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Ezer Hazzebaim

Cutlass Kallakan's page

90 posts. Alias of Xaaon of Xen'Drik.


About Cutlass Kallakan

Description Standing 6'9" tall this M'wangi sailor would be fearfully intimidating, if he weren't quite so wiry. A survivor of the wreck of the infamous Titinia, Kallakan was often heard singing sea shanties in his ground shakingly deep voice. The Titiania ran afoul of a terror of the deep, sinking the ship, breaking her spine and eating most of the survivors. Kallakan doesn't know how he survived, but he attributes his prayers to the 'Queen of Pirates' as his savior. Now he's shipwrecked on this inhospitable spit of land. He speaks with a thick Mwangi accent.

Strangely he carries no cutlass, his nickname must be a dirty sailor joke.

'Cutlass' Kallakan

Race Human
Class Sea Singer [Bard] 2 [favored]
XP: 2109
Age 20

Gender: Male
Deity: The Queen of Pirates
Alignment: Chaotic Neutral (C4G1)
Languages: Common, Polyglot, Chelish, Aquan
Home affinity: M'wangi

Height: 6'9"
Weight: 198 lbs
Eyes: Green
Hair: Shock White
Skin: Dark (body hair is mostly non-existent)

+1 STR 13=13 (3pts)
+2 DEX 14=14 (5pts)
+1 CON 12=12 (2pts)
+2 INT 14=14 (5pts)
+0 WIS 10=10 (0 pts)
+3 CHR 14+2=16 (5pts)

Hit Points d8+1=9+d8
OOOOO OOOO
- ooooo ooooo oo death @ -12

ACTF 16/12/14 [+3 armor, +1Shield, +2DEX]
Initiative +2
BAB +1 MAB+2 [+1BAB/+1STR]
CMB +1 [+0BAB/+1STR] CMD 14 [10+1BAB/+1STR/+2DEX] +2 Trip
Speed 30 ft

Weapon and Armor proficiencies:
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields, except tower shields. A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Saves
Fort +2 [+1Base,+1Con]
Ref +5 [+3Base,+2Dex]
Will +3 [+3Base,+0Wis]

Combat

+2 scorpion whip d4/x2[+1 BAB, +1 STR, ] disarm, trip, 15' reach
+2 whip d3/x2 [+1 BAB, +1 STR, ] disarm, trip, non-lethal, 15' reach
+2 short sword [+1 BAB, +1 STR, ] 1d6+1 P(19-20/x2)
+2 dagger [+1 BAB, +1 STR] 1d4+1 B (19-20/x2)

Feats&Traits
[1st] Combat Expertise
[bonus] Improved Trip
Campaign Trait:

Titania Crew:
This trip to Eleder is just one of many in a long career as a sailor aboard the Titania and other cargo vessels. Whether you joined the crew with the hope of one day captaining your own ship, as the means of paying your way to a foreign port with sweat and blood, or as a slave or indentured servant, you now call the ship home.
Pick one of the following skills: Acrobatics, Climb, Knowledge
(nature), Knowledge (geography), Swim, or Survival. You
gain a +1 trait bonus on that skill, and that skill is always
treated as a class skill for you.

Religion Trait:

Racial Abilities:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Languages: Common, Polyglot, Draconic, Aquan

Skills
6+2int+1Race/level=16
+ 6 Acrobatics [1R,+3CL,+2DEX]*
+ 2 Appraise [0R,+0CL,+2INT]
+ 3 Bluff [0R,+0CL,+3CHA]
+ 1 Climb [1R,+3CL, +1STR]
+ 6 Craft (Carpentry) [1R,+3CL,+2INT]
+ 7 Diplomacy [1R,+3CL, +3CHA]*
+ 3 Disguise [0R,+3CL,+3CHA]
+ 2 Escape Artist [0R,+0CL,+2DEX]
+ 3 Handle Animal [0R,+3CHA]
+ 3 Intimidate [0R,+3CHA]
+ 2 Knowledge (arcana) [0R,+3CL,+2INT]
+ 2 Knowledge (dungeon) [0R,+3CL,+2INT]
+ 2 Knowledge (engineer) [0R,+3CL,+2INT]
+ 8 Knowledge (geography) [2R,+3CL,+2INT,+1WK]
+ 2 Knowledge (history) [0R,+3CL,+2INT]
+ 3 Knowledge (local) [0R,+3CL,+2INT,+1WK]
+ 7 Knowledge (nature) [1R,+3CL,+2INT,+1WK]
+ 2 Knowledge (nobility) [0R,+3CL,+2INT]
+ 2 Knowledge (planes) [0R,+3CL,+2INT]
+ 2 Knowledge (religion) [0R,+3CL,+2INT]
+ 7 Linguistics [1R,+3CL,+2INT,+1WK] Aquan
+ 4 Perception [1R,+3CL,+0WIS]*
+ 7 Perform (singing) [1R,+3CL,+3CHA]*
+ 3 Perform (string) [0R,+3CL,+3CHA]
+ 4 Profession (Sailor)[1R,+3CL,+0WIS]*
+ 2 Ride [0R,+2DEX]
+ 0 Sense Motive [0R, +0CL,+0WIS]
+ 2 Sleight of Hand [0R,+0CL,+2DEX]
+ 6 Spellcraft [1R,+3CL,+2INT]
+ 6 Stealth [1R,+3CL,+2DEX]
+ 5 Survival [1R,+3CL,+0WIS,+1Trait]
+ 1 Swim [2R,+1STR]
+ 7 Use Magic Device [1R,+3CL,+3CHA]*

Class Abilities:

World Traveler (Ex): A sea singer gains a bonus equal to half his bard level on Knowledge (geography), Knowledge (local), Knowledge (nature), and Linguistics checks. He can reroll a check against one of these skills, but must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter. This ability replaces bardic knowledge.

Bardic Performance (7 ROUNDS/DAY) : A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Sea Shanty (Su): A sea singer learns to counter seasickness and exhaustion during long sea voyages. Each round of a sea shanty, he makes a Perform skill check. Allies within 30 feet (including the sea singer) may use his Perform check in place of a saving throw against becoming exhausted, fatigued, nauseated, or sickened; if already under such an effect, a new save is allowed each round of the sea shanty, using the bard's Perform check for the save. A sea shanty has no effect on instantaneous effects or effects that do not allow saves. This ability requires audible components.
This performance replaces countersong.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.

Still Water (Su): At 3rd level, a sea singer can use performance to calm rough waters within 30 feet, reducing the DC for Profession (sailor) and Swim checks, as well as for Acrobatics and Climb checks aboard ship, by an amount equal to the bard's level (to a minimum of DC 10) for as long he continues to perform. He can extend this duration to 1 hour by playing for 10 consecutive rounds. This ability requires audible components. This performance replaces inspire competence.

Whistle the Wind (Su): A sea singer of 6th level or higher can use performance to create a gust of wind. This wind lasts for as long as he continues his performance. He can extend this duration to 1 minute by playing for 5 consecutive rounds. This performance replaces suggestion.

Call the Storm (Su): At 18th level, a sea singer can use performance to duplicate control water, control weather, control winds, or storm of vengeance, using his bard level as the caster level. Using this ability requires 1 round of continuous performance per level of the spell (as if he were a druid). These effects continue for as long as the bard continues performing, but not longer than the spell's normal duration. This performance replaces mass suggestion.

Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

The sea singer calls the blue waters his home, and is much in demand among sea captains wishing good fortune for their crew and hull as they ply the tradewinds far and wide.

Familiar: At 2nd level, a sea singer acquires an exotic pet—a monkey or parrot (treat as raven) — that gains abilities as a wizard's familiar, using the sea singer's bard level as his wizard level. This ability replaces versatile performance.

Sea Legs (Ex): At 2nd level, a sea singer gains a +4 bonus on saving throws against air and water effects and effects that would cause the sea singer to slip, trip, or otherwise be knocked prone. He gains a +2 bonus to CMD against grapple, overrun, and trip. This ability replaces well-versed.

spells known:

0 level:5
daze, detect magic, read magic, mage hand, resistance
1st level:3
cure light wounds, summon monster I, hypnotism

Carrying Capacity:
Light:0-43#
Medium: 44–86# (Max Dex +3, ACP -3, Runx4)
Heavy: 87–130#(Max Dex +1, ACP -6, Runx3)

GEAR X# 105gp
Studded Leather Armor 25gp 20#
Scorpion Whip 5gp 3# 30
Whip 1gp 2# 31
Short Sword 10gp 2# 41
Large Sack 1sp 2# 41.1
Beggar's outfit 1sp (pants, ragged shoes) 2# 41.2
Buckler 15gp 5# 56.2
Caltrops x3 3gp 6# 59.2
5 Daggers 10gp 5# 69.2
1 week rations 3.5gp 72.7
whetstone 2cp 1# 72.72
15 gallons of ale 3gp 120# 82.72
half-keg 2gp 15# 84.72
Oar 2gp 10# 86.72
Silver Tankard 5gp 91.72
Tent, small 10gp 101.72
Whistle, signal 8sp 102.52
3 50ft ropes 3gp 105.52
4 waterskins 4gp 109.52

Belt Pouch .5#:
48 copper coins

Cash:

Kallakan's Isle

Just sit right back and you'll hear a tale,
A tale of a fateful trip
That started from this tropic port
Aboard the Titania.

The Cap'n a mighty sailing man,
The crew was brave and sure.

Five passengers set sail that day
For a three hour tour, a three hour tour.

The weather started getting rough,
The tiny ship was tossed,
If not for the courage of the fearless crew
Titania would be lost, Titania would be lost.

The ship set ground on the shore of this uncharted desert isle
With Kallakan
Uchanda too,
The x and her x,
The movie star
The professor and Mary Ann,
Here on Kallakan's Isle.

So this is the tale of the castaways,
They're here for adventure,
They'll have to make the best of things,
It's a dangerous time.

The sea singer and the fighter too,
Will do their very best,
To make the others comfortable,
On the serpent men's nest.

No food, no magic item creation,
Not a single luxury,
Like Mwangi namods,
As primitive as can be.

So join us here each week my friends,
You're sure to get a smile,
From seven stranded castways,
Here on "Kalakkan's Isle."


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