Gaston Cromarchy

Kandoo Krom's page

100 posts. Alias of adsapiens.


Full Name

Kandoo Krom

Race

Human

Classes/Levels

Warlord 4 | HP 36/36 | F +6 R +5 W +6 | CMD 17 | Init +4 | Perc +6 DV

Gender

Male

Size

Medium

Occupation

Stargazer

Strength 10
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 8
Charisma 20

About Kandoo Krom

Short Background:

Kandoo Krom was born in the long tradition of stargazers. The Krom were a family of trademen (and, sometimes, mercenaries) living in the outskirts of the main islands in the northwest. Before the Dissolution of the Orventian Empire, they were used to make a coin out of anything, and Kandoo older brothers even fought in the war (defending whatever side was paying more at the moment).

Kandoo was left orphan, the last of the Krom, but yet was still a survivor. He adorned his father's hat and boarded the small family vessel, the Kryntian, flying deep beyond the frontier. Needless to say, the ship ended up being dropped from the skies in a cloud of burning debris, but the young man felt himself caught on the nets of the nearby slavers.

For the next years he lived and breathed as a lowly swab being scorned and sold from ship to ship, until finally his talents were noticed by an old man called Captain Bourgroud. It was obvious to Bourgroud that Kandoo knew how to "read the stars", and his skill was very useful from a navigational standpoint - more particularly on uncharted skies. The stargazer wasn't too young anymore, but definitely rebellious - and, because of it, forced to "surf the clouds" from time to time, tied to a long rope - but eventually he liked the task and became a full member of the crew.

Bourground died a couple years later when his ship was attacked by a massive fleet of small scavenging vessels. His airship, the Scarlet Journey, managed to escape led by his ruthless First Mate, the grumpy Fat Lope. Fat Lope was violent and enjoying whipping people for sport - and he particularly hated Kandoo. The next months were a nightmare of fleeing the scavengers while being beaten onboard the Journey - until, of course, a given night arrived where Kandoo managed to push Fat Lope into surfing the clouds - without a rope.

Instead of hanging the stargazer for "betraying" Fat Lope, the crew - now led by Lady Korenna, a brute but fair individual of undefined gender - simply abandoned him on a small island, where he managed to find a "fine" establishment for "lawful" people of different "backgrounds". Such place couldn't even be called exactly an inn, but from there Kandoo could again sell his services as a mercenary and trademan, eventually making enough coin to put his own crew together. They managed to grab a small ship - a Lancer - and fled to explore the northeast, refusing to submit to slavery ever again.

Appearance and Behavior:

Kandoo is a rugged man, just slightly taller than the average, with a skinny yet muscular build. He's a little under his fourth decade of life and his long hair and beard are already greying, but are still noticeable as being naturally quite dark. His eyes are small and brown, emitting a naturally inquisitive aura. He uses a dark red tricorne - as traditional from stargazer pirates - and a long green coat over his breastplate. He likes jewels of all sorts - rings, earrings, collars, whatever shines gold and is worth good coins.

While quite intimidating in a first look, Kandoo is a natural born leader and a man of easy smile - especially when holding a full mug of something strongly alcoholic. If his mood can vary, most of the time between his crew and companions he's upbeat and friendly in a sarcastic way. He likes good stories and long nights and usually never wakes up too early. Against enemies, however, he's brute, sometimes violent and remorseless. In his core, he is of a good heart, but will always think on his and his crew's survival first.

Loyalties:

These are the loyalties that Kandoo follows, in order.

The Stars Kandoo is a stargazer by heart, and he follows the traditions to his core. He's a lover of traveling and good dreams, and enjoys breathing the cold air of the night. He dreams of buying a telescope, a sextant and an orrery to install in the ship.

The Crew Kandoo is fiercely loyal to his crew and his companions. He's a man that doesn't trust easily, but when he does - he will go to great lengths to protect his friends.

The Vessel Not particularly related to a single flying ship, but rather to whatever is the flying ship currently in his or his crew's possession. Kandoo will love such ship as if it was a living and breathing thing, and will defend it while it doesn't threaten his own skin.

Stargazing:

Stargazing isn't exactly a religion; it's more of a philosophy, or a life style. The people which follow such set of traditions are called stargazers; they're natural travelers, nomadic, thrill-seekers for new adventures and unknown places to explore. The "Big Travel", or simply the "Travel", is how they refer to life overall.

Many stargazers are oracles or martially inclined individuals with free-styled, movement-based combat skills. Yet, the tradition says that all stargazers are descendent from dragons that fell from the skies, where they were living as shiny stars - and, as such, many stargazers end up becoming sorcerers or somewhat linked to draconic bloodlines. No matter what their calling, though, all of them end up becoming astronomers or at least fascinated by the stars, the night and the dreams.

While stargazers are very rare to be found, they're recognizable by using dark red tricornes with silver star symbols and tattooing themselves with stars or night-related symbols. They carry around starknives - the weapon favored by their tradition - and most of them know how to use them with quite proficiency.

Being a stargazer is about being a hopeless romantic; it's about enjoying traveling and good stories. It's about dreaming and exploring, but also about surviving despite the odds. Stargazers aren't good or evil, but rather dimdwelling charming adventurers with a heart for chaos. For the practitioners of stargazing, home isn't a place to settle, but rather wherever the falling stars get you to navigate to.

Chase the Falling, Don't Fall to the Chasers

That's the typical phrase used by the Stargazers. In a first look, it refers to their way of navigating: first by drawing routes based on falling stars, and second by avoiding the "Chasers" - chasers are based on an old legend when past Stargazers narrated seeing certain stars following them, and eventually dying a little after in mysterious circumstances (some say the "Chasers" are flying vessels from other planets or dimensions, but this thought is usually dismissed). The phrase, however, has a more important significance: Stargazers don't see as something dishonorable to pursue "easy" targets ("Chase the falling"), neither fleeing from perils ("Don't fall to the chasers"). They're survivalists, overall, and the Travel must go on.

Sleep with the Last Star

That's a tradition for stargazers referring to a small "death ritual". Basically, when a stargazer dies, it's costumary to throw his body overboard, eyes wide open, to fall from an extreme distance. In theory, this would mean the last star they'll see before departing is earth itself (not truly a star, but a celestial body nonetheless). The ritual had been used in the past with living people as well...

A Good Dream to Survive the Dawn

Another tradition for stargazers. When an enemy is captured by a stargazer and condemned to death, he has the option to beg for "a good dream to survive the dawn". Such ask basically means that he has to perform something extraordinary to the captor (usually, sing a great song or tell a good story) and, if it's deemed worthy (assuming such performance would give the stargazer a "good dream"), then he's released from captivity to be pursued again (after the next dawn). Stargazers won't grant the "good dream" tradition to individuals more than once, and many times it's unlikely they'll be sufficiently fascinated by the performance to release the prisoner.

Inspiration:

Kandoo is mainly inspired in Mal Reynolds, Nathan Fillion's character from Firefly/Serenity. He's also loosely inspired in Barbossa, Geoffrey Rush's character from Pirates of the Caribbean, and other "free spirited" antiheroes from pop culture.

Character Sheet:

Kandoo Krom
Human warlord 4 (Path of War 14)
CG Medium humanoid (human)
Init +4; Senses darkvision 60 ft.; Perception +6 (+8 while benefit from concealment or full concealment due to darkness or dim light)
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 36 (4d10+8)
Fort +6 (+5 morale bonus vs. death, fatigue, exhaustion or poison), Ref +5, Will +6
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 starknife +10 (1d4+6/×3) or
. . starknife +9 (1d4+5/×3) or
. . starknife +9 (1d4+5/×3) or
. . starknife +9 (1d4+5/×3) or
. . unarmed strike +4 (1d3 nonlethal)
Ranged dart +7 (1d4)
Special Attacks 1 encouraging roar, 1 phantom sun stance, 1 scarlet einhander, 2 defending the pride, 2 pyrite strike, 2 raging hunter pounce
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 12, Wis 8, Cha 20
Base Atk +4; CMB +4; CMD 17
Feats Diehard, Divine Fighting Technique (desna's Shooting Star), Outflank[APG], Point-Blank Shot, Precise Shot, Two-weapon Fighting
Traits community-minded (rahadoum), fate's favored, nomadic (bas'o)
Skills Acrobatics +5 (+1 to jump), Climb +3, Diplomacy +12 (+10 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Intimidate +12 (+14 while benefit from concealment or full concealment due to darkness or dim light), Knowledge (engineering) +5, Knowledge (geography) +9 (+11 to navigate in the wilderness), Knowledge (planes) +2, Perception +6 (+8 while benefit from concealment or full concealment due to darkness or dim light), Profession (astronomer) +6, Sense Motive +3 (+1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Stealth -1 (+1 while benefit from concealment or full concealment due to darkness or dim light), Survival +4 (+6 to avoid becoming lost, +6 to navigate in the wilderness)
Languages Common, Undercommon
SQ dimdweller, force of personality, gambits (brave gambit, pinhole gambit, unbreakable gambit), indomitable presence, pride, tactical flanker, tactical presence, warleader, warlord’s gambit
Other Gear agile breastplate[APG], starknife, dart (8), starknife, starknife, starknife, cracked dusty rose prism ioun stone, muleback cords[APG], wayfinder[ISWG], astrolabe (apg)[APG], bandolier[UE], bedroll, belt pouch, flint and steel, masterwork backpack[APG], mess kit[UE], nautical chart, periscope[APG], soap, spider's silk rope (50 ft.)[APG], star charts[ARG], trail rations (5), tricorne hat (worth 0.2 gp), waterskin, weapon cord[APG], wrist sheath, spring loaded, wrist sheath, spring loaded, 3 gp, 1 sp
--------------------
Special Abilities
--------------------
1 Encouraging Roar (Readied, 1/Encounter) (Ex) Boost - Until next turn, all allies gain a +2 morale bonus to all attacks and damage.
1 Phantom Sun Stance (Su) Stance: Generate phantom ammunition for ranged attacks by copying a single weapon, arrow, or bolt.
1 Scarlet Einhander (Ex) Stance - +2 shield bonus to AC and +1d6 damage on attacks when fighting with one weapon.
2 Defending the Pride (Readied, 1/Encounter) (Ex) Boost - Grant all allies within 60 ft. a +4 bonus to AC for one round.
2 Pyrite Strike (Readied, 1/Encounter) (Ex) Strike: Strike inflicts an additional 1d6 points of damage and moves an opponent 5-ft in a direction of your choosing.
2 Raging Hunter Pounce (Readied, 1/Encounter) (Ex) Strike: Charge at a target and make a full attack on the target.
Brave Gambit Risk: The warlord attempts to make a successful charge attack against an opponent (if the character has the ability to make multiple attacks at the end of a charge, the initial first attack must be successful for this gambit’s success).

{
Darkvision (60 feet) You can see in the dark (black and white only).
Diehard You are stable and can choose how to act when at negative Hp.
Dimdweller +2 to Intimidate, Perception, and Stealth when in conceal due to darkness.
Divine Fighting Technique (Desna's Shooting Star) Starknife att/dam is Charisma based. Advanced: full-rd thrown starknife deals 1d4 hits.
Force of Personality (Ex) Add CHA to Will saves
Indomitable Presence Allies gain Die Hard feat and add your CHA to some Fort saves
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Pinhole Gambit Risk: The warlord attempts to successfully use a ranged attack against an opponent engaged in melee with an ally.

Reward: The successful and surprising attack against the foe shakes the enemy's confidence and harms its ability to
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Tactical Flanker (Ex) Use CHA mod for flanking bonus
Tactical Presence (Ex) Grant bonuses to nearby allies
Unbreakable Gambit Risk: The warlord attempts to succeed on a Fortitude or Will save against an extraordinary ability, maneuver, power, spell, or spell-like or supernatural ability. The effect in question must be a harmless effect on a failed saving throw. Unlik
Warleader (8 rounds, 6/day) Gain a bonus teamwork feat; share teamwork feats with allies
Warlord’s Gambit (Ex) Regain maneuvers by taking risky actions