Poltur

Kegan the Chaotic's page

483 posts. Organized Play character for BretI.


Race

| 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision

Classes/Levels

| Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste

Gender

M Ifrit CG Swashbuckler 6

Strength 13
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 10
Charisma 16

About Kegan the Chaotic

Kegan
Male ifrit swashbuckler 6 (Pathfinder RPG Advanced Class Guide 56, Pathfinder RPG Bestiary 2 160)
CG Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 21, touch 14, flat-footed 17 (+5 armor, +3 Dex, +1 dodge, +2 shield)
hp 52 (6d10+12)
Fort +5, Ref +9, Will +3 (+4 bonus vs. mind-affecting effects)
Defensive Abilities charmed life 4/day, nimble +1; Resist fire 5
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Offense
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Speed 30 ft.
Melee +1 adamantine rapier +11/+6 (1d6+3/15-20+6 Precision) or
. . cold iron dagger +10/+5 (1d4+2/17-20+6 Precision) or
. . mwk morningstar +11/+6 (1d8+2/19-20+6 Precision) or
. . rapier +10/+5 (1d6+2/15-20+6 Precision) or
. . silver light mace +7/+2 (1d6+1)
Ranged darkwood composite longbow +10/+5 (1d8+1/×3)
Special Attacks deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, swashbuckler initiative), panache (4), swashbuckler weapon training +1
Spell-Like Abilities (CL 6th; concentration +10)
. . 1/day—burning hands (DC 15)
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Statistics
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Str 13, Dex 17, Con 14, Int 10, Wis 10, Cha 18
Base Atk +6; CMB +7; CMD 21
Feats Blind-fight, Combat Reflexes, Quick Draw, Steadfast Personality[ACG]
Traits arcane archivist, unflappable arrogance
Skills Acrobatics +12, Bluff +8, Climb +5, Diplomacy +8, Intimidate +11, Knowledge (local) +4, Knowledge (nobility) +4, Knowledge (planes) +5, Perception +9, Swim +5, Use Magic Device +14
Languages Common, Ignan, Kelish
SQ fire in the blood[ARG], swashbuckler finesse
Combat Gear cold iron arrows (30), cold iron arrows (20), oil of magic weapon, potion of cure serious wounds, wand of cure light wounds, wand of cure light wounds, wand of lucky number (50 charges), alchemist's fire, antiplague[APG], antitoxin (2), holy water (2); Other Gear +1 mithral chain shirt, +1 mithral buckler, +1 adamantine rapier, blunt arrows[APG] (20), cold iron dagger, darkwood composite longbow (+1 Str), mwk morningstar, rapier, silver light mace, cloak of resistance +1, handy haversack, headband of alluring charisma +2, wayfinder[ISWG], bedroll, belt pouch, canteen[UE], disguise kit, flint and steel, grappling hook, masterwork backpack[APG], mess kit[UE], silk rope (50 ft.), soap, trail rations (5), 1,284 gp, 1 sp, 9 cp
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Special Abilities
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Blind-Fight Re-roll misses because of concealment, other benefits.
Charmed Life +4 (4/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fire in the Blood Gain fast healing 2 for one round whenever you take fire damage.
Nimble +1 (Ex) +1 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Swashbuckler Weapon Training +1 (Ex) +1 attack and damage with swashbuckler weapons.
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Born in Absalom, his family had fled Qadira because they did not like being second class citizens. His mother was a fire sorcerer who had a fling.

Kegan has a tattoo and skin bleaching of shadowy flames flowing from the left side of his face to behind his ear and down to his shoulder. There is a wolf in the flames on his shoulder. The wolf on his shoulder normally can not be seen.

Botting:

He will use Charmed Life for Fortitude saves. It doesn’t help with most Will saves since he has Steadfast Personality and can’t add Charisma to saves twice.

He generally will not have a weapon out, relying on Swashbuckler Initiative deed to draw a weapon as part of rolling initiative. If it is obvious what weapon he needs, he will draw that weapon. If it looks like an Ooze, he will draw his mace. If it looks like a skeleton, he will draw his morningstar. Default is to draw his magical adamantine rapier.

All of the below assumes Kegan still has 1 panache! Do not spend his last panache!

Melee

[dice=+1 adamantine rapier]d20 +11[/dice] Crit 15-20
[dice=adamantine piercing damage]d6+3+6[/dice] 6 is precision damage

[dice=+1 adamantine rapier, 2nd attack]d20 +6[/dice] Crit 15-20
[dice=adamantine piercing damage]d6+3+6[/dice] 6 is precision damage

[dice=Swift Intimidate if hit]d20+11[/dice]

[dice=mwk morningstar]d20+11[/dice] Crit 19-20
[dice=piercing and blunt damage]d8+2+6[/dice] 6 is precision

[dice=mwk morningstar, 2nd attack]d20+6[/dice] Crit 19-20
[dice=piercing and blunt damage]d8+2+6[/dice] 6 is precision

[dice=Swift Intimidate if hit]d20+11[/dice]

[dice=cold iron dagger]d20+10[/dice] Crit 17-20
[dice=piercing or slashing damage]d4+2+6[/dice] 6 is precision

[dice=cold iron dagger, 2nd attack]d20+5[/dice] Crit 17-20
[dice=piercing or slashing damage]d4+2+6[/dice] 6 is precision

[dice=Swift Intimidate if hit]d20+11[/dice]

[dice=silver light mace]d20+7[/dice]
[dice=blunt damage]d6+1[/dice]

[dice=silver light mace, 2nd attack]d20+2[/dice]
[dice=blunt damage]d6+1[/dice]

Ranged

[dice=darkwood composite longbow]d20 +10[/dice] Crit 20/x3 Range 100’
[dice=piercing damage]d8+1[/dice]

[dice=darkwood composite longbow, 2nd attack]d20 +5[/dice] Crit 20/x3 Range 100’
[dice=piercing damage]d8+1[/dice]

Only done if within 30’ of foe
[dice=Thrown dagger]d20+9[/dice] Crit 19-20 Range 10’
[dice=piercing or slashing damage]d4+1+6[/dice] 6 is precision

Skills

[dice=Acrobatics]d20 +12[/dice] Cost 1 panache Derringer-Do to add exploding d6
[dice=Bluff]d20+8[/dice]
[dice=Climb]d20 +5[/dice] Cost 1 panache Derringer-Do to add exploding d6
[dice=Diplomacy]d20 +8[/dice]
[dice=Intimidate]d20 +11[/dice]
[dice=Knowledge (local)]d20 +4[/dice]
[dice=Knowledge (nobility)]d20 +4[/dice]
[dice=Knowledge (planes)]d20+5[/dice]
[dice=Perception]d20 +9[/dice]
[dice=Swim]d20 +5[/dice] Cost 1 panache Derringer-Do to add exploding d6
[dice=Use Magic Device]d20 +14[/dice]

Wand charges:
Lucky number 35
CLW 9
CLW 50