The Fifth Archdaemon

Keil's page

1,034 posts. Alias of KoKyu.


Race

... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor

Classes/Levels

Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP

Gender

Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3

Deity

Hel*

About Keil

Neutral Evil - Its all about him. He does what he wants, never gets caught and is without conscience. His vices are their own rewards, sinning and enjoying life while others envy his freedom.

Male Kayal or Fetchling Medium outsider (native): 6th Level Rogue Trapsmith - Advanced Player's Guide p.135

Keil's Background:

"... if it was ill-born and deformed, they sent it to a chasm-like place... in the conviction that the life of that which nature had not well equipped at the very beginning for health and strength, was of no advantage either to itself or the state.”
- On the judgement of a new born, Sparta

Nothing has ever been easy for Keil. The first born of a modest traditional Kayal family, Keil came into the dark world with a mild deformity. While most Fetchlings are born devoid of color, Keil's complexion is marred with patches of deep purple patches as though some kind of blight has infected his body. Following the tradition of their clan, Keil's parents sent him to the chasm. Hoping for a small miracle, Keil's mother said a prayer to Kel and not long afterward was blessed with another child, one who was strong and without defect. Kel, it seemed, had answered. Yet even the gods are bound by rules. As the memory of her first child quickly faded, the laws of balance found a way to be maintained.

Keil was destined to be abandoned. Somehow, whether by divine intervention or some other unseen force, the infant survived. In his second year he heard his first word, "Kayal". However the Dark Stalker who came across the child pronounced it "Keil". Raising the fetchling as a kind of slave, the "Keil" was often summoned for menial work and to do that which his people detest, 'fetch' things. Sometimes the job was easy, other times, not so much. Learning to never get caught was Keil's first lesson.

In his eleventh year the Dark Stalker who raised him was killed. Never officially 'claimed', Keil was once again 'abandoned'. Taking up his surrogate parent's armor and swords as his own, Keil continued to live within the village subsisting on what he could find and living in filth. Toiling away in the darklands, Keil did not develop the proper social skills, establishing other skills instead. He learned to be quick, to be careful, moving to avoid drawing attention. Keeping his footfalls quiet, he discovered, came naturally. But the most important lesson Keil has learned was trust. He trusts no one. Suspects everyone. This rule alone has kept this fetchling alive. Or so he believes. What Keil fails to realize is it his lack of social skills which have lead him down this path.
When he was old enough, he followed a the village's leader to the surface on a mission. Accompanied by over twenty Creepers, the surface dwellers they encountered were doomed. But rather than return to the darklands, Keil remained on the surface. Seduced by the expanse of the sky and the shiny metal coins carried in the small pouch of his first kill. The fetchling ransacked every body he found, amassing what was to be his first small fortune and thus awakening within him his own hunger for riches.


Physical Description:

Glowing yellow eyes pierce through this Fetchling's monochromatic tastes. Dressed from head to toe in black leathers and a soot filled second hand cloak, Keil's days of routinely rubbing his skin and clothes in what ever ash or charcoal grime he can get his dirty hands on are over. Since starting his pursuit of Rappan Athuk's secrets, Keil's new black leathers sport a skeletal theme; faded shades of grey under inky black bones, each etched with runes in dedication to Hel, queen of the underworld, raised in bands and studs of dark metal from head to toe. This shadowy figure now has the visage of a shadowy skeleton. Covering long black whisps of greasy hear, Keil wears a large brimmed black hat, pulled low over his brow; all the better to conceal his spotted complexion. Keil's skin his marred in purple and grey patches - a form of vitiligo. He used to cover these up with soot and grime however the mask he now wears does the job nicely.

Motivation:

For Keil, its all about the money. He's done sneaking around doing petty jobs for little to no reward. Answering the call to conquer Rappan Athuk and riding the realm of Orcus is his ticket and Keil intends to punch it.

Oak in Whiskey:
The wood works by “Accelerating transpiration through capillary action.” The science makes bad whiskey ok because it filters out chemicals that make whiskey taste poorly, while adding earthy flavor.

AC 18 /20 vs. Traps (+3 Masterwork studded leather , +5 Dex, 0 ACP, 15% Arcane), touch 16, flat-footed 12
Normal HP: 40 (4d8+0)(8+8+8+6+4+6) ... Fort +3, Ref +10/+12 vs. Traps, Will +3 | Speed: 30 ft
Combat:
Base Attack +4; CMB (=BAB + Str + size modifier) +3; CMD(= 10 + BAB + Str + Dex + size modifier) 18
Table: Rogue ... Level 6th ... BAB +4 ... Fort +2 ... Ref +5 ... Will +2 ... Special: Sneak attack +3d6

Melee - BAB+4 +5 for Light Weapons
Dagger +9 (1d4/19-20) {P/S} or
MWK Silver Dagger +10 (1d4/19-20) or
+1 Light Mace +10 (1d6+1 x2) {B}
MWK Silver Headed Light Mace +10 (1d6 x2) {B} or
MWK Short Sword +11 (1d6/19-20x2){P} (One Handed: BAB3+Dex5+WF1+MWK1)
Shortsword +9 MWK /+8 . . (Two Handed is a -2 penalty with light weapons)
WishList: Gloom Blade

Ranged (+5Dex, +4BAB)
Comp. Short bow (+1Str) +9 (1d6+1/×3)
.... 40 arrows
.... +1 arrows x4

Special Attacks:
Sneak Attack +3d6
Shadow Blending
Energy Resistance: Cold (5) / Electricity (5)
Spell-Like Abilities: (CL 1st; concentration +2)
1/day— Disguise Self

Trapsmith:
Some rogues are not content with just disabling traps—they love to build them, finding a captivating beauty in the turning of gears and the slither of ropes over pulleys. The trapsmith may have started out putting together traps in order to better understand how to disable them, but for most, it's long since gone beyond that they now relish the challenge of creating the perfect combat machine.

Trap Master (Ex): At 8th level, whenever a trapsmith disarms a trap using Disable Device, she can bypass it even if her check did not exceed the DC by 10 or more. If it is a magic trap that allows specific creatures to pass it without danger, she can modify which creatures it allows to pass, adding her allies and restricting enemies if she desires. This ability replaces improved uncanny dodge.
Rogue Talents: The following rogue talents complement the trapsmith archetype: befuddling strike, cunning trigger, quick disable*, and quick trapsmith.
Advanced Talents: The following advanced rogue talents complement the trapsmith archetype: another day, frugal trapsmith, and skill mastery*.

Statistics + Racial and Feats:

Str 11 (+0), Dex 20 (+5)(4th level bonus), Con 10 (+0), Int 16 (+3), Wis 12 (+1), Cha 7 (-2)

Racial & Feats:
(Racial) Darkvision: (60 feet) You can see in the dark (black and white vision only).
Low-Light Vision: See twice as far as a human in low light, distinguishing color and detail.
Skilled: +2 racial bonus on Knowledge (planes) and Stealth checks.
Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Shadowy Resistance: Cold resistance 5 and electricity resistance 5.
Native Outsider: A native outsider is at least partially composed of the essence (but not necessarily the matter) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence. When making a native outsider race, it is sometimes important to pick a single Outer Plane that race is tied to. For example, tieflings are tied to Abaddon, the Abyss, or Hell. Such ties can be important for qualifying for other racial abilities, but it’s not required that a native outsider be tied to another plane. A native outsider race has the followings features.
• Native outsiders have the darkvision 60 feet racial trait.
• Native outsiders breathe, eat, and sleep.


Progression:

(1st Level)
- Sneak Attack I: +1d6
- Trapfinding: +1/2 Rogue level bonus to find or disable traps, including magical ones.
- 1st Level Feat | Two-Weapon Fighting - Benefit: Penalty for your primary hand lessens by 2 (-4) and the one for your off hand lessens by 6 (-4). Light weapons means -2 penalty for each hand.
. Normal: Wielding a second weapon in your off hand, means one extra attack per round with that weapon. Fighting this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to attacks with your off hand.
*If your off-hand weapon is light, the penalties are reduced by 2 each.
(2nd level)
- Evasion: Avoid taking damage on successful save.
- Finesse Rogue (Rogue Talent)
(3rd level)
- Sneak Attack II: +2d6 Attacks deal extra damage if flanking or foe is flat-footed/loses Dex bonus.
- Trap Sense +1 ... +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
- 3rd LF |Skill Focus - Disable Device (+3 to skill)
(4th level)
- (Rogue Talent) Weapon Training - Weapon Focus (Short Sword) +1 to attack rolls
- Careful Disarm (Ex): At 4th level, whenever a trapsmith attempts to disarm a trap using Disable Device, she does not spring the trap unless she fails by 10 or more. If she does set off a trap she was attempting to disarm, she adds double her trap sense bonus to avoid the trap. This replaces uncanny dodge.
(5th level) 3rd Feat |
- Extra Rogue Talent: Minor Magic(Sp):Can cast a 0-level spell from the sorcerer/wizard spell list three times a day as a spell-like ability. Caster Level= rogue level | Save DC 10 + Int mod(+2) Mage Hand
- Sneak Attack +3d6
(6th level)
Rogue talent: Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM., ... Trap Sense ...+2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps
.
Progression Planner
.
7th level: 4th Feat - Dark Sight
With further modification, your eyes can pierce the gloom of even magical darkness.
Prerequisites: Gloom Sight, fetchling.
Benefit: You gain the ability to see up to 15 feet clearly in magical darkness, such as that created by the deeper darkness spell.
| BAB+5 Fort+2 Ref+5 Will+2 Sneak attack +4d6

Aldori Dueling Sword: These slightly curved swords measure just over 3 feet in length. An Aldori dueling sword may be used as a Martial Weapon (in which case it functions as a longsword), but if you have the feat Exotic Weapon Proficiency (Aldori dueling sword), you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier on attack rolls with an Aldori dueling sword sized for you, even though it isn’t a light weapon. You can also wield an Aldori dueling sword in
two hands in order to apply 1-1/2 times your Strength bonus to damage.
- Inner Sea WG 290
Shadow Ghost
. Prerequisites: Fetchling, shadow walk spell-like ability.
Benefit: You gain the ability to use shadow walk an additional time each day.

Shadow Walker
Prerequisites: Fetchling, shadow walk spell-like ability.
Benefit: You can expend one use of your shadow walk spell-like ability to use dimension door as a spell-like ability. Your start and end locations for this ability must be in dim light or darkness.


Traits:
Life of Toil +1 to Fort.
Reactionary +2 to Initiative
Xenophobic
Magical Talent - Once per day:
(Penumbra):
Ultimate Magic
Penumbra
School evocation [darkness]; Level sorcerer/wizard 0
Casting Time 1 standard action
Components V, S, M (a bit of soot)
Range touch
Target creature or object touched
Duration 10 minutes/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes
This spell keeps the creature or object touched slightly in shadow. The target of this spell does not suffer any penalties or blindness caused by bright light, such as those from light sensitivity or light blindness.
You can have only one penumbra spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.

Skills: (8, +3 Int, +1 Favored Class/Level...Total points @6th level=(12x6) 72)
Acrobatics +14/+18 Threatened square (+6 Ranks, +3 Class, +5 Dex, +4 Belt of Tumbling)
Appraise +3 (+0 Ranks, +0 Class, +3 Int)
Bluff +2 (+1 Ranks, +3 Class, -2 Cha)
Climb +9 (+6 Ranks, +3 Class, +0 Str)
Craft (Trap) (0 Ranks, 0 Class, +3 Int)
Diplomacy -2 / -3 (-1 vs. creatures of a different race or culture) (+0 Ranks, +0 Class, -2 Cha)
Disable Device +21 (+6 Ranks, +3 Class, +5 Dex, +3 Tools, +1 TrapFinding, +3 Skill Focus)
Disguise -2 (+0 Ranks, +0 Class, -2 Cha)
Escape Artist +14 (+6 Ranks, +3 Class, +5 Dex)
Knowledge (dungeoneering) +12 (+6 Ranks, +3 Class, +3 Int)
Knowledge (planes) +11 (+3 Ranks, +3 Class, +3 Int, +2 Racial)
Knowledge (local) +10 (+4 Ranks, +3 Class, +3 Int)
Knowledge (history) +8 (+5 Ranks, +3 Int)
Perception +16 /+18 vs Traps (+6 Ranks, +3 Class, +1 Wis, +2 Trapfinding*, +4 Mask)
Ride +5 (+0 Ranks, +5 Dex)
Sense Motive +4/+7 (+3 vs. creatures of a different race or culture) . (+2 Ranks, +3 Class, +1 Wis, -2 Trait)
Sleight of Hand* +16/19 (*Dim Light). (+6 Ranks, +3 Class, +5 Dex)
Stealth* +19/+22 (*Dim light) . (+6 Ranks, +3 Class, +5 Dex, +2 Racial, +3 MW Soft leather boots)
Swim +6 (+3 Ranks, +3 Class, +0 Str)
Use Magic Device +6 (+5 Ranks, +3 Class, -2 Cha)

Racial Modifiers: +2 Stealth, +2 Knowledge (planes)
*Favored Class Options - Rogue: Add a +1/2 bonus (+3) on Stealth and Sleight of Hand checks made while in dim light or darkness.
Languages: Abyssal, Common, Daemonic, Infernal, Insults

Gear:

Encumbrance 66.0 lbs (LIGHT) Normal: 38/76/115 lbs [ooc]With MWK Backpack:43 lbs./44–86 lbs./87–130 lbs.
Money: 2gp, 123sp (old mintage), 4sp, 41cp. (3.4 lbs) (50 coins=1lbs)

Equipment
- Alchemical treated boots and glove (immune to the affects of alchemical glue) (free + 2lbs) - Minions
- MW + enhanced (+3 Stealth) Soft Leather boots magically transformed by Praetor Grey (900gp + 1lbs)
- Masterwork Studded Leather Armor (175gp + 20lbs)
(A mottled suit of faded shades of grey, save for the inky black bones raised in bands and studs of dark metal from head to toe, turning the wearer into a visage of a shadowy skeleton. Each long bone was etched with runes in dedication to Hel, queen of the underworld. )
- Boots of the Frog (+6 to Acrobatics checks, +4 to Swim checks)
- Arrows (40) (1gp + 3lbs/20)
- Dagger x2 (4gp + 1lbs ea)
- Silver dagger (found/322gp + 1lbs)
- Light Mace +1 (found/1000??gp + 4lbs)
- Silver Headed Light Mace (found/305gp + 4lbs)
- Composite Longbow [+1 Str](found/100gp + 3lbs)
- Short sword (10gp + 2lbs)
- MWK Short sword (320gp + 2lbs): A charcoal grey short sword matching the shade of the bones on his armor.
- Oil flask x2 (2sp + 2lbs)
- Belt of Tumbling (800gp + 1lbs): +4 competence bonus on Acrobatics checks made to move through a threatened square or through an enemy’s space.
- Enhanced (Perception +4) Hand crafted Mask . Functions as a Filter hood with no penalties to perception (1,600gp + 0lbs)
- Enhanced MWK Thieves' Tools (+3 Disable Device) Tool Names(1,000gp + 1lbs)
- Bear Trap x4 (2gp ea. + 10lbs ea.) | Perception DC 20+5 for ghillie suit camouflage on 2, Disable Device 20 | Craft camouflage DC 12 per trap.
Effect Atk +10 melee (2d6+3); sharp jaws spring shut around the creature's ankle and halve the creature's base speed (or hold the creature immobile if the trap is attached to a solid object); the creature can escape with a DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check (Minions)

Utility
- Backpack (2gp + 2lbs) For MWK: Str is +1 higher when calculating carrying capacity
- Belt pouch x4 (2gp + 2lbs): Up to 200 coins
- Chalk x2 (2cp + 0lbs)
- Glass cutter (5gp +0lbs): UEG p66
- Glue paper x3 (1sp/sheet + 0lbs): UEG p66
- Ink & quill
- Sewing Needle (5sp +0lbs)
- Pitons x10 (1sp ea. .5lbs ea) (Minions)
- Rope, Silk 50ft (10gp + 5lbs) (Minions)
- Sack x3 (3sp + 1.5lbs) (Minions)
- Traveler's Any Tool: (250gp +2 lbs)
- Detailed Map of Rappan Athuk to the tunnel
- Sketched map from Zelkor’s Ferry to the Mouth of Doom’s entrance.
- Winter Blanket (5sp + 2lbs)
- Pocket Mirror
-

Consumables
- Wandermeal x19 (5cp + .5lbs/day=9.5 lbs) - Ultimate Equipment p.97 (Minions)
- Trail Rations x 6 (5sp + 1lbs= 6lbs) (Minions)
- Spices (200gp)
- Hip flask x4 (1 gp ea. + .5lbs= 2lbs) - 8 oz/flask 32 oz/litre UEG p.58
Filled with 11 Bottles of 3oz Whiskey (1sp/bottle + .5lbs ea.= 5lbs) 1lb=6oz. 34 oz. to a litre | Contents transferred to hip flasks - Ultimate Equipment p.97
- Oak Strips carved from quarter staff (.5lbs)
- Half bottle of animal glue (5sp + .5lbs)
- Black Skeleton parts: skull, ribs
- Purple Worm Chitin plating enough to make new armor
- Purple Worm Teeth: 1d20 worth

Character Wealth 7,409 gp 123sp 91 cp | 8,057gp including treasure.
Treasure
a bag of 123 sp, of an old minting
small ivory figurine of the Goddess Muir
Potion: Invisibility (300gp)
Potion: Cure Light Wounds (50gp)
Potion: Shield of Faith x1 (300gp)
Potion: Disguise Self x1 (150gp)
Holy symbol of the Goddess Muir, Lady of Justice, Goddess of Virtue and Paladins (1lb)
Unholy Symbol of Orcusx3 (1lb)
A jeweled holy symbol of the healing god (300 gp 1lb). Level 3, Room 12
A small silver statue of Arn, Lesser God of the Sun. (1lb)


Deities:

Kel, goddess of Self-Sacrifice, Lady of Protection
Alignment: Lawful Good
Domains: Good, Healing, Law, Protection Symbol: Kite shield of purest white
Garb: White robes trimmed in blood red
Favored Weapon: Shields of all types for shield bash
Form of Worship and Holidays: Evening prayers for protection and health at vespers. Special holy days on the eve of the solstices and equinoxes for the coming season.
Typical Worshippers: Humans, Guardians, Paladins, though not currently worshipped.

Kel is the sister of Thyr and Muir, triplet siblings known as the Three Gods. She was popular among humans until around 10,000 years ago when she gave up her life to prevent Orcus from conquering the Material Plane. She was normally depicted as an armored woman holding a kite shield with a benevolent but sad expression on her face. It was said she carried the sorrows of the world on her shoulders and later stated that she must have seen the fate that would befall her. Her principles were the protection and safety of civilized societies where individuals could grow and achieve their destinies without fear of sudden calamity or destruction. When she sacrificed herself, her siblings assumed her spheres of influence and incorporated her goals into their own. It is rumored, however, that a portion of her essence was released upon her death and became twisted with hate and vengeance for the end that she met and coalesced into a new deity that was the very antithesis of all she had stood for — Hel, Lady of Death and Pestilence. If Kel’s church were somehow revived, it is certain that they would make eradication of that apostate faith as one of its top priorities. Her sacred animal is the lowly hedgehog for his innate protective abilities, and her faithful often repeat the ancient axiom, “The fox knows many tricks; the hedgehog one good one.”
Pathfinder equivalent: Sarenrae

Hel, Goddess of Death, Lady of Pestilence
Alignment: Neutral Evil
Domains: Air, Animal, Death, Earth, Fire, Plant, Water
Symbol: A face, black on one side and white on the other
Garb: Druidic garb of a midnight black and snow white
Favored Weapon: poisoned dagger or sword
Form of Worship and Holidays: Rites to Hel are practiced by her worshipers during blights and plagues, likewise sacrifices are made to her by fearful non-worshipers to stave off plagues and illness.
Typical Worshippers: Diseased and disease-causing creatures, evil humanoids, evil druids, women, bards.

Hel is known to spread disease, pestilence and plague with the wave of her hand. Any living thing in her presence withers and dies. She appears as a strange gaunt woman of both jet black and blankest white. Diseased creatures worship her. It is said a strange cult of druidic ghouls and mummies worships her in a secret temple hidden from the knowledge of mortals, spreading their foul diseases in secrecy. Several sects of evil druids dedicated to Hel plague the land, summoning swarms of vermin and causing disease in living things. She cares for nothing other than the spread of death. Oddly, some evil bards worship her. She resides on a plague-ridden plane in Hades.
Pathfinder equivalent: Urgathoa

Wish List:

Enhance bear traps with Silent Image to mimic their surroundings. Command Word: Spell Level (1) x Caster Level (1) X 1,800gp Divided by (5 divided by (1) charges per day) = 360gp per trap.

http://paizo.com/campaigns/ItsADungeon/discussion&page=33#1609