Kjellfrid

Kjellfrid Hellström (Ketilriðr Hallrstraumr) is a player character in the Everday Campaign. A Vaanian, she spent most of her life working as a Smith until her participation in the failed defense of Vaan against the conquering Itreyan army. Presently, Kjellfrid is an acolyte of the Red Church along with the rest of the Everday Player Characters.

Appearance
Visibly Vaanian with cream skin, light freckling, and vivid red hair the color of paprika. 5’9” with what would be a naturally petit frame (shoulders/hips) except decades of smithing have her built like an MMA fighter, particularly in the arms. Despite the compact build she has a small potbelly which she makes no attempt to hide. Bust is small.

Face is narrow and angular with pronounced cheekbones. Nose is symmetrical but with a jagged bridge with an slightly upturned tip. Lips are narrow with a very slight cupid’s bow. Eyes are a bright teal and elongated with a slightly puffy appearance from her lower lids. Eyelashes are auburn, brows are the same color as her hair, of medium thickness and very straight (no arch at all) and slightly angled.

Hair is to her midback (just below breasts) and worn partly loose and partly tied back with a variety of different braids and leather ties.

She often has soot on her from smithing and generally has a scruffy appearance. On combat days, she will often put kohl or dark powder around her eyes to make herself look more intimidating.

She favors solid colors and natural fibers, and wears as much suede and leather as she can comfortably get away with. She's also very fond of furs, especially her wolf pelt stole/capelet. She always wears an arm cuff/bracelet with two wolves on it on her right arm, but otherwise is rarely seen wearing jewelry.

Personality
PLAYER INSERT DESCRIPTION

Background
She is a returning student to the Second Semester after two years serving the Church as a Hand with her Smithing skills.

She was born and raised in Vaan prior to it becoming a vassal state of Itreya. She was trained as and served the village as a talented Smith until the Itreyan army began encroaching, when she focused on forging weapons and ultimately took up arms herself. She left Vaan after her village was destroyed by the Itreyan army. She learned of the Red Church from Torvar Järnheim, a retired Blade (and father to fellow acolytes Ashlinn and Osrik), who suggested that they could make use of her skills.

Her family information is currently unknown.

Abilities
Kjellfrid is a Blood Singer, a sorcerii capable of casting the ancient Ashkahi art of manipulating blood and the very life-force that it provides. The trade-off is that the powers come with an obsessive fixation on blood that becomes a growing and ultimately overwhelming urge to consume it as the user advances. In Vaanian culture, this rare ability is viewed with superstitious suspicion. Since the only other Singer who Kjell is aware of is Adonai, she is afraid that sating this hunger will eventually turn her into a "creepy vampire," and thus currently views her abilities more as a curse than a gift.

Features
Blood sense: At all times, you can sense creatures with blood in the nearby area, aware of their size and locations.

Smith's eye: Due to your background as a smith, you have an eye for crafting and weaponry. You get advantage on perception checks related to examining technology.

Blood Hunger: Every time you use magic, you must also roll a percentage dice to see if you become hungry. The more hunger points you gain, the more likely you will need to feed.

Innate Magic
Stabilise: You can aid someone close to death, using your expertise with the human body to stabilise them. This takes an action and brings them up to 1 HP.

Blood Tracking (self): At any moment, you can concentrate to track down smears of your blood you have left behind. This will give you an accurate sense of the location of the blood. You can also roll a d10 to potentially hear sounds through the vibrations in the blood.

Blood Tracking (other): You can focus on the blood of a specific target within 60 ft. Once familiar with the way it feels, you can then track them over any distance. Choosing a new target will cause you to lose focus on the old one.

Blood knife: You create a shard of sharp material by condensing nearby blood. This can be done by slicing your palm and using your own blood (taking 1 point of damage) or using any blood already exposed nearby. This dagger has the same stats as your physical dagger.

Stored Magic
Open wounds: (1 points) You can open old healed wounds on an enemy to inflict pain equal to one d6 +3 of damage (or one d10 +3 of damage by spending an extra sorcerii point)

Halt movement: (1 point) Through your power over blood, you can stop someone in their tracks for up to 10 minutes. They must make a wisdom save against your spell save DC and have a chance to remake this every time they take damage.

Change heartbeat: (1 point) You are able to slow or quicken a heartbeat, causing someone to become peaceful, afraid, or even sleepy. They must succeed in a con save to avoid this.

Message: (1 point) As you begin to consider how sound vibrates through blood, you find yourself able to project sound waves to send a message to anyone within 120ft. Only they can hear what you say. You can pass them up to two simple sentences, at the DM's discretion.

Darkvision: (1 point) You touch a creature or yourself to grant it the ability to see for up to 60ft in the dark through the use of a sort of heat-vision. This is capable of looking through thin walls, at the DMs discretion.

Poison touch: (1 point) You touch a creature and shift a chemical process in their bloodstream to deal 1d10 of damage. They must make a constitution save against your spell save DC. On a success, they take half damage.

Replenish points: (+1) You can replenish your sorcerii points by drinking blood. You regain 1 point for every three actions spent drinking. You inflict one d4 of damage on your target for each action.

Spells
Teleport: (2 points) You have the ability to teleport between pools of blood over any distance. You must know the blood pools exist, and they must be large enough for you to step through.

Charm: (2 points) With the weight of your blood magic, you make someone feel friendly toward you, changing the mysterious inner workings on their heart and mind, gaining advantage your charisma checks against them.

Sonar Contortion: (2 points) You sing out a note or song fragment directed at 3 targets within 15ft, which causes their very veins to contort in agony. They make a con save. On success, they take half damage. On failure, they take 2d6 of damage.

Protection from Suffocation: (2 points) By singing or shouting out a note, you can temporarily change the make-up of the blood of up to three allies (with an extra point spent for any additional allies). This changes the way they absorb oxygen and allows them to avoid suffocating for double the usual time afforded by their constitution. It works no matter what they are suffocating on, whether a physical obstruction or in a case of drowning.

Heat Seeker: (2 points) You find yourself able to accurately focus on the heat of a living body within 60ft. By burning sorcerii points you can add your wisdom modifier to an attack to hit. If you succeed, you deal an extra d6 damage.

See Invisibility: (3 points) You are tuned into the flow of life aound you. By focusing your magic, you are able to sense perfectly the positions of invisible creatures and see into the spirit realm for ten minutes.

Shield of Healing: (3 points) By shouting out to an opponent, you can create a shield of magic around them. It will give them 3d6 of healing to roll at any point they want until their next long rest.

Surface Heal: (1 point) You are recoiling from the idea of using your magic to harm. In response, you can now call out to a creature within 60ft and provide instant healing of surface wounds for a 1d4 + spell bonus.

Detect Magic: (1 point) You have been around more magic now than ever before. You can extend your arcane awareness for 30ft around yourself, sensing the existence of any magic in the area. Spending an extra sorcerii point, you can focus on one specific thing for more details. This spell can stay up for 10 minutes.

Frostbite: (2 points) When you touch someone, you can cause their blood to rapidly drop in temperature and freeze in a concentrated area. They have a chance to make a constitution save against it. On a success, it deals half damage. On a success, it deals 3d6.

Haste: (3 points) Surrounded by possible friends, you find yourself able to bolster them in battle. By touching an ally, you can grant them the increased capacity of a speeding heart rate that allows them to add +2 to their AC, take one extra action per turn and double the movement.

Relationships
Through the luck of selecting the same table as the main cast in the dining hall and being placed in a nearby room, Kjellfrid has become entangled with the others as their enemies now see her as someone to target.

Adonis: Adonis has taken a special interest in Kjell for obvious reasons. Though he does not single her out in groups, he also doesn't miss an opportunity to speak to her alone about how her abilities are progressing.

Gallery
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