Quinn

Kallus Sikindikus's page

18 posts. Alias of Stiehl9s.


Full Name

Kallus Sikindikus

Classes/Levels

Infiltrator/Trophy Hunter 2 | HP 25 | AC 18, T 13, FF 15 | F +3/R +6/ W +3 | Init 4 | CMB +5 | CMD +18

Size

M

Age

25

Alignment

Lawful Neutral

Deity

None

Location

Batton Wycomb

Languages

Athar, Aelyth

Occupation

Skip Tracer

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

About Kallus Sikindikus

Combat Modifiers:

AC base = 18 (10 + 5 armor + 3 Dex)
Touch = 13
Flatfooted = 15

BAB = +2
CMB = +5 ( 2 BAB + 3 Str + Size + )
CMD = +18 (10 + 2 BAB + 3 Str + 3 Dex + 0 Size + 0 Misc)

HP = 25
Speed = 30'
Initiative = +4 (+3 Dex +1 Tactician)

Fort = 3 (3 Base + 0 Con)
Reflex = 6 (3 Base + 3 Dex)
Will = 3 (2 Base + 1 Wis)

Greatsword +5 Att ~ 2d6 + 4 Dam ~ 19-20/x2 Crit
Kukri +5 Att ~ 1d4 + 3 Dam ~ 18-20/x2 Crit
+1 Pistol +6 Att ~ 1d8 Dam ~ 20/x4 ~ Range 20' ~ Misfire 1 ~ Capacity 1

Skills:

Skill - Total (Ranks/Ability/Trained/Misc/Armor Check)

Class Skills

Appraise - 5 (1/1/3/0) - Int
Bluff - 5 (2/0/3/0) - Cha
Climb - 6 (1/3/3/0/-1) - Str
Diplomacy - 5 (2/0/3/0) - Cha
Disable Device - 7 (2/3/3/0/-1) - Dex
Escape Artist - 6 (1/3/3/0/-1) - Dex
Intimidate - 5 (2/0/3/0) - Cha
Knowledge (Dungeoneering) - 5 (1/1/3/0) - Int
Knowledge (Local) - 5 (1/1/3/0) - Int
Linguistics - 0 (0/0/0/0) - Int
Perception - 6 (2/1/3/0/0) - Wis
Sense Motive - 6 (2/1/3/0) - Wis
Sleight of Hand - 6 (1/3/3/0/-1) - Dex
Spellcraft - 5 (1/1/3/0) - Int
Stealth - 7 (2/3/3/0/-1) - Dex
Survival - 5 (1/1/3/0/0) - Wis
Swim - 5 (1/3/3/0/-2) - Str
Use Magic Device - 5 (1/1/3/0) - Int

Traits:

Friends in Low Places - Gathering information in lower quarters, such as vice dens and poorer districts, takes you 1d2 hours (instead of 1d4 hours). In addition, the attitudes of any destitute or impoverished NPCs you interact with begin one step closer to helpful.
Tactician - You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.

Feats and Special abilities:

Associate - Hin-Shin - You gain a +4 circumstance bonus on Diplomacy checks to influence members of that group or when making gather information checks about the organization. In any settlement that is the size of a small town or larger, you can spend 1d4 hours to attempt to track down a representative of your organization to gain a minor resource or service for free (such as information), a place to stay, or transportation. If you succeed at a Diplomacy check (DC = 20 + the gp cost of the service requested [minimum 1 gp]), you successfully call in a favor and gain that service for free; otherwise, you must pay the normal fee. You can attempt this check once per week.
Point Blank shot - +1 attack and damage on targets within 30 feet.
Favored Enemy - Aelyth (Fey) - He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track -A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Improved Tracking - At 1st level, a trophy hunter gains a +2 bonus on Survival skill checks when following or identifying tracks. When he tracks, he can also attempt a Knowledge (nature) check at DC 15. On a success, the trophy hunter can discern the type and condition of any animals or magical beasts he tracks. By studying their tracks, the trophy hunter is able to identify a rough approximation of their health, maneuverability, and their general behavior as compared to the norm.
Firearm Style - Amateur Gunslinger feat - At the start of the day, you gain 1 grit point, though throughout the day you can gain grit points up to a maximum of your Wisdom modifier (minimum 1).
Exotic Weapon Proficiency Firearms - Can use Firearms normally

Gunslinger Deeds:

Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Equipment:

Explorer's Outfit
Greatsword – 8 lbs
Kukri – 2 lbs
+1 Pistol
light crossbow – 4 lbs
20 bolts – 2 lbs
Explorer’s outfit
+1 Chain shirt – 25 lbs

75 gp Ioun Torch – 0 lbs

total weight = 41 lbs

9 gp Rangers Kit
backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin.

5 gp signet ring
1 gp mapcase
2 cp whetstone
2 gp 10 pcs paper
1 gp belt pouch

11 gp 9 sp 8 cp left
9840 gp

a Made Man:

He thought he had finally got his due after years of dirtying his hands with each and every con game and errand boy deed the Hin-Shin put before him. It was another real gig this time. All he had to do was snatch a skip that was on the lam and drag him back to the Rakes to face his judgment. The aelyth mark also had a heavy debt and the juice on it ran like water through a mill...and he actually tried to hide in his mother's apartment of all places!.. Too bad for him that the judge and jury was the Hin-Shin. They were known for being fair but too many crossed the line.

It had been an easy trace but he thought he had muffed it when the Khano called him to a 'private meeting'. He knew what that usually meant and it was hardly ever good. They even had his uncle lead him to the basement of a tailor shop where he had permanently silenced a loose tongue so long ago...snitches get stitches right?...not even stitches could help that soul now... It had been his first real gig for the Hin-Shin and the first time he killed a man.

Walking down those stairs was the most difficult thing he'd ever done. He expected a quick sharp pain in his back or that distinct slice across his neck at every step. They even had him sit in a chair that was more familiar than he wanted it to be. They say you never forget the first and that's about as true a thing there is. The ones after that get blurry but that night was ingrained in his mind with crystal clear clarity.

He raked his memory for a past error or anything that a Khano could've perceived as a slight and came up with nothing. He sat in that chair and almost hung his head in acceptance of his fate. Then he remembered something his grandfather told him as a lad. The old man looked him right in the eye and said "When that day comes boy...and come it will...you hold your head high and regret nothing." So raise his head he did...

...and looked into the smiling face of his Khano. Kallus was stunned and just now realized that several other Khanos and ...and the Akhante!... had also entered the basement. He went to each and kissed their Tanto swords as he had been taught to do and wondered not so idly if this had been the moment his grandfather had made a remark about on that day so long ago. his Khano placed a ring on his finger bearing the Hin-Shin insignia and gave him a glass of wine. The rest of the night's ceremony he chose to not think about ...an oath of silence goes far beyond the spoken word...

He was a Made Man now. He was free to find his own work ...no more running errands. well, unless they insist... and plan his own gigs. The tightness that had been his shoulders for the last few years relaxed but he knew he still had a lot to prove ...to the Hin-Shin and to myself...

Appearance:

Broad of shoulder and standing just over six feet, Kallus had the advantage of being able to look over most of a crowd for a quarry and he could also disappear into the same crowd if necessary.
His dark complexion and stern mug were common enough in Batton Wycomb although he smiled readily when the mood struck him.
His thick coat with the high collar was practical albeit comfortable and brushed clean daily.
Most would only notice that he was bristling with weapons. Sword belted at his hip, pistol holstered opposite and a kukri sheathed in the small of his back wasn't an inviting look overall.

Carrying Capacity:

Light load 76 lbs. or less
Medium load 77-153 lbs.
Heavy load 154-230 lbs.
Lift - 230 lbs overhead
Lift - 460 lbs off ground
Push or drag - 1150 lbs

Ranger

Trophy Hunter

Infiltrator

Firearms