, turn undead (as 2nd level cleric)
Special Qualities: Aura of courage, damage reduction 10/cold iron, darkvision 60 ft., detect evil, divine grace (+5), immune to fire and disease, lay on hands (heal 30 hp per day), outsider traits, resistance to cold 10 and sonic 10, spell resistance 19
Saves: Fort +29, Ref +25, Will +21
Abilities: Str 24, Dex 20, Con 24, Int 10, Wis 12, Cha 20 (26)
Skills: Balance +4, Concentration +11, Diplomacy +32, Intimidate +19, Knowledge (local) +14, Knowledge (religion) +2, Jump +6, Listen +23, Profession (printer) +3, Search +22, Sense Motive +17, Spot +23, Tumble +18. Armor Check Penalty: -3.
Feats:Deflect Arrows, Diehard, Endurance, Fly-by Attack, Improved Grapple, Hover, Improved Initiative, Improved Overrun, Improved Sunder, Improved Unarmed Strike, Power Attack, Stunning Fist (6/day, DC 20), Weapon Focus (unarmed strike)

Paladin Spells per Day: 1st: 2
Spells Prepared: cure light wounds, protection from chaos

Spell-like Abilities: At will: flame arrows, see invisibility, light. 3/day: cure serious wounds, haste (self only), protection from evil. Caster level 6th.

Equipment: Mithril +5 heavy fortification full plate armor, pair of adamantine +5 holy merciful ghost touch gauntlets, ring of protection +5, ring of freedom of movement, cloak of charisma +6, boots of speed, necklace of adaptation

Tactics Round-by-Round

Kalar does not use any particularly complex strategies in battle; he relies primarily on his near-invulnerability and great speed to get into melee quickly. He always uses the merciful property of his gauntlets unless attacking a foe immune to nonlethal damage.

Prior to combat: Kalar (perhaps foolishly) will almost never prepare for a fight because he always believes he can talk enemies into a peaceful surrender. Only when he is participating in an assault on, say, a fiend-ridden fortress would he even consider preparing himself. In such cases, he would like use his haste and protection from evil spell-like abilities on himself before engaging.

Surprise Round: Again, Kalar almost never attacks with surprise.

First Round: Kalar will delay his action until attacked first, unless fighting fiends or undead or some other unspeakably evil creature. He will begin a battle by overrunning any minions on his way to charge whomever he judges to be the primary villain.

Second Round: Kalar will unleash a flurry of blows against the primary villain, possibly using Power Attack for up to 4 points if he feels he connected easily with his initial charge. The first attack will also be a Stunning Fist attack, and if the villain is wielding a weapon or wand, he will have his last attack be a sunder attempt against it.

Third Round: Kalar will simply bash any foe into submission, moving from one to another until no one is left. While not willing to kill, he does not permit foes to escape, flying swiftly after them and pummeling them. He will use his scorching rays only against nonliving foes, and then only if he is having trouble hurting them with his fists. Kalar does not flee from combat, but will heal himself as necessary.

Challenge Rating: Kalar has a Challenge Rating of 19.

 

Open Game Content

Material on these web pages uses the Open Gaming License. All Open Game Content is contained within shaded boxes, and is copyright 2003 by Rich Burlew.