Kaleb Hesse

Crooked Kin's page

35 posts. Alias of chavamana.


About Crooked Kin

Kaleb Hesse:
KALEB HESSE, THE RINGMASTER
Male Human Bard (Magician) 3
NN Medium Humanoid (Human)
Init +3; Senses Perception +3
--------------------
DEFENSE
--------------------
AC 16, touch 13, flat-footed 13. . (+3 armor, +3 Dex)
hp 23 (3d8+3)
Fort +2, Ref +6, Will +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Masterwork Whip +7 (1d3+1/20/x2) and
Special Attacks Bardic Performance (standard action) (10 rounds/da, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 13), Bardic Performance: Inspire Competence +2
Bard (Magician) Spells Known (CL 3, +5 melee touch, +5 ranged touch):
1 (4/day) Chastise (DC 13), Enhance Water (DC 13), Innocence (DC 13), Touch of Gracelessness (DC 13), Vocal Alteration (DC 13)
0 (at will) Open/Close (DC 12), Ghost Sound (DC 12), Mage Hand, Dancing Lights, Prestidigitation (DC 12), Message
--------------------
STATISTICS
--------------------
Str 12, Dex 16, Con 13, Int 10, Wis 8, Cha 15
Base Atk +2; CMB +3; CMD 16
Feats Bard Weapon Proficiencies, Improved Counterspell, Weapon Finesse, Weapon Focus: Whip, Whip Mastery
Skills Acrobatics +7, Appraise +4, Bluff +8, Diplomacy +8, Disguise +6, Intimidate +8, Knowledge (Local) +4, Knowledge (Nobility) +4, Perception +3, Perform (Act) +8, Perform (Oratory) +8
Languages Common
SQ Bardic Performance: Dweomercraft +1 (Su), Extended Performance (Su), Magical Talent +1 (1/day) (Ex)
Combat Gear Masterwork Studded Leather, Masterwork Whip;
--------------------
SPECIAL ABILITIES
--------------------
Bardic Performance (standard action) (10 rounds/day) Your performances can create magical effects.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Dweomercraft +1 (Su) Bonus on caster level checks, concentration checks, and attack rolls with spells and spell-like abilities.
Bardic Performance: Fascinate (DC 13) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.
Extended Performance (Su) Sacrifice a spell slot to extend a performance beyond concentration by the slot's level.
Improved Counterspell Use a spell of the same school 1+ levels higher to Counterspell.
Magical Talent +1 (1/day) (Ex) You add half your bard level to Knowledge (arcana), Spellcraft, and Use Magic Device checks
Whip Mastery Using a whip does not provoke attacks of opportunity

Blind Mag:
BLIND MAG
Female Medusa, Brazen Oracle (Dual-Cursed Oracle, Seer) 2
CG Medium Monstrous Humanoid
Init +5; Senses All-Around Vision, Clouded Vision, Darkvision (30 feet); Perception +7
--------------------
DEFENSE
--------------------
AC 20, touch 15, flat-footed 15. . (+5 Dex, +5 natural)
hp 113 (8d10+2d8+60)
Fort +8, Ref +11, Will +12
DR 5/adamantine, 5/magic; Immune poison
Weakness Haunted
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Bite (Medusa, Brazen) +13 (1d4+4/20/x2) and
. . Claw x2 (Medusa, Brazen) +13 x2 (1d4+4/20/x2) and
. . Constrict (Medusa, Brazen) +13 (1d6+4/20/x2) and
. . Tail Slap (Medusa, Brazen) +8 (1d6+2/20/x2) and
Special Attacks Grab (tail slap), Poison: Bite - injury (DC 21)
Oracle (Dual-Cursed Oracle, Seer) Spells Known (CL 2, +13 melee touch, +14 ranged touch):
1 (5/day) Ill Omen, Endure Elements (DC 15), Cure Light Wounds (DC 15), Read Weather (DC 15)
0 (at will) Read Magic (DC 14), Purify Food and Drink (DC 14), Ghost Sound (DC 14), Mage Hand, Detect Magic, Sotto Voce (DC 14), Guidance (DC 14)
--------------------
STATISTICS
--------------------
Str 18, Dex 20, Con 22, Int 16, Wis 16, Cha 18
Base Atk +9; CMB +13 (+17 Grappling); CMD 28
Feats Cosmopolitan: Perform (Sing), Bluff, Extra Revelation, Prodigy: Perform (Sing), Profession (Soothsayer), Skill Focus: Perform (Sing), Voice of the Sibyl
Skills Acrobatics +15, Bluff +20, Diplomacy +10, Intimidate +10, Knowledge (Arcana) +5, Knowledge (Dungeoneering) +5, Knowledge (Engineering) +5, Knowledge (Geography) +5, Knowledge (History) +10, Knowledge (Local) +5, Knowledge (Nature) +5, Knowledge (Nobility) +5, Knowledge (Planes) +7, Knowledge (Religion) +7, Perception +7, Perform (Oratory) +5, Perform (Sing) +25, Profession (Soothsayer) +15, Sense Motive +16
Languages Abyssal, Aklo, Common, Daemonic, Giant, Varisian
SQ Knowledge of the Ages +4 (4/day) (Su), Natural Divination (1/day) (Su), Petrifying Gaze (DC 19) (Su)

--------------------
SPECIAL ABILITIES
--------------------
All-Around Vision You can see in all directions and cannot be flanked.
Clouded Vision You cannot see beyond 30'
Damage Reduction (5/adamantine) You have Damage Reduction against all except Adamantine attacks.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (30 feet) You can see in the dark (black and white vision only).
Grab (tail slap) (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Immunity to Poison You are immune to poison.
Knowledge of the Ages +4 (4/day) (Su) You can search through time to recall some bit of forgotten lore or information. You can retry any Knowledge skill check you have made within the past minute, gaining an insight bonus on the check equal to your Charisma modifier. You can use this abi
Natural Divination (1/day) (Su) You can gain a bonus to a save, skill check, or initiative roll which must be used within 24h.
Petrifying Gaze (DC 19) (Su) Creatures in 30 ft turn to stone permanently (Fort neg).
Poison: Bite - injury (DC 21) (Ex) Poison deals 1d3 STR damage, 1/round for 6 rds, cure 2 consecutive saves.
Prodigy: Perform (Sing), Profession (Soothsayer) Gain a +2 bonus on two Craft, Perform, or Profession skills.
Voice of the Sibyl Gain bonus to Bluff, Diplomacy, and Perform (oratory) checks


Lidia Gerod:
LIDIA GEROD, THE BEARDED LADY
Female Human Barbarian (Elemental Kin, Urban Barbarian) 3
NG Medium Humanoid (Human)
Init +2; Senses Perception +6
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 31 (3d12+6)
Fort +5, Ref +3, Will +2
Defensive Abilities Uncanny Dodge; Resist Energy Resistance: Fire
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +4 (1d3+1/20/x2)
--------------------
STATISTICS
--------------------
Str 8, Dex 14, Con 15, Int 10, Wis 12, Cha 15
Base Atk +3; CMB +2; CMD 14
Feats Improved Unarmed Strike, Piranha Strike -1/+2, Weapon Finesse
Skills Acrobatics +8, Craft (Jewelry) +8, Diplomacy +6, Intimidate +8, Knowledge (Local) +4, Knowledge (Nature) +4, Knowledge (Nobility) +4, Perception +6, Profession (Cook) +7
Languages Common
SQ Controlled Rage (Ex), Controlled Rage: Constitution, Controlled Rage: Dexterity, Crowd Control +1 (Ex), Elemetal Fury (+1 rounds/attack) (Ex), Rage (10 rounds/day) (Ex)
Other Gear Artisan's tools, masterwork: Craft (Jewelry)
--------------------
SPECIAL ABILITIES
--------------------
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control +1 (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Elemetal Fury (+1 rounds/attack) (Ex) Elemental damage extends your rage.
Energy Resistance: Fire (Ex) Fire Resistance while raging
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Piranha Strike -1/+2 You can subtract from your attack roll to add to your damage with light weapons.
Rage (10 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Trollblood:
TROLLBLOOD, THE GIANT MAN
Male Human (Ulfen) Alchemist (Ragechemist) 2
NN Medium Humanoid (Human)
Init +0; Senses Perception +6
--------------------
DEFENSE
--------------------
AC 10, touch 10, flat-footed 10
hp 21 (2d8+7)
Fort +5, Ref +3, Will +1
Resist Poison Resistance +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +3 (1d3+2/20/x2)
Ranged Bomb +2 (1d6+2 Fire)
Special Attacks Bomb 1d6+2 (4/day) (DC 13)
Alchemist (Ragechemist) Spells Known (CL 2, 3 melee touch, 1 ranged touch):
1 (3/day) Enlarge Person (DC 13), Ant Haul (DC 13), Shock Shield (DC 13)
--------------------
STATISTICS
--------------------
Str 15, Dex 10, Con 15, Int 14, Wis 12, Cha 8
Base Atk +1; CMB +3; CMD 13
Feats Brew Potion, Combat Reflexes (2 AoO/round), Throw Anything, Toughness +3
Traits Stage Magic, Varisian Wanderer: Perform (Act)
Skills Acrobatics +1, Craft (Alchemy) +7, Knowledge (Local) +4, Perception +6, Perform (Act) +5, Sleight of Hand +5, Survival +5, Use Magic Device +4 Modifiers Alchemy +2
Languages Common, Hallit, Skald, Varisian
SQ Feral Mutagen (Su), Mutagen (DC 13) (Su), Poisoning (Standard Action) (Ex), Rage Mutagen
Other Gear Feral Mutagen: +6 STR, -2 INT, +2 Nat AC
--------------------
SPECIAL ABILITIES
--------------------
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+2 (4/day) (DC 13) (Su) Thrown Splash Weapon deals 1d6+2 fire damage.
Combat Reflexes (2 AoO/round) You may make up to 2 attacks of opportunity per round, and may make them while flat-footed.
Feral Mutagen (Su) Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist’s full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and
Mutagen (DC 13) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Rage Mutagen STR mutagen bonuses increase, but penalty to Will & Int when hurt (Will neg).
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Varisian Wanderer: Perform (Act) +1 to Perform (Act) checks, Perform (Act) is always a class skill for you.

S'jeer:
S'JEER, THE VUDRANI PRINCESS
Female Human (Taldan) Monk (Martial Artist) 2
NN Medium Humanoid (Human)
Init +1; Senses Perception +6
--------------------
DEFENSE
--------------------
AC 14, touch 14, flat-footed 12. . (+1 Dex, +1 dodge)
hp 14 (2d8)
Fort +3, Ref +4, Will +5
Defensive Abilities Evasion
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike FoB +2/+2 +3 (1d6+2/20/x2)
Special Attacks Flurry of Blows +2/+2 BAB +1
--------------------
STATISTICS
--------------------
Str 14, Dex 12, Con 10, Int 8, Wis 15, Cha 15
Base Atk +1; CMB +4 (+3 Grappling); CMD 17
Feats Combat Reflexes (2 AoO/round), Dodge, Improved Unarmed Strike, Monk Weapon Proficiencies, Panther Claw, Panther Style (2/round), Stunning Fist (2/day) (DC 13)
Skills Acrobatics +5, Craft (Tattoo) +6, Intimidate +6, Perception +6, Perform (Dance) +7, Sense Motive +6
Languages Common
SQ AC Bonus +2, Stunning Fist (Stun) (Ex), Unarmed Strike (1d6)
Other Gear Artisan's tools, masterwork: Craft (Tattoo)
--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +2 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Combat Reflexes (2 AoO/round) You may make up to 2 attacks of opportunity per round, and may make them while flat-footed.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Flurry of Blows +2/+2 BAB +1 (Ex) Make Flurry of Blows attack as a full action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Panther Claw Retaliate as a free action instead of as a swift action
Panther Style (2/round) Retaliate against opponents that take attacks of opportunity against you
Stunning Fist (2/day) (DC 13) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.

Hap Tarvin:
HAP TARVIN, THE FLEA MAN CR 1/3
Male Human Expert 1
CN Medium Humanoid (Human)
Init +1; Senses Perception -1
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 10. . (+1 Dex)
hp 5 (1d8)
Fort +0, Ref +1, Will +1
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike -1 (1d3-1/20/x2)
--------------------
STATISTICS
--------------------
Str 9, Dex 13, Con 10, Int 11, Wis 8, Cha 14
Base Atk +0; CMB -1; CMD 10
Feats Animal Affinity, Catch Off-Guard
Skills Acrobatics +5, Diplomacy +6, Handle Animal +8, Knowledge (Local) +4, Perform (Comedy) +6, Perform (Oratory) +6, Ride +3, Survival +3
Languages Common

--------------------
SPECIAL ABILITIES
--------------------
Catch Off-Guard Proficient with improvised melee weapons. Unarmed opponents are flat-footed against your improvised weapons.