Sian Daemodus

Daru Apsulon's page

100 posts. Organized Play character for Uktar.


Full Name

Daru Apsulon

Race

HP: 66/66 (| Current AC: 21/ 16 Tch/ 17 FF | Current CMB: +5 (+13 rapier/hair), CMD: 20 (hair=28 v grapple, trip) | F: +9, R: +11+1, W: +7 | Init: +8 | Perc: +16, SM: +4

Classes/Levels

Speed 30ft +10 charge, withdraw | Arcane Pool: 5/10 | Inspired Panache: 7/8 | Flight Hex 3/7 | Prehensile Hair 3/7 | Active Conditions: Combat Reflexes, +1Keen (9/10), Flying, Hair active

Gender

Female

Size

M

Special Abilities

Teifling: Tail, Fiendish Sprinter

About Daru Apsulon

Daru Apsulon
Magus (Hexcrafter/Fiendflayer) 7 / Swashbuckler (Inspired Blade) 1
CG Medium Outsider(Native)
PFS#: 100685-6
Faction: Liberty's Edge

Current active conditions:
Combat Reflexes
Prehensile Hair (33 rds remaining--not active)
Flight (34 rounds remaining--not active)
Shield (0/10 rounds)
Long Arm (0/10 rounds)
+1 keen to rapier (9/10 rounds)

Init +8; Senses Darkvision 60'; Perc +16, SM +4
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DEFENSE
AC 21, touch 15, flat-footed 15 (+5 Dex, +5 Armor, +1 Natural Armor)
HP 66
Fort +9, Ref +11, Will +7
Resistances: Fire 5
Special Defenses Scaled Skin: +1 Natural Armor
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OFFENSE
Speed 30' +10' Charge, Run, Withdraw (Fiendish Sprint)
Reach 5ft, 10ft with Prehensile Hair (and/or Long Arm)
Melee +1 Adamantine Skewering, Spellstoring Rapier: +13/+8 (1d6+6, 18-20/x2, Piercing) + Arcane Pool
masterwork Cold Iron Rapier: +13/+8 (1d6+5, 18-20/x2, Piercing) + Arcane Pool
Prehensile Ear-Hair (no other weapon): +13/+8 (1d3+9, 20/x2, B,P,S)
Prehensile Ear-Hair w/ rapier: +8 (1d3+3, 20/x2, B,P,S)
Ranged Darkwood Light Crossbow +12 (1d8, 19-20/x2) (80')+ Arcane Pool
Special Attacks Arcane Pool: 10/10, can add +2 in enhancements, including:
+1: flaming, frost, keen, shock
+2: flaming burst, icy burst, shocking burst
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STATISTICS
Str 9, Dex 20 Con 14 Int 24 Wis 10 Cha 5
BAB +6,
CMB +5 (+13 w/ Rapier, +13 w/ Hair),
CMD 20 (22 v disarm & sunder of rapier, 28 w/ Hair active v. grapple, trip)
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Feats:
Martial Weapon Proficiencies
Light Armor Proficiency
Medium Armor Proficiency
Weapon Finesse (w/ Rapier only) (Inspired Blade bonus)
Weapon Focus-Rapier (Inspired Blade bonus)
Fencing Grace (1st lvl)
Combat Reflexes (3rd lvl)
Extra Hex: Prehensile Hair (5th lvl)
Magus 5 Bonus: Intensified
Additional Traits: Wayang Spellhunter (Shocking Grasp) & Reactionary (7th lvl)
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Traits:
Magical Knack: Magus
Clever Wordplay: Diplomacy
(Additional Traits Feat: Wayang Spellhunter, Reactionary)
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Languages
Abyssal, Ancient Osiriani, Azlanti, Common, Draconic, Goblin, Infernal, Orc, Thassilonian, Undercommon
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Skills:
+16 Acrobatics + Derring-do
+6 Appraise
+1 Bluff
+3 Climb + Derring-do (+11 if Hair is Active)
+18 Craft-Alchemy (does not include Crafter's Fortune, nor alchemist lab)
+17 Diplomacy (uses INT via Clever Wordplay trait)
-3 Disguise
+16 Escape Artist + Derring-do
+15 Fly + Derring-do
+4 Heal
-3 Intimidate
+11 Knowledge (Arcana)
+11 Knowledge (Dungeoneering)
+8 Knowledge (Engineering)
+8 Knowledge (History)
+11 Knowledge (Local)
+8 Knowledge (Nature)
+11 Knowledge (Nobility)
+11 Knowledge (Planes)
+8 Knowledge (Religion)
+8 Linguistics
+16 Perception
+9 Ride
+4 Sense Motive
+9 Sleight of Hand
+18 Spellcraft
+5 Stealth
+0 Survival
+3 Swim + Derring-do (+11 if Hair is Active)
+4 Use Magic Device
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spells:
1st lvl: 2xIntensified Shocking Grasp, Frostbite, Chill Touch, Magic Missile, Ill Omen
2nd: Frigid Touch, Intensified Snowball, Invisibility, Mirror Image, Glitterdust
3rd: Bestow Curse, Hastex2
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Combat Gear:
+1 spellstoring mithral chain shirt, Buffering Cap, +1 Skewering Spellstoring Adamantine Rapier, mw cold Iron Rapier, Darkwood Crossbow: 5 Ghost Salt blanch bolts, 2 Raining bolts, 3 ci blunt bolts. Pearl of Power (level 1), 2 bandoliers with: Wands: Shocking Grasp CL 4, Vanish, Grease, True Strike, Long Arm, Shield, Cure Serious (5 ch), Infernal Healing, Ill Omen, Magic Missile, Smog Pellet, Cure Serious Potion (Metal Flask), Gaseous Form Potion (Metal flask), Fly Potion (metal flask), REAGENTS: Urea (36), Brimstone (4), Lesser Metamagic Rod: RIME, Lesser Talismans: Life's Breath, Freedom
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Other Gear:
Cloak of Resistance +2, Headband of Vast Intelligence +4, Belt of Dexterity+2, Eyes of the Eagle, Cracked Dusty Rose Prism Ioun Stone, Antiplaguex2, Antitoxinx2, Meditation Tea, Vermin Repllentx4, Alchemical Greasex4, Bloodblockx2, Monk's Outfit, Handy Haversack, Wand of Ant Haul, Wand of Unseen Servant, Scroll:Lesser Restorationx2, Potion of Fly, Scroll: Versatile Weapon, Oil of Daylight, Elixir of Spirit Sight, 3xAlchemist Fire, 3xAcid Flasks, 5xholy water flasks, Traveling spellbook, ink, pen, Alchemist's lab (usually left at Lodge, unless burly type agrees to carry it), 10 cold iron bolts, 7 blunt bolts, 50' knotted silk rope, 50' thread, 2 fishhooks, signal whistle, signal mirror, flint & steel, 10 tindertwigs, mess kit, iron put, bedroll, 2 waterskins, 10 days travel rations
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Special Abilities:
Inspired Blade: Inspired Panache: 8/day
Parry & Riposte, Derring-do, Dodging Panache
Magus: Arcane Pool: 10 points/day
Arcanas: Wand Wielder (3rd), Arcane Accuracy (6th)
Hexcrafter: SLUMBER Hex DC: 20, Duration 7 rounds,
FLIGHT Hex (7 minutes/day)
Prehensile Hair (7 minutes/day)
Racial: Darkness 1/day as SLA (Caster lvl=Char lvl)
Scaled Skin, Fiendish Sprinter, Prehensile Tail
Runic Tattoo: (boon) Mirror Image
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My Boons:
#1-The Confirmation:
Explore, Report, Cooperate: Free or Immediate action, ask GM if a particular action will help realize secondary success conditions (subdue rather than kill, befriend npc, etc)
Friend of Janira Gavix: +1 on Kn checks in Grand Lodge of Absolom
#3-Silverhex:
One-shot: Elixir +2 competence on Perception & Appraise for Adventure, & recoup 150gp if not full gp for scenario
#5-From Under Ice: +2 Diplo in Irrisen, or use it as one-shot for +2 Diplo outside of Irrisen for one mission
#6-Can get some special Bolts (Keen, Bane, Disruption, Blue Whinnis)
#7- 3-shots: Standard Action: Use seed for heal 1d4+1 or to give adjacent plant 5 temp hp & +2Divine Favor for 1 min
#8- +1 Appraise & Knowledge History, or one-shot to get 2 prestige point: Daniel Pink, DC20 Appraise, d20+7
One-shot: for 1 round: either Construct/Div -2 on save v my spell, or I ignore 5 of DR & Hardness
#9-F&F Pt3, Infernal Inheritance:
One-shot: take a +4 competence to Bluff, Disguise or any check during Chase
+2 Kn (History, Local & Nobility) in Cheliax
+1 Initiative in Cheliax
One-shot: reduce spellcasting prestige cost by 2 prestige points
Faction: Tamrin Credence is Daru’s Bellflower Network contact
#11- If playing Giantslayer AP, have the hammer Agrimmosh,
Power of the Giants enlarge power: (Get Chronicle from Eschleman)
One-shot: if threatened by 3 or more foes, free action, +2 insight to AC (if v Giants or orcs, +3, and extends to any adjacent allies)
#12-Acquainted with Aslyn
#13-Expedition Manager
#14:One-shot: Free action, gain +6 on a Kn (Arcana, History, Planes, or Religion) check
#15- Saved Vanrin Vilk: mention this, gain +4 circumstance on Diplo & Intimidate checks when dealing with PFS members of Daru’s level or lower
#16-Blessing of the Atoned: +2 Cha v Paladin or Worshipper of Torag. 2-shot: Lay on hands: Char lvl/2=3d6
Darklands Deliverer: +2 Knowledge on Darklands stuff, +4 knowledge for Duergar (can choose to take 20 on Duergar Knowledge check, then cross off boon)
#18: Power of Hill Giants +3 temp hp/boon (currently 2)
#20-Beyond Azlant Ridge: +1 Kn-History on Azlanti, +2 Linguistics on Azlanti, one-shot+2 Kn-Hist Azlanti
#21-3x One-shot: v Undead: Swift action, lasts until beginning of next turn,
EITHER: +2 to hit, weapon dmg & dodge AC OR +2 v SR, spell DC+1, +2 saves v spells & abilities
#22 ICEWALKER: 3-shot: standard action activate cold resisance=char lvl for 3 hours
RUNIC TATTOOING: 3-shot: swift action place personal or touch spell as a tattoo that lasts for 24 hours (up to 3rd lvl spell). Then activate on self as a swift action
VARKI ARCHEOLOGY: 5-shot: Immediate action to gain +4 on Knowledge for Undead, Magical Beasts, Erutaki, the Varki or The Crown of the World
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Character Description:
It's hard to determine what's the most offputting when one first meets Daru Apsulon. The scaly skin, the cloven feet, the awkward tail not to mention horns all mark her quite clearly as a tiefling, despite her rather amateurish attempts to disguise the fact. Then there's the weird chirps and whoops she seems to emit at odd moments, particularly when she's intently studying a book. But the piece de resistance is when you occasionally notice her ear-hair elongate and turn the page for her. And yet, when she turns to speak with you, her eyes burn with an intensity, and her cultured tones bely her very awkward and offputting appearance.
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Character Background:
Despite her obvious Tiefling heritage, Daru Apsulon was born to loving, caring farmers in Andoran, parents who even went so far as to seek Erastil’s special blessing for their newborn (perhaps in the hopes of sparing her from Infernal influence of her blood). But her devilish appearance brought the wrong kind of attention, and as an infant, she was stolen by Chelaxian fanatics, who felt the devil child should be properly raised.
Growing up, her physical appearance brought privilege and affluence to her new family, but her outside appearance belied the goodness within her heart. She had no normal relationships growing up—her new parents treated her as a meal ticket that needed to be kept in line at all costs. Daru learned at a very young age that her “parents” actually feared her, and they relied upon brutality to try and keep her in line—little did they realize that Daru maintained her best behavior out of a sense of duty and honor. But as bad as it was with her parents, dealing with other Chelaxians was far worse. For she faced either abject reverence or envy and hatred hidden behind false smiles. Yet somehow, through all this, Daru maintained her pure heart. Once she she grew old enough to escape the shackles of her adoptive parents, Daru left Cheliax at her first opportunity.
The open hatred and fear she met while traveling (due to her appearance) was refreshing at first, for she had so little experience with honesty. But the novelty soon wore off. So ill-at-ease with her outward appearance, Daru came upon a famous painting of Apsu in all his bestial glory. Daru became obsessed with the notion that Apsu was a kindred spirit, a noble creature of goodness in the trappings of a bestial form. She sought out worshippers of Apsu and tried to join the priesthood. But her appearance, complete lack of empathy and extremely grating personality soon led her to the realization she’d never succeed as a priest. While still carrying an obsession for Apsu in her heart, she left the temple and resumed her wandering ways.
Then Fate lent a hand, and forever changed Daru’s life. While traveling through a farming community in Andoran, she met her real father. He had heard rumors of a devil woman who had recently arrived in the area, and hoping against all odds that it might be his long-lost daughter, he sought her out. At first, she was skeptical, for she had been too young to remember being abducted. But he knew of her “birthmark,” the hidden mark of the blessing of Erastil which she had carried her whole life. Daru’s life finally began to make sense to her.
Unfortunately, Daru’s mother had died out of grief and the strain of her efforts to track down her stolen child. But, while very awkward at first, Daru and her father quickly bonded. But underneath the joyful reunion, Daru felt a burning hatred toward Cheliax and her “adoptive” parents. She soon felt the need to seek out a way to achieve her revenge, and, more importantly, free anyone else suffering under the yoke of Chelaxian tyranny. Soon she was recruited by the Andoran faction of the Pathfinder Society.
The Andoran Pathfinders helped Daru explore her natural talents. First she studied the art of the rapier, and indeed was an Inspired student. But her real talents came to the fore when she started to study the arcane arts. Her talents as a Magus begane to grow, and Daru knew what she wanted: just as Apsu sought the destruction of Dahak and his works, so shall Daru seek the destruction of Cheliax. Even if she has to burn each and every town herself…
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Common Actions:
[dice=KEEN Arcane Rapier attack]1d20+13+1[/dice]
[dice=iterative Rapier attack]1d20+8+1[/dice]
spend panache point to auto confirm crit threat for attack roll of 15+
[dice=adamantine piercing dmg]1d6+6+1[/dice]
[dice=intensified shocking grasp dmg]8d6[/dice]
[dice=frostbite dmg]4d6[/dice] Target staggered (and entangled if RIME)
[dice=CLW]1d8+1[/dice]
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Bot Me!:
Daru is neither patient, nor wise, but she has a gentle soul, so unless definitely evil that must be destroyed, she favors less lethal methods, e.g. if diplomacy is possible, start there. Slumber Hex and using Frostbite with her attacks if violent but nonlethal. If nasty evil with SR, still might use Slumber. Opens combat by making rapier additional +1 keen (swift action). If tough to hit, use Arcane Accuracy (swift to activate, adds +6 to hit until start of next turn. then maybe use Spellstrike to cast, move to provoke a Parry and Riposte, and then deliver Spellstrike attack as well. Also, can deliver spell stored in rapier (intensified shocking grasp or frigid touch or blindness)
if crit threat and still has swift action, spend panache point to automatically confirm crit(skewering)--Spellstrike spell would also double, but not spellstored spell.
[dice=+2 Keen Skewering Spellstoring Rapier]1d20+12+1[/dice]
[dice=damage]1d6+6[/dice]
[dice=intensified shocking grasp]7d6[/dice]
[dice=frostbite nonlethal cold dmg]1d6+8[/dice] (use Urea as power component)