Mametquil

Kaylor Traice's page

543 posts. Alias of Anon A Mouse.


Full Name

Kaylor Traice

Race

Tiefling

Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4

Classes/Levels

Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

Gender

Loot Male

Size

Medium

Alignment

CG

Languages

Aboleth, Abyssal, Aklo, Aquan, Auran, Celestial, Common, Cyclops, Draconic, Dwarven, Elven, Ettin, Giant, Gnoll, Gnome, Goblin, Halfling, Ignan, Infernal, Necril, Orc, Ancient Osiriani, read lips, Sphinx, Sylvan, Terran, Undercommon

Strength 16
Dexterity 33
Constitution 25
Intelligence 36
Wisdom 16
Charisma 12

About Kaylor Traice

Spells Prepared:
X = spell used
2nd 7/day
()() Brow Gasher
()()() Mirror Image
() Web
(X) Defending Bone

3rd 7/day
() Dispel Magic
()()() Vampiric Touch
()() Fly
() Slow

4th 6/day
() Fire Wall
() Greater Invisibility
()()()() Maximized Intensified Shocking grasp

5th 4/day
() Greater Bladed Dash
()() Elemental Body 2
() Acidic Spray

6th 2/day
()() Elemental Body 3


Bot Instructions:
If he can full attack
First round of combat use an arcane point to make weapon a +5 keen shocking, flaming, frost weapon.

1) Cast Arcane Mark. Then either take a 5ft step forward to hit or auto succeed to cast Arcane Mark defensively.
2) Attack 3 times. Depending on enemy's to hit and AC, consider attacking defensively for an extra -4 penalty (+23/+23/+18/+13 for each attack with an adamantine weapon, 1d6+12+16+3d6 damage)
3) If you attack defensively, AC is now +3 until next turn

Otherwise
1) Move to an enemy to attack. Try to find a place where only that enemy can attack him back.
2) Depending on enemy AC and to hit, consider attacking defensively for -4 to hit and +3 AC. Attack (+25 to hit with adamantine weapon, 1d6+12+16+3d6 damage)

Kaylor Traice
Male Tiefling Magus (Kensai) 16
CG Medium outsider (native)
Init +21; Senses darkvision 60 ft.; Perception +25
Languages Aboleth, Abyssal, Aklo, Aquan, Auran, Celestial, Common, Cyclops, Draconic, Dwarven, Elven, Ettin, Giant, Gnoll, Gnome, Goblin, Halfling, Ignan, Infernal, Necril, Orc, Ancient Osiriani, read lips, Sphinx, Sylvan, Terran, Undercommon

Defense:

AC 47, touch 35, flat-footed 28 (+7 Dex, +12 Canny Defense (Int), +5 Deflection, +5 Natural armor, +7 armor, +1 insight)
hp 137 (13d8+13*4)
Fort +19, Ref +17, Will +15
CMD 46 (+11 BAB + 7 Dex + 12 Canny Defense + 5 deflection + 1 insight)
Defensive Abilities canny defense; Resist cold 5, electricity 5, fire 5

Offense:

Speed 30 ft.
Melee
+5 scimitar +25/+20/+15 (B/P/S)(1d6+12+16/18-20)
Ranged sling +18 (1d4)
Longbow +15/+10/+5 (not proficient) 1d8+1

Statistics:

Str 10, Dex 24, Con 18, Int 29, Wis 10, Cha 6
Base Atk +11; CMB +9; CMD 41/25

Feats and Traits:

Feats
- Weapon Finesse: Use Dex instead of Str for to hit with certain weapons
- Dervish Dance: Use Dex instead of Str for to hit and damage with a scimitar
- Weapon Focus (scimitar) (Class feat): +1 to hit with scimitar
- Blind-fight (granted from wayfinder): In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.

You do not need to make Acrobatics skill checks to move at full speed while blinded.
- Intensified Metamagic
- Weapon Versatility (Undead Slayer): When wielding a weapon with which you have Weapon Focus, you can shift your grip as a swift action so that your weapon deals bludgeoning, piercing, or slashing damage instead
of the damage type normally dealt by that weapon. You may switch back to the weapon’s normal damage type or another damage type as a swift action. If your base attack bonus is +5 or higher, using this feat
is a free action instead.
- Improved Familiar
- Sacred Geometry (Silent, Elemental)
- Extra Magus Arcana
- Maximized Metamagic
- Quickened Metamagic
- Spell Perfection (Shocking grasp)

Traits
- Foreign Opportunist (campaign): +2 appraise, appraise is a class skill, sell relics for 60% of listed price
- Pragmatic activator (magic): Use Int instead of Cha for UMD checks
- Metamagic Master (shocking grasp) (Regional): When applying a metamagic feat to Shocking Grasp, it takes up a spell slot 1 lower than normal

Skills:

Acrobatics +16
Appraise +18
Bluff -2
Climb +4
Diplomacy -2
Disguise -2
Escape Artist +7
Fly +11
Heal +0
Intimidate +2
Knowledge (arcana) +31
Knowledge (dungeoneering) +31
Knowledge (engineering) +28
Knowledge (geography) +13
Knowledge (history) +13
Knowledge (local) +28
Knowledge (nature) +28
Knowledge (nobles) +13
Knowledge (planes) +31
Knowledge (religion) +28
Linguistics +25
Perception +25
Perform (dance) +0
Ride +11
Sense Motive +20
Spellcraft +31
Stealth +25
Survival +0 (+2 to avoid getting lost)
Swim +4
Use Magic Device +28

Racial Modifiers +2 Bluff, +2 Stealth

Gear:

- +5 Adamantine Scimitar
- Mwk Dueling Spiked Gauntlet (+4 init, +2 disarm and feint)
- Sling
- Ring of Protection +5
- Headband of Vast Int +6 (Know(Engineering, religion, local))
- Belt of Physical Might +6 (Dex/Con)
- 1 wand of infernal healing (12 charges used)
- 1 wand of shield (9 charges; 4 used) [in spring loaded shealth]
- 1 full wand of shield
- 1 Pink and Green cracked ioun stone (UMD)
- Wayfinder
- 1 Incandescent blue sphere cracked ioun stone (Perception; in Wayfinder)
- 1 Everburning torch
- Handy Haversack
- Cloak of Resistance +4
- Halo of Inner Calm
- Ring of Invisibility
- Dusty Rose Prism ioun stone (+1 AC)
- Boots of speed
- 3 Pearls of Power (1st)
- +5 Mithril Haramaki + Mithril Armored Kilt
- Hand of the Honest Man (unequiped)
- Amulet of Natural Armor +5
- Wand of magic missile 22 charges CL7

Scrolls
- 1 scroll of burning hands (CL2)
- 1 scroll of magic missile
- 1 scroll of color spray
- 1 Comprehend languages
- 3 scrolls of glitterdust

Misc
keros oil [9 uses left], vermin repellent, backpack, bedroll, bell, candle (5), chalk (5), charcoal (worth 3 gp) (6), earplugs, flint and steel, grappling hook, rice paper (10), signal whistle, silk rope, spell component pouch, tindertwig (4), trail rations (2), travelling spellbook, vial (5), wandermeal (2), waterskin

Pet kitty: Sam
Money: 3,824 gold
Current weight: 22 lbs
Carrying Capacity: 33/66/100

Wishlist
- Pearl of Power 1 (1k)
- +5 amulet (+18k)
- +5 Cloak (+9k)
- +1 Defending Guardian Thorn Bracer (18.330k; 30 + 300 + 2k + 6k + 10k)
- +2 Defending Guardian Bracer (+14k)

Wands

- Protection from Evil

Class Abilities:

Arcane Pool (+2) (19/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +9 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Scimitar) Kensai abilities only function when wielding a weapon of this type.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Strike: Deliver touch spells as part of a melee attack.

Magus Arcana
- Familiar: Faerie dragon
- Flamboyant Arcana: Gain Derring-Do and Parry and Riposte swashbuckler abilities
- Deed (Precise Strike): Add level in damage
- Swashbuckler deed: Evasive. As long as you have 1 point in your arcane pool, you gain the effects of evasion, uncanny dodge, and improved uncanny dodge
- Bane Blade: +2 enhancement bonus, +2d6 damage

Racial Abilities:

Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.

Personality/Background:
Kaylor doesn't like to mince words. He dislikes the misdirections and roundabout way of speaking that most around him used. This tended to put him at odds with his classmates when he was learning magic, who often viewed his behavior as simplistic and rude. This plus his tall stature (6'5") meant that he was often viewed as ignorant and clumsy, even though that couldn't be further from the truth. Kaylor never bothered to correct his classmates; if they wanted to underestimate him, that was their problem.

While his magical classmates viewed him as a lumbering brute, his martial classmates tended to think that he was a weakling. They all expected him to be a large, blunt weapon and looked down upon him when they discovered he wasn't. They often mocked him for having to rely on magic.

All of this has taught him to be patient and even-tempered; the only thing lashing out in anger ever accomplished for him was a solid beating handed out by whomever was the target of his ire and that person's friends. After all, why fight fairly and one-to-one with devil spawn? As a result, he tends to view most relationships as that of trading partners with equal give and take but very little loyalty or friendship.

Upon hearing of the lottery, Kaylor decided that would be a perfect opportunity to get away from his classmates. While not optimistic about how he will be treated in this new environment, he does think that this would be a good chance to make some nice profit. On his way, he came upon a stray kitten. Taking pity on such a small creature, he gave her some food and a warm place to sleep. She in turn loyally stuck to his side. Pleased to finally be judged for his actions rather than his appearance, Kaylor named her Sam. Sam can often be found sitting on Kaylor's shoulders, nestled neatly between Kaylor's neck and his backpack.

Remiel:
Remiel
Dragon, Faerie
CG Tiny dragon
Init +3; Senses darkvision 60 ft., low-light vision; Perception +14
--------------------
Defense
--------------------
AC 22, touch 16, flat-footed 18 (+3 Dex, +2 size, +6 natural, +1 dodge)
hp 28 (3d12+3)
Fort +7, Ref +6, Will +8
Immune paralysis, sleep; SR 13
--------------------
Offense
--------------------
Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
Melee bite +7 (1d3-1)
Space 2.5 ft.; Reach 0 ft.
Special Attacks breath weapon
Spell-Like Abilities (CL 3rd; concentration +6)
3/day—greater invisibility (self only)
Sorcerer Spells Known (CL 3rd; concentration +6):
1st (6/day)—comprehend languages, detect undead, protection from evil
0 (at will)—detect magic, ghost sound (DC 13), jolt{super}UM{/super}, mage hand, open/close (DC 13)
--------------------
Statistics
--------------------
Str 9, Dex 17, Con 13, Int 23, Wis 14, Cha 16
Base Atk +6; CMB +7; CMD 17 (21 vs. trip)
Feats Acrobatic, Dodge
Skills Acrobatics +14 (+6 when jumping)
Appraise +10
Bluff +9
Climb +3
Diplomacy +9
Disguise +5
Escape Artist +6
Fly +23
Heal +6
Intimidate +7
Knowledge (arcana) +16
Knowledge (dungeoneering) +16
Knowledge (engineering) +21
Knowledge (geography) +10
Knowledge (history) +10
Knowledge (local) +21
Knowledge (nature) +18
Knowledge (nobility) +10
Knowledge (planes) +15
Knowledge (religion) +21
Linguistics +11
Perception +18
Ride +4
Sense Motive +8
Spellcraft +19
Stealth +26
Survival +8
Swim +13
Use Magic Device +18;

Racial Modifiers -8 Acrobatics when jumping
Languages Celestial, Common, Draconic, Elven, Sphinx, Sylvan, Undercommon; telepathy 100 ft.
SQ improved evasion
Combat Gear scroll of color spray, scroll of glitterdust (x2), wand of infernal healing (50 charges), wand of shield (9 charges); Other Gear cracked incandescent blue sphere ioun stone, cracked pale ruby trillian ioun stone, wrist sheath, spring loaded
--------------------
Special Abilities
--------------------
Breath Weapon (DC 12) (Su) Every 1d4 rds, 5 ft cone staggers, sickens, imm to fear for 1d6 rds (Fort neg).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (60 feet, Perfect) You can fly!
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scroll of color spray Add this item to create a scroll with spells on it.
Scroll of glitterdust (x2) Add this item to create a scroll with spells on it.
Spell Resistance (13) You have Spell Resistance.
Swimming (30 feet) You have a Swim speed.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Wand of infernal healing (50 charges) Add this item to create a wand of a chosen spell.
Wand of shield (8 charges) Add this item to create a wand of a chosen spell.

Future Plans:

15: Spell perfection, Bane Blade (magus arcana)
16: +1 Int (24)
17: [bonus feat], [feat]
18: magus arcana

Other feats:
- Armor of the Pit
- Combat Reflexes
- Weapon Specialization (9th?)
- Body guard (11 or later)

Spellbook:

1st
- Burning Hands
- Chill Touch
- Color Spray
- Expeditious Retreat
- Grease
- Illusion of Calm
- Infernal Healing
- Magic Missile
- Reduce Person
- Shield
- Shocking Grasp
- Touch of Combustion
- Warding Weapon

2nd
- Blur
- Brow Gasher
- Cat's Grace
- Flaming Sphere
- Defending Bone
- Flaming Sphere
- Mirror Image
- Web

3rd
- Dispel Magic
- Fly
- Haste
- Shining Cord
- Slow
- Vampiric Touch