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Friendly Fighter

Kayluss's page

371 posts. Pathfinder Society character for Evan Whitefield.

Full Name

Lance Corporal Kayluss Baradin


Init +2; Spd 20ft; CMB +11; Ixthalos +14/+9 (1d10+7/ 17-20/ x2); Longbow +11/+6 (1d8+2/ x3/ 110ft)


Climb +6; Diplomacy +9; Heal +8; Intimidate +9; Knowledge (Dungeon & Nature +4; Planes +1); Perception +13; Profession (Sailor) +6; Spellcraft +5; Survival +10; Swim +6


Fighter (Armor Master) 7/ Ranger 1

AC 31; Tch 16; FF 28; CMD 25; DR 3/-; hp 8/68; Fort: 10; Ref: +7; Will: +8


Meduim (6' 1" - 210 lbs)











Strength 19
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 14
Charisma 12

About Kayluss

Lance Corporal
Kayluss Baradin

Liberty's Edge
CG, Human (Chelaxian), male
Fighter (Armor Master) 7/ Ranger 1


A handsome man, in his early 20’s, Kayluss has dirty blond hair, light steel blue eyes and a proud bearing, which attests to his noble heritage. Normally a cheerful young man, at time he sinks into an ill-tempered depression in which he is tormented by memories of his life in Cheliax. Usually brought about by things that remind him of his family, and the depravity it has sunken to, or by of the terrifying experiences he had in the depths of Citadel Demain, these moods can last anywhere from hours to months depending on the cause.


AC 31 (11 Armor +5 Shield +2 Dex +1 Deflection +1 Natural +1 Luck)
Touch 15; Flat-footed 28
CMD 25 (10 base +8 BAB +4 Str +2 Dex +1 Deflection)

DR 3/-
hp 68 (40 Fighter +6 Ranger +14 Con)

Fort: +10 (5 Fighter +2 Ranger +2 Con +1 Item)
Ref: +7 (2 Fighter +2 Ranger +2 Dex +1 Item)
Will: +8 (2 Fighter +0 Ranger +2 Wis +1 Item +2 Iron Will +1 Trait)
Special Defenses:
Cold Weather Outfit: +5 Fort saves vs. cold weather
Concern for Liberty: +2 on Will saves vs. enchantment (compulsion) effects after first; 1/scenario extend benefit to adjacent ally for 1 round


Init +2
Spd 30ft
Base Att +8/+3 (7 Fighter/ 1 Ranger)
CMB +12 (8 BAB +4 Str)

Ixthalos: +1 Keen Bastard Sword +14/+9 (1d10+7/ 17-20/ x2)
Cold Iron Bastard Sword +14/+9 (1d10+6/ 19-20/ x2)
Club +12/+7 (1d6+4/ x2)
Dagger +12/+7 (1d4+4/ 19-20/ x2)

Mwk (+2 Str) Comp Longbow +11/+6 (1d8+2/ x3/ 110ft)
Club +10 (1d6+4/ x2/ 10ft)
Dagger +10 (1d4+4/ 19-20/ x2/ 10ft)

Special Attacks:
Power Attack: -3 to Attack rolls +6 Damage
Favored Enemy (Human): +2 attack and damage
Combat Boon: Immediate Action to reroll one attack roll
Siege -Hardened: +1 on Weapon Damage Rolls vs. Demons
Heirloom Weapon: +1 on attacks of opportunity with Ixthalos
Combat Reflexes: Make AoO while flatfooted; 2 additional AoO each round
Step Up: Move 10ft Step as an immediate action, when adjacent foe takes 5ft step
Nemesis of the Aspis: Immediate action to force an enemy Aspis agent to reroll a single d20 and take the worse result.


(14 Fighter +6 Ranger +7 Favored Class +8 RB = 35)
Acrobatics -1 (2 Dex -3 Armor)
Appraise +0 (0 Int)
Bluff +1 (1 Cha)
Climb +6 (2 Rank +3 Class Skill +4 Str -3 Armor)
Craft +0 (0 Int)
Diplomacy +9 (5 Rank +3 Class Skill +1 Cha)
Disguise +1 (1 Cha)
Escape Artist -1 (2 Dex -3 Armor)
Heal +8 (3 Rank +3 Class Skill +2 Wis)
Intimidate +9 (5 Rank +3 Class Skill +1 Cha)
Dungeon +4 (1 Rank +3 Class Skill +0 Int)
Nature +4 (1 Rank +3 Class Skill +0 Int)
Planes +1 (1 Rank +0 Int)
Perception +13 (8 Rank +3 Class Skill +2 Wis)
Perform +1 (1 Cha)
Profession (Sailor) +6 (1 Rank +3 Class Skill +2 Wis)
Ride -1 (2 Dex -3 Armor)
Sense Motives +2 (2 Wis)
Spellcraft +5 (2 Rank +3 Class Skill +0 Int)
Stealth -2 (2 Dex -4 Armor)
Survival +10 (5 Rank +3 Class Skill +2 Wis)
Swim +6 (2 Rank +3 Class Skill +4 Str -4 Armor)

Special Modifiers:
Healer’s Kit: +2 on heal checks
Cologne: +1 on Charisma based checks
Wayfinder: +2 on Survival checks not to get lost
Track: +1 on Survival checks to follow or identify tracks
Corruption Uncovered: +2 on a Sense Motive check before rolling; 1/ scenario
Hero of the Fey: Auto succeed on one Charisma-based check when dealing with fey Scholar of The Gates Ajar: +2 Knowledge checks vs. Deamons, Demons, & Devils
Favored Enemy (Human): +2 on Bluff, Knowledge, Perception, Sense Motive, and Survival vs. Humans
Exemplar of Falcon’s Hollow: +1 circumstance bonus to all Charisma-based checks on Andoran citizens
Hero of the Five Kings: +2 circumstance bonus on all Charisma-based checks on Dwarves from the Five Mountains region


Str 18 +4 (5 pts +2 RB +2 Enhancement +1 lvl)
Dex 14 +2 (3 pts +1 lvl)
Con 14 +2 (5 pts)
Int 10 +0 (0 pts)
Wis 14 +2 (5 pts)
Cha 12 +1 (2 pts)

Indomitable Faith: +1 on Will saves
Armor Expert: -1 on Armor check penalty
Heirloom Weapon: +1 on attack of opportunity with Ixthalos

Iron Will: +2 on Will Saves
Weapon Focus (Bastard Sword): +1 on attacks with bastard swords
Exotic Weapon Proficiency (Bastard Sword): Use bastard swords one handed
Shield Focus: +1 AC bonus from shields
Power Attack: -3 to attacks and +6 to damage
Weapon Specialization (Bastard Sword): +2 on damage rolls with bastard swords
Step Up: Take 5ft step as an immediate action when adjacent enemy takes a 5ft step
Combat Reflexes: Make Attacks of Opportunity while flatfooted; Make 2 additional attacks of Opportunity each round
Following Step: When using Step up move 10ft and it does not affect movement on your turn

Racial Abilities:
Bonus Feat (Iron Will)
Favored Class (Fighter)
Skilled: +1 skill rank/ level

Class Abilities:
Bonus Feats: 1st Weapon Focus (Bastard Sword), 2nd Power Attack, 4th Step Up
Armored Defense: DR 1/- in light armor, 2/- in medium armor, 3/- in heavy armor
Armor Training: -1 Armor check penalty, +1 Max Dex, Move full speed in Medium armor
Deflective Shield: +2 touch AC while wielding shield; +1 /4 lvls above 2nd up to shield bonus

Track: +1 on Survival checks to follow or identify tracks
Wild Empathy: Change the attitude of animals as Diplomacy with a +2 modifier
Favored Enemy (Human): +2 attack and damage rolls and on Bluff, Knowledge, Perception, Sense Motive and Survival vs. Humans

Boons & Vanities:
Eagle Knight: Specialized in Diplomacy
Combat Boon: Immediate Action to reroll one attack roll
Siege -Hardened: +1 on Weapon Damage Rolls vs. Demons
Scholar of The Gates Ajar: +2 Knowledge checks vs. Deamons, Demons, & Devils
Corruption Uncovered: Once/ scenario gain +2 on a Sense Motive check before it is rolled
Hero of the Fey: Automatically succeed on one Charisma-based check when dealing with fey
Concern for Liberty: +2 on Will saves vs. enchantment (compulsion) effects after 1st; 1/scenario extend benefit to adjacent ally for 1 round
The Favor of Cartahegn: In a settlement of 5,000 or more on the continent of Garund, purchase mundane equipment (but not weapons or armor) at a 10% discount.
A Fair Trade: In a settlement of 5,000 or more, spend 1 hour to exchange one magic item in your possession worth up to 2,500 gp for a magic item of equal or lesser value
Defender of Nerosyan (Overwhelming Victory): While in Mendev or the Worldwound, reduce the cost of purchasing a Prestige Award while outside of a settlement of 5,000 residents or more by 4. You gain a 10% discount on any magical items that require a spell with the Good descriptor as a spell prerequisite.
Nemesis of the Aspis: Immediate action to force an enemy Aspis agent to reroll a single d20 and take the worse result.
Exemplar of Falcon’s Hollow: +1 circumstance bonus to all Charisma-based checks on Andoran citizens
Hero of the Five Kings: +2 circumstance bonus on all Charisma-based checks on Dwarves from the Five Mountains region


+2 Full Plate: 50lbs, +11 AC, +1 Max Dex, -5 Armor Check
+2 Heavy Steel Shield: 15lbs, +4 AC, -1 Armor Check
Jingasa of the Fortunate Soldier: 3lbs, +1 Luck bonus to AC, Negate critical hit 1/day

Ixthalos +1 Bastard Sword: 6lbs, Slashing
Cold Iron Bastard Sword: 6lbs, Slashing
Mwk (+2 Str) Comp Longbow: 3lbs, 110ft
Club: 3lbs, 10ft, Bludgeoning
Dagger: 1lb, 10ft, Piercing or Slashing
Shortspear: 3lbs, 20ft, Piercing
Ghost Touch Arrows (x20): 1.5lbs, Piercing
Cold Iron Arrows silver blanch (x20): 3lbs, Piercing
Adamantine Arrows (x10); 1.5lbs, Piercing

Baradin Family Signet Ring
Belt of Giants Strength +2: +2 Enhancement bonus to Strength
Ring of Protection +1: 0lbs, +1 Deflection bonus to AC & CMD
Amulet of Natural Armor +1: 0lbs, +1 Natural armor bonus to AC
Cloak of Resistance +1: 1lb, +1 Resistance bonus on all saves: Shoulders slot
Wayfinder: 1lb, +2 on Survival Checks not to get lost, cast Light at will

Belt Pouch:
Wand of Cure Light Wounds: CL 1, Heal 1d8+1 hp; 33 Charges
Wand of Lead Blades: CL 1, Increase damage of weapons by 1 size category for 1 min; 42 charges
Wand of Endure Elements: CL 1 24 hrs protection from inhospitable climate; 50 charges
Oil of Magic Weapon: 1lbs, CL 1, +1 Enhancement to one weapon, 1min
Oil of Bless Weapon (x2): 1lbs, CL1, Weapon counts as Good aligned, auto confirms critical threats vs. evil creatures, 1 min
Potion of Cure Light Wounds: 1lb, CL 1, Heal 1d8+1 hp
Potion of Protection from Evil (x2): 1lbs, CL 1, +2 Deflection to AC, +2 resistance to saves, and prevents mind control ; just from vs. evil creatures, 1min
Potion of Fly: CL 5, Fly +5 to fly checks; 5 min
Alchemist Fire (x2): 1lb, 10ft, 1d6 fire damage for 2 rounds, DC 15 Ref to put out fire
Thunderstone (x2): 1lb, 20ft, DC 15 Fort or be Deafened in 10ft radius spread
Tanglefoot Bag: 4lbs, 10ft, Entangled, DC 15 Ref or be stuck in place

Back Pack:
Bed Roll, Silk Rope, Waterskin, Rations (x4), Flint and Steel, Grappling Hook, Sunrods (x2), Whetstone
Cold Weather Outfit: 7lbs, +5 Fort saves vs. cold weather
Crowbar: 5lbs, +2 Str checks to open doors and containers
Cologne: +1 on Charisma based checks; 9 uses
Healer’s Kit: +2 on heal checks; 10 uses
Antitoxin (x2): 0lbs, +5 Alchemical bonus vs. Poison for 1hr
Antiplague (x2): 0lbs, +5 Alchemical bonus vs. Disease for 1hr
Sooth Syrup (x2): 0.5lbs, +5 Alchemical bonus vs. sickening for 1 hr
Twitch Tonic (x2): 0lbs, +2 Alchemical bonus vs. sleep, paralysis, & staggered for 1hr
Wismuth Salix (x2): 0lbs, +2 Alchemical bonus vs. sickening for 1 hr; free reroll vs save
Meditation Tea: 0lbs, +2 Alchemical bonus vs. Mind Control for 10 min
Armor Ointment: 1lb, Reduce Armor Check Penalty by 1 for 8 hrs

Scroll case:
Scroll of Breath of Life
Scroll of Cure Serious Wounds
Scroll of Lesser Restoration

Gold: 157
Silver: 8
Copper: 8

Back Story:

The second son of a Rutilus Baradin, a sniveling Cheliaxian noble, Kayluss had always secretly despised his father, but it wasn't until Kayluss found a boarded up old room in his family’s estate that he began to actively defy him. The room housed a shrine of sorts dedicated to Kayluss's great-grandfather Akorian Baradin, a knight of old Cheliax who died battling the infernal armies of House Thrune, during the civil war that erupted after the death of Aroden.

Sickened by the depravity of his once noble house Kayluss began speaking out, not only against his father but, even more dangerously, against the House Thrune. Terrified by what the ruling house would do if it were to learn of Kayluss's heresy Rutilus arranged for his son to be forcefully indoctrinated into the notorious Order of the Scourge.

During his initiation Kayluss was able to escape and fled back to his fathers house. Arriving at the house just after midnight he broke back into the hidden room and removed Ixthalos (Azlanti for "Star Blade"), his family’s ancestral sword, from his great-grandfathers shrine. Brandishing the sword Kayluss stormed through the house screaming his father’s name.

Kayluss finally found Rutilus, cowering in upstairs bedroom surrounded buy the Baradin house guards. Before the first light of morning touched the Baradin family lands the guards lay dead and Rutilus stood whimpering against a wall with the tip of Ixthalos at his throat. Even at the height of his rage though, Kayluss could not bring himself to kill his own father and instead he ripped the Baradin family ring from his father’s finger and knocked him unconscious with the hilt of the sword.

Kayluss then gathered up everything he would need for a long journey and, using an oil lamp, set fire to his family home before fleeing east towards the dawn. A fugitive in his home nation Kayluss made his way to Andoran hoping to find a fresh start. Unfortunately Kayluss had made many enemies in Cheliax, enemies who do not forget grievances, and before long the Inquisitors of the Order of the Scourge had tracked him down. It was only through the intervention of Colson Maldris a passing Eagle Knight and Pathfinder that Kayluss managed to survive the Hellknight’s attack.

After that day Kayluss began to travel with Maldris, learning about the Pathfinders and aiding in their missions. In the Pathfinders Kayluss saw an opportunity to resort honor to the Baradin name and before long Kayluss inducted as a member. Eventually the two Pathfinder parted ways as Maldris went to sea to hunt slavers and Kayluss stayed in Andoran patrolling the Cheliaxian boarder. A few years latter Kayluss learned that Maldris had earned the position of Captain within the Eagle Knight and had then been reassigned to the pathfinder lodge in Absalom. Knowing the difficulty of such an assignment Kayluss caught the first ship to the infamous city in order to assist his friend.

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