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Character Name
Player
Alignment
Current XP
Next Level XP
XP Change
Class
Race
Campaign
Deity
Level
Size
Age
Gender
Height
Weight
Eyes
Hair
Ability
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Mod
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RANGED
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Armor/Protective Item
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Max Dex
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Weight
Spell Fail
Speed
Shield/Protective Item
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Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
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Max Rank
Skills
Skill Name
Key
Ab
CC
Skill
Mod
Ab
Mod
Rank
Misc
Mod
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Total Skill Points:
0
Feats & Special Abilities
Other Possessions
Item
Weight
(lbs)
Loc
Total Weight:
0
Spell Saves
Save
DC
LEVEL
Spells
/Day
Bonus
Spells
0
0
1st
2nd
3rd
4th
5th
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8th
9th
Spells & Powers
Number of Spells/Powers Known (Bards, Sorcerers, Psions & Psi Warriors)
0
1st
2nd
3rd
4th
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# Cast
/Mem
Spell/Power Name
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/Mem
Psionics
Manifester
Level
Key
Ability
Base
Bonus
Max
Current
Currency
6200 in gold and gems
Languages
Description
This slender, almost scrawny man looks almost human. He has long, braided hair, and a thick, braided beard. His piercing eyes fluctuate between shades of green, and his black hair seems to have tinges of deep blue reflecting in it. Tribal tattoos in black ink cover most of his body. An octopus sits upon his left shoulder, changing colors almost constantly.
Personality
Sometimes Gruff and Reserved, sometimes loud and boisterous, Kylin stands out wherever he goes. He wants people to fear him.
Character Traits
For some reason, Kylin finds amusement in blinding people. He tends to use Blindness as a form of punishment on people who cross him.
Character Flaws
Contacts / Friends
Octopus Familiar: Blue Small Animal (Aquatic)(19 hp) Initiative: +3 Speed: 20 ft. (4 squares), swim 30 ft. Armor Class: 19 (+1 size, +3 Dex, +5 natural), touch 14, flat-footed 16 Base Attack/Grapple: +2/+3 Attack: Arms +6 melee (0) Full Attack: Arms +5 melee (0) and bite +0 melee (1d3) Space/Reach: 5 ft./5 ft. Special Attacks: Improved grab Special Qualities: Ink cloud, jet, low-light vision Saves: Fort +3, Ref +6, Will +6 Str 12, Dex 17, Con 11, Int 8, Wis 12, Cha 3 Skills: Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +9 Feats: Weapon Finesse Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master These bottom-dwelling sea creatures are dangerous only to their prey. If disturbed, they usually try to escape. Combat Improved Grab (Ex): To use this ability, an octopus must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage. Ink Cloud (Ex): An octopus can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured. Jet (Ex): An octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting. Skills: An octopus can change colors, giving it a +4 racial bonus on Hide checks. An octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. An octopus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Enemies
There are a few people he's permanently blinded who would like some sort of revenge on him.
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=164951][B][SIZE=+1]Kylin Naranda of Outer Reef[/SIZE][/B][/URL] Male CN Aventi Sorcerer/Wild Soul, [B]Level[/B] 6, [B]Init[/B] +3, [B]HP[/B] 38/38, [B]Speed[/B] 30; Swim 30 [B]AC[/B] 13, [B]Touch[/B] 13, [B]Flat-footed[/B] 10, [B]Fort[/B] +4, [B]Ref[/B] +4, [B]Will[/B] +7, [B]Base Attack Bonus[/B] 2 [B]Masterwork Light Crossbow (20 Bolts) [/B] +6 (1d8, 19-20/x2) [B]Masterwork Dagger (2) [/B] +2 (1d4-1, 19-20/x2) (+3 Dex) [B]Abilities[/B] Str 9, Dex 17, Con 16, Int 13, Wis 12, Cha 19 [B]Condition[/B] None
Condition and Effects
Additional Information
Other Notes
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Kylin's childheed was far from typical, even for an Aventi. His home was located a good distance away from any settlement. His father, Krant, had intentionally found a home where he would have few visitors, having been exiled from his previous home when the other townspeople found out where he'd found his "wife". Having successfully stolen a nereids shawl, he made a slave, and a wife, out of her. When the townspeople found out, they tried to convince him to set her free. When he refused, they threatened to free her by force. This is when He fled, leaving his home, taking his "wife" with him. For some years they lived in isolation. Eventually, his fey wife became pregnant. Krant was initially angry, but he soon decided he liked the idea of a child. Krant was not unhappy when his wife gave birth to Kylin. Part of him always wanted a family, and now he had a more normal one. And, an additional hold on his lovely wife was a nice bonus. Kylin was 8 before he realized that his mother was little more than his father's slave. He was 9 when he killed his father, and returned his mother's shawl. His mother briefly cried, before leaving. At 9, Kylin was alone. A year later, his mother returned to him. She explained that she had tried to return home, but that much of her kin no longer accepted her. The humiliation of having served as a slave, combined with the disgrace of abandoning the child, her child, who had rescued her had led to her own family disowning her. Chastened, she returned, to take her son to a different life. This new life was strange. Kylin's mother took him to an enclave of fey. However, these weren't the nice fey. After her disgrace, only the unseelie were willing to accept her, and among the unseelie they lived. His impure blood made him a constant target of pranks and ridicule, and no small amount of violence, among these dark fey. Unsurprisingly, when Kylin was old enough to leave, he did. While he did have some talent for magic as a result of his mixed blood, he lacked any real wealth. He decided that the best place to make his fortune would be up among the surface dwellers. There, his magic, and his aquatic nature would serve useful. He quickly joined up with a pirate crew. Since first joining, his magic has helped build him a frightening reputation, especially his known fondness for blinding people. Sometimes he goes so far as to curse people with blindness, or even remove their eyes completely. He is considered wild and unpredictable. He understands the need for discipline on a ship, and will rarely disobey orders, but he considers anything not explicitly ordered to be fair game.