Sleepless Detective

Klynt Uskreven's page

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Klynt:
Klynt “The Canter” Uskreven
5th Dhampir Bard (Animal Speaker, Sound Striker) N
Age: Hgt: 6 Wgt: 200 Hair: White Eyes:Red
Diety:Lliira
Inti” +2 Perception:+7
Languages: Common,Elven,Draconic, Sylvan
Speak with Animals @ will: Rats, Bats, Wolves, Cats, Birds
Str:12 |+1
Dex:14|+2
Con:11|+0
Int:15|+2
Wis:13|+1
Cha:21|=+5
HP: 28
AC:18|10+4(Armor)+2(Shield)+2(Dex)| FF:16|Touch:12
+1” Hell Knight” Leather Armor AC:+4|Max Dex+6| AC Penalty:+0|
1,130gp| 25lb| 15% Arcane Spell Failure
+1 Buckler AC+2|-|+0|5%|5lb|1105gp

BAB:+3
CMB:+4
CMD:16 |10+3+1(Str)+2(Dex)

Fort:+1 |+1
Reflex:+6 |+4+2(Dex)
Will:+5 |+4+1(Wis)
+2 to Diseases and Mind-Effecting Spells and Effects

Melee +4{3+1(Str)
+1 Raiper +6 |1d6+2|18-20/x2|P|2lb|2,320gp
Daggers(10) +5 |1d4+1|19-20/x2|P|1lb|2gp
Cestus +5|1d4+1|19-20/x2|B|1lb|5gp
Bladed Boots +5|1d4+1|x2|P|2lb|25gp

Ranged: ++5{3+2(Dex)
Daggers(10) +5|1d4+1|

Skills:
7+2+1=9 x5=45 Cunning+5

Arcobatics +13*|(Dance Instead of Acro)
Appraise
Bluff +12|4+5(Cha)+3 +3 v.Sense Motive
Climb +5|1+1(Str)+3
Diplomacy +12|4+5(Cha)+3
Disguise +10|2+5(Cha)+3
Escape Artist +6|1+2(Dex)+3
Intimidate +12|4+5(Cah)+3
Knowledge:Arcana +9|1+2(Int)+3+3
KnowledgeDungeoneering +9||1+2(Int)+3+3(Brd)
Knowledge:Local +9|1+2(Int)+3+3(Brd)
Knowledge:nature +9|1+2(Int)+3+3(Brd)
Knowledge:Planes +9|1+2(Int)+3+3(Brd)
Knowledge:Religion+9|1+2(Int)+3+3(Brd)
Perception+7|3+1(Wis)+3
Perform:Sing +12|4+5(Cha)+3
Perform:Oratory +12|4+5(Cha)+3
Perform:Dance +13|5+5(Cha)+3
Perform:String +12|4+5(Cha)+3
Sense Motive +9|4+1(Wis)+3+1(Trait)
Spellcraft +6|1+2(Int)+3
Stealth+8|3+2(Dex)+3
Swim +5|1+1(Str)+3
Use Magic Device +9|1+5(Cha)+3

Background:10 points
Handle Animal: +7|2+1(Wis)+3+1(Trait)
Sleight of Hand +7|2+2(Dex)+3
Linguistics +6|1+2(int)+3
Knowledge:History +9|1+2(Int)+3+3(Brd)
Knowledge:Nobility +10|1+2(Int)+3+3(Brd)+1(Trait)
Knowledge:Geography +9|1+2(Int)+3+3(Brd)
Last 2 added to Perform(Dance) and Perform (String)

Traits:
Beast Bond:+1 Handle Animal and Ride, Handle Animal is a Class Skill
Noble:+1 to Knowledge(Nobility) and Sense Motive
Secret Keeper: +3 to Bluff v. Sense Motive checks to hide a secret.

Feats: Light Dependant Soul, Cunning, Lingering Performance, Martial Weapon Proficiency: Bladed Boots

Spells:
0(15)-6
Detect magic, Read Magic, Prestidigitation,Spark, Mending, Oath of Anonmity
1(16)-4
Summon Nature’s Ally 1* ,Identify,Innocence,Ear Piercing Scream,Charm Person
2(17)-2
Summon Nature’s Ally 2*,Sound Burst, Enthrall

Class:
Weapon and Armor:
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Feat added Bladed Boots

Bardic Knowledge (Ex)+3
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance:17 rounds
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the

Countersong (Su):
At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.

Distraction (Su):
At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy,dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su):DC 17 Will
At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): +2/+2, +2 save v.Charm and Fear
A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspire Competence (Su):
A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.

Animal Friend:
Animal Friend:Birds, Cats
An animal speaker selects a particular kind of animal, such as apes, badgers, bears, boars, cats, snakes, and so on. The bard gains a +4 bonus on Handle Animal checks to influence animals of his chosen kind. Animals of this kind have a starting attitude of at least “indifferent” toward the bard and never attack him unless he attacks them first.

Animal companions and magically controlled animals of the bard’s chosen kind can be directed to attack the bard if the controlling creature wins an opposed Charisma check against the bard (this check can be made once per round until it succeeds, after which no further checks are needed). Supernatural versions of animals (such as animals with the fiendish template) can attempt an opposed Charisma check against the bard with a +4 bonus on its roll to overcome this hesitation. This ability has no effect on creatures other than animals.

Summon Nature’s Ally
At 1st level, the animal speaker adds summon nature’s ally I to his bard spell list and bard spells known as a 1st-level spell. At 4th level (when he gains access to 2nd-level spells) he adds summon nature’s ally II to his spell list and spells known as a 2nd-level spell, and so on every 3 levels thereafter, until 16th level when he adds summon nature’s ally VI to his 6th-level spell list and spells known.

This ability replaces mass suggestion.

Cantrips (Sp)
Bard’s learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Versatile Performance (Ex) Dance (Acrobatics,Fly)
At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Well-Versed (Ex)
At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Lore Master (Ex)
At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times day at 17th level.

Dhampir:
Ability Score Modifiers: Dhampirs are fast and seductive, but their racial bond to the undead impedes their mortal vigor. They gain +2 Dexterity, +2 Charisma, and –2 Constitution.
Type: Dhampirs are humanoids with the dhampir subtype.
Size: Dhampirs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Dhampirs have a base speed of 30 feet.
Languages: Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Darkvision: Dhampir see perfectly in the dark up to 60 feet.
Low-light vision: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.
Dayborn A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait.
Vampiric Empathy Though dhampirs often relate poorly to humanoids, some share an affinity with baser creatures. These dhampirs gain the ability to communicate with bats, rats, and wolves as if under the effects of a speak with animals spell (caster level equal to 1/2 the dhampir’s Hit Dice). In addition, they gain a +2 racial bonus on Diplomacy checks when dealing with these animals. Whenever these dhampirs initiate an exchange, animals begin with a starting attitude of indifferent. This is a supernatural ability. This racial trait replaces manipulative.

Equipment:
Bard’s Kit:Price 41 gp; Weight 33-1/2 lbs.
This includes a backpack, a bedroll, a belt pouch,Lute( a common musical instrument), a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin.

Chroniclers’ Kit:Price 40 gp; Weight 4-1/2 lbs.
This bundle contains a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord. The supplies usually suffice for chronicling a single expedition of not more than 2 months’ duration.

Gear Maintenance Kit:Price 5 gp; Weight 2 lbs.
This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons

Grooming Kit:Price 1 gp; Weight 2 lbs.
This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.

Scrivener’s Kit:Price 2 gp; Weight 1 lb.
This soft leather case contains a vial for holding ink, an ink pen, spare pen nibs, a small container of pigment for making ink, a tiny knife for cutting quills into pens, a blotter, and a small ruler.

Shaving Kit:Price 15 gp; Weight 1/2 lb.
A shaving kit contains a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves.
Nobles’ Outfit:
These clothes are designed specifically to be expensive and gaudy. Precious metals and gems are worked into the clothing. A would-be noble also needs a signet ring and jewelry (worth at least 100 gp) to accessorize this outfit.

Traveller’s Outfit:

This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat

Soldiers’ Uniform:Price 1 gp; Weight 5 lbs.
Black Skull motif from his days in the Black Skull mercenary company.
The exact details of this item varies from country to country, but typically includes sturdy boots, leather breeches or a kilt, a belt, a shirt, gloves, a cloak or jacket, and a hat. The belt includes several loops or rings for tying pouches, a waterskin, a scabbard, and similar things a traveling soldier requires.

Jewelry: 100gp
The cost of jewelry varies wildly by its quality. Many cultures consciously use jewelry as a form of portable wealth, most notably in belts and bangles made from coins. A commoner’s ornaments may only be worth a few copper pieces, a tradesman’s a few silver pieces, and a merchant’s a few gold pieces, while nobles rarely wear jewelry worth less than 100 gp.

Signet Ring:(x4) 20 gp

Signets for Lliira, House Uskreven, Scarlet Mummers, Company of the Black Skull

Lliira for his devotion to the goddess
House Uskreven for his Noble House
Scarlet Mummers for the Secret Sect of Lliiran Warriors who are out to hurt Lovitarrans.
Company of the Black Skull For his time with the Uskreven Mercenary Company in Westgate.

Bandolier(x2)Price 5 sp; Weight —
This leather belt is worn over one shoulder and runs diagonally across the chest and back. It has small loops or pouches for holding eight objects the size of a flask or small dagger. You can use the “retrieve a stored item” action to take an item from a bandolier. You can wear up to two bandoliers at the same time (any more than this and they get in each other’s way and restrict your movement).

Tabard(x2) House Uskrevens’ colors the Other in the garb of Lliira
Price 5 gp; Weight 1 lb.

Often worn over armor, this outer garment is usually sleeveless and open at the sides. The broad front provides a canvas for insignias and coats of arms, making a wearer’s membership in an order readily apparent.

Odes to Joy: A Revel Mistresses' Book of Joy: 25 gp, 2lb
A durable beautiful book dedicated to the various odes of Joy Lliira professes to. Part hymnal, part instruction manual with a variety of poems and scriptures for any who seek ot live a happy and joyful life full of revelry and dance.

Wooden Holy Symbol. Lliiras’ wonderful tristar Holy Symbol.

Pets:

2 Ravens Noir and Luna
1 Rat Named Blanc
1 Cat named Pips

Background:
Concept: Fun Loving Noble Entertainer, with a blood dark past
Name:Klynt Uskreven, the Canter, Formerly: The Dancer of Death, Blood Fang,
Race:Dhampir Age:30
Place of Birth: Westgate, Dragon Reach
Current Residence: Transient, But Has access to Uskreven holds in Westgate, Sembia and beyond.
Deity:Lliira
Profession:Entertainer, House Mercenary, Reveler, Kennel Master,Adventurer
Organizations:Lliira,Scarlet Mummers, House Uskreven, Formerly Company of the Black Skull
Goals: Hunting down Worshippers of Lovitar, Spreading Joy, Amassing rare books for his own personal Library, Having a Menagerie of pets
Flaw: Blood Hunger and Obsession, As a Dhampir his Blood Hunger wells up when he fights or ends up seeing lots of blood. He has to keep himself from falling prey to his lust by often paying to feed on others. As for Obbessions he is obsessed with books, having learned much from his time as a youth in the various Temple Libraries.
Living Relatives: Ultina Uskreven (Keeper of house Uskrevens’ Holdings in Westgate. She is a Vampire), Kandor Uskreven(Klynts father who has moved back to Selgaunt and is a Nobleman), Vilna Uskreven( Step Mother, Diviner), Ulgenteel Uskreven (Klynts’ Grandfather and leader of House Uskreven. Master manipulator and Negotiator.) Assorted Aunt, Uncles, Nieces, Nephews, Cousins, Brothers and Sisters.
Acquaintances and Friends: Eclara Faulks {Devotee of Lliira, His oldest friend and part time lover}, Horace Blacktoes {Halfling Scarlet Mummer contact}, Knight Captain Vos Horntusk{ Half-Orc Mercenary in the Company of the Black Skull}

Background: Klynt was born to Ultina and Kandor Uskreven. Both were in Westgate at the time managing House Uskreven businesses. Ultina however succumbed to a vicious Vampire known as Kologar Huest, Who was a servant of a Sharran Vampire known as Thulst. Thulst punished Kologar, locking him away for 50 years. However he had to turn Ultina completely or she and Klynt would die. Thus upon Ultina’s change Klynt was born.

Shortly after his birth he was taken to the Uskreven Hold in Westgate and was raised with his mother and father. However Kandor had divorced her, turning to a young Westgater named Vilna, a street wizard and diviner. She was years younger than him. Still Klynt grew up in a strange environment. He learned all the necessary things House Uskreven wanted, though he floundered on the business part of business. With vampires and Uskrevens of Sembia, Klynt began to learn a variety of facts from the various libraries and teachers. Laws, Etiquette, Religion, Arcana, Planes and more.

Until age 10 he was at Westgate. His father officially moved back to Selgaunt, taking Klynt and his new wife to the Uskreven manor. There he was transported to a different land, Once he was there he found himself beset with tutors. To escape he found himself at the Halls of Revelry where he mingled with the clergy of Lliira. This was great in his upbringing learning to dance and sing.. A Tutor came to play a lute and from his family how to be an incredible Orator. Upon his 16th he began to change. It was during this time he was training in combat. During which he tried to drink the blood of one of the other cousins.

This was his awakening. Using this his tutors and strangely a few priests of Lliira began to train him in strange and unique fighting style. Both focused on his speed. Fast and light on his feet he is capable to striking fast with his rapier, or even a punch or dagger. Combined with the Dancers’ style of the Lliirans he was given Blade Boots to fight whilst on a hand stand. At 18 he was ready and inducted into the Scarlet Mummers. An order of Lliiran warriors tasked with hunting down and killing clergy of lovitar.

This lead him to joining the Company of the Black Skull. An loyal mercenary Outfit that works for House Uskreven. He was given to the order for his variety of unique skills. One of which was his communicative nature with animals. Combined with Klynts natural charisma and sharp mind he was talented as one of the units clerks and oddly spies.

Back in Westgate the city of his birth, Carried out dangerous missions for his family, often at the will of his Mother. During this time he met Knight Captian Vos Horntusk, his friend and companion known for his own unique mix of song and savagery. The two lead small units against a variety of targets from Cormyrean Nobles, Zhentarium, Red Wizards and more. If it was a Worshipper of Lovitar he praticualrly took pleasure in the act, letting the blood rage take him and only Vos could stop him fully committing. To feasting. It is hear that he became the Bloody Fang.

On his last mission, One where he was fighting in Scardale, Klynt found himself poised against a Lovitaran Noble and his faithful retainers. Their he sang and danced his way through the manor house. The hauntingly beautiful sounds mixed with the cries, as well as the bloody dance of bladed boots, fists and blades flying about the room. Here Klynt dealt a blow to the church of Loviatar, the ones who took away the High Revelmistress, by taking out another high ranking noble funding the whole affair. In doing so the Talented bard, left the employ of the Company and returned to a life of dance.

This period became him wondering the likes of Cormyr and the Dales. He met up with Elcara Faulks, a young priestess who spread joy to all she could. Klynt and her travled for a year, until he had an episode. There he found himself taken over and almost took her out for blood. Elcara though stopped him with spells. They parted, but they reconciled and like a moth to the flame they meet and found themselves together.

After Elcara, Klynt continued on to dance and fight the life away, seeking out cultists of Loviatar, it was here that he met the Senior Mummer Horaco Blacktoes a Halfling dancer with one good leg. Horaco, refined Klynt and made him see even doing the work of the Mummers didn’t have ot be ruthless. No he began to teach the lad greater things. After a few years of doing missions with Horaco, Klynt was not longer just a vengeance seeking dhampir with blood lust. He had become something more. He would seek out the real joy in life, but also deal the swift kick to those who sought to stop happiness.

This is how the Nobleman lived, wondering with his pets, and people laughing, singing, dancing. He protected the innocent and fought hard to protect them. What made this possible was a magical blade, a thin metal crown, and his bag of holding, all which held most of his stuff. These along side his armor hidden by clothing, his helmet with the mask stays hidden until he needs it.

As for his pets Klynt found himself wanting friends when young, found himself capable of talking to rats, later he learned he could talk to bats and wolves. Then while learning to sing, he found his voice capable of being turned to entertaining animals, which unlocked the ability to talk to birds and later cats.