Corvin Tergsvor

Kraymar Hinstulkin's page

22 posts. Alias of Insnare.


Full Name

Kraymar Hinstulkin

Race

Half-elf

Classes/Levels

Ranger(Freebooter) 1, Rogue(Spy) 4

Gender

Male but Androgyneous

Size

M

Age

47

Special Abilities

Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects. Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you. Elf Blood You are counted as bot

Alignment

CN

Location

Amularhaven

Languages

Common, Dwarven, Elven

Occupation

Naval Officer, Spy

Strength 10
Dexterity 18
Constitution 13
Intelligence 12
Wisdom 13
Charisma 16

About Kraymar Hinstulkin

He has been in the navy for 20 years and has risen up the ranks serving on board different vessels, acquiring acclaim breaking up a pirate threat in the Eastern waters by infiltrating their midst and was able to gather a great deal of intelligence regarding the different pirates in those waters and has a good deal of contacts in the ports on both sides of the border.

He is also adept at disguise, with his tall gait and elvan physique he is able to imitate both elves and humans easily. This is due to his rounded ears which he received after a hard night with the rum of his privateer crew. He knows how to turn on the charm and has been hand picked by the admiralty for this task because he is suave sophisticated and knows how to get the job done.

Hinstulkin born to an elven father and human mother, had been brought up in Amularhaven(I just made up a name but of course it can be whatever you like), the land's largest port. His father had been known to be a merchant leader from afar and spends his travels far from Amular. He learned a lot of his more underhanded skills growing up on the docks(such as gambling, slight of hand techniques and so on) between going to one of the finer schools in the city(his mother's family an older disenfranchised noble family), where he picked up languages and how to comport one's self in high society.

Then one day he received news that his father had been lost at sea, six months later there were rumors of his capture by the Talfor Regime, none of which were verified.

But upon becoming old enough for service, the call of the sea and maybe rescuing his father propelled him to take a commission as an ensign in the navy. Late one night on his first assignment on the Tamylrande, a war galley, Ensign Kraymar was dicing with his fellow crew mates while drinking rum with them, he had adopted the slang and jargon of the men and the captain of the ship, a Captain Neji Thimblestone, was inspecting the ship and at first heard the authentic rough speak coming from the ensign and was aghast. The next morning, she called Kraymar to her cabin and offered him the job in intelligence.

After a lengthy training period, learning the ins and outs of tradecraft and the like. He was tasked with the infiltration of the pirate broods in the eastern islands. Dumping the uniform for a set of merchant's clothes, he signed on as a crew member of the sloop Jasper's Tyranny. He loved the plunder the women and the freedom and moved up the ranks. By this point, Kap'n Jasper had accrued a sizeable buccaneer fleet, one late night Kraymar challenged the captain of the ship to a duel and ran him through in three quick strokes.

Through dead drops and encoded messages by pigeon, he had been authorized to use his new pirate fleet to clandestinely attack the enemies of Amular, on the one hand eliminating the pirate threat to Amular and give the country a step up in international shipping, this lasted for five years.

A typhoon ravaged his privateer fleet and he was able to pilot his flagship after losing its main mast into Amularhaven, where he was promoted to Lieutenant Commander. Between then and now, Kraymar has infiltrated the Talfor regime on many occasions performing operations in various disguises. Due to his somewhat androgynous looks, he was able to disguise himself as a Countess Kendra Kalenina for a week, who he had met on an earlier mission.

For his career's sake, his most recent assignment has been to the general staff of the admiralty with another promotion and he would be serving as the naval attache for the diplomatic mission. Obviously, he would have some intelligence gathering objectives as well, in the case that war breaks out..

Kraymar Hinstulkin
Male Half-Elf Ranger 1(Freebooter) Rogue (Spy) 4
CN Medium Humanoid (elf, human)
Init +4; Senses low-light vision; Perception +11
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 39 (1d10+4d8+5)
Fort +4, Ref +10, Will +2; +2 vs. enchantments
Defensive Abilities evasion, uncanny dodge; Immune sleep; Resist elven immunities
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Offense
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Speed 20 ft.
Melee Dagger +8 (1d4/19-20/x2) and
Dagger +8 (1d4/19-20/x2) and
Dagger +8 (1d4/19-20/x2) and
Dagger +8 (1d4/19-20/x2) and
Dagger +8 (1d4/19-20/x2) and
Dagger +8 (1d4/19-20/x2) and
Dagger +8 (1d4/19-20/x2) and
Dagger +8 (1d4/19-20/x2) and
Dagger +8 (1d4/19-20/x2) and
Dagger +8 (1d4/19-20/x2) and
Swish Scimitar +5/+5 (1d6+1/18-20/x2) and
Mwk Sword cane +9 (1d6+1/x2)
Special Attacks sneak attack +2d6
Ranger Spells Prepared (CL 0):
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Statistics
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Str 10, Dex 18, Con 13, Int 12, Wis 13, Cha 16
Base Atk +4; CMB +4; CMD 17
Feats Deft Hands, Skill Focus (Diplomacy), Stealthy, Weapon Finesse
Traits Charming, Fencer
Skills Acrobatics +5 (+1 jump), Bluff +11, Climb +2, Diplomacy +14, Disable Device +5, Disguise +9, Escape Artist +9, Fly +1, Intimidate +8, Knowledge (dungeoneering) +5, Knowledge (geography) +6, Knowledge (local) +5, Knowledge (nature) +5, Linguistics +6, Perception +11, Profession (sailor) +7, Ride +1, Sense Motive +9, Sleight of Hand +7, Stealth +8, Survival +5 (+6 to track), Swim +2 Modifiers rogue talents (canny observer, honeyed words [2/day]), skilled liar +2
Languages Common, Dwarven, Elven
SQ elf blood, poison use, track, wild empathy
Other Gear Leaf armor, Dagger, Dagger, Dagger, Dagger, Dagger, Dagger, Dagger, Dagger, Dagger, Dagger, Swish Scimitar, Sword cane, Backpack (empty), Chalk, Disguise kit (10 uses), Flask, Flint and steel, Inkpen, Loaded dice, superior, Marked cards, Mirror, Signet ring, Silk rope, Thieves' tools, masterwork, Whetstone, 150 GP
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Special Abilities
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Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fencer +1 to hit with dagger or sword AoOs.
Freebooters Bane:At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability.
Honeyed Words (2/day) (Ex) 1/day add +10 to a bluff check.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Use You don't accidentally poison yourself with blades.
Skilled Liar +2 (Ex) +2 Bluff to Deceive
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Track +1 +1 to survival checks to track.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.