Raxius Malgorian

Kellan Demonbane's page

752 posts. Organized Play character for cartmanbeck (RPG Superstar 2014 Top 16).


Full Name

Kellan Demonbane

Race

Tiefling

Classes/Levels

F tiefling Magus (Fiend Flayer/Bladebound/Hexcrafter) 11 | HP 91/91 (14 TEMP) | AC 23 27, T 15, FF 18 | Fort +10, Ref +8, Will +6 | Pool Points 5/8 | Talon Pool 1/3 | Pendant of Blood Scarab 1/1 | Init +6 | Perception +2

Age

21

About Kellan Demonbane

Kellan had an extremely difficult childhood. Being a part-fiend living in Lastwall demands some very thick skin, as she dealt with constant discrimination by those who fight demons day after day. She was born to a beautiful young woman who had been wooed by an incubus, and Kellan may have been killed as a child if a particularly merciful Paladin hadn't whisked her away to the church of Saerenrae, the Dawnflower, the lady of Redemption. She was raised in the church, and the priestesses taught her to use her demonic abilities for the good of others. Before her 20th birthday, she had only left the church to train with a group of arcane casters, who taught her to harness her innate magical ability to fight demons in hand-to-hand combat.

Now that she is of age and the wardstones have been restored, Kellan has decided that her calling is that of the Pathfinder, and she now travels across Golarion, looking to help any she can, especially those who may fight against demonic presence.

Stats:

Kellan Demonbane
Female tiefling magus (Fiend Flayer/Bladebound/Hexcrafter) 11
CG Medium outsider (native)
Init +6; Senses Darkvision 60 ft; Perception +2

DEFENSE
AC 23 26 Touch 15 FF 18 21 (+8 armor, +5 Dex)
hp 91 (11d8+33)
Fort +12 Ref +10 Will +8
Resistances cold 5, electric 5, fire 5

OFFENSE
Melee Talon (+3 scimitar) +16 (1d6+8/15-20)
Ranged shortbow +13 (1d6)
Special Attacks Spell combat, spellstrike, evil eye(-2, 10 rounds, DC 18), can use both Move and Standard during surprise round, Dispelling strike, Ghost blade

Magus spells prepared (Concentration +13)
4th (2/day) - monstrous physique II, arcana theft
3rd (5/day) - aroden's spellsword, vampiric touch , bestow curse (DC 16), force hook charge, steal size
2nd (5/day) - bladed dash, frigid touch, mirror image, Intensified shocking grasp
1st (6/day) - chill touch (DC 14), corrosive touch, shocking grasp x2, shield
0 arcane mark, light, detect magic, ray of frost

Current spell effects:
Barkskin +3
Heroism (+2 atk rolls, saves, skill checks)
Greater False Life (21 temp hp)

Racial spell-like abilities
1/day - darkness

STATISTICS
Str 12, Dex 22, Con 16, Int 17, Wis 8, Cha 6
Base Atk +8/+3; CMB +9; CMD 24
Feats Weapon Finesse, Dervish Dance, Extra Arcana (Bypassing Strike [Swift action, 1 arcane point, bypass all DR of evil outsider for rest of round]), Intensified Spell, Extra Arcana (Lingering Pain), Extra Arcana (Ghost Blade), Improved Critical (scimitar), Knowledgable Spellcaster (planes)
Skills Acrobatics +6, Fly +13, Kn. (arcana) +20, Kn. (dungeoneering) +7, Kn. (planes) +15, Linguistics +4, Perception +2, Perform (dance) +2 (+8 for Day Job), Spellcraft +20, Stealth +14, UMD +7
Traits Bandit (+1 Stealth, class skill), Arcane Revitalization (1/day, confirmed crit = regain arcane pool point)
Alternate tiefling racial traits prehensile tail (retrieve small item as Swift action), vestigial wings (+4 Fly checks)
SQ Arcane Pool (8 points), Infernal mortification (take Con damage for extra arcane points), Black blade (Talon, 3 arcane points, Int 14, Wis/Cha 10, Ego 12, Enhancement bonus +3, Alertness, Black blade strike ([1 point, +3 damage for 1 minute], Telepathy, Unbreakable, Energy Attunement, Teleport Blade), Hex Magus (evil eye, bypassing strike, flamboyant arcana, lingering pain, bypassing strike, ghost blade), knowledge pool, medium armor, spell recall
Languages Common, Abyssal, Talon Languages Common, Infernal, Aquan

Arcane Pool options:
+3 enhancement (stacks, bypasses alignment, adamantine and cold iron/silver)
keen (no longer needed), shock/frost/flame (1 point)
holy (2 points, +2d6 holy damage, bypasses DR/good)
brilliant energy (4 points)
ghost touch (1 point)
Spend 1 point to parry and riposte or use derring-do
Spend 1+ points as swift action, next creature hit, targeted dispel magic, highest spell level dispelled equal to points spent
Spend 1 point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 5 OR 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Gear
Shortbow
Backpack
bedroll
belt pouch
flint and steel
ink and pen
iron pot
mess kit
rope
soap
spell component pouch
10 torch
5 trail rations
waterskin
pearl of power L1
+2 mithral breastplate armor
Belt of Dex +4
sandals of quick reaction (use both Move and Standard action during surprise round)
blood reservoir of physical prowess (start with 4 charges, drain 1 charge to heal 1 ability damage, drain all charges to gain inherent bonus equal to 2x charges drained for 1 round) <- 0/4 charges left
Ring of Arcane Mastery (stores 4 arcane pool points):
-Use one point as if it were her own arcane pool
-Use one point to use Pool Strike, 2d6 energy damage touch attack)
-Use four points to use Reflection, functions as spell turning against up to 4th level spell.
Pendant of the Blood Scarab (1/day, auto-confirm a critical threat, deals 1d6 points of damage to you)
Cape of Daring Deeds
Scarf of the Suggestive Dance

1 scroll, shield
1 scroll, snowball
1 scroll, expeditious retreat
wand, cure light wounds, 1 charges
1 scrolls, heart of the metal, plus 1 chunk each of adamantine (100gp), silver (20gp), and cold iron (20gp)
4 oils, bless weapon
3 scrolls, monkey fish
4 scrolls, bear's endurance
2 scrolls, keen edge
rod of Ectoplasmic metamagic (3000 gp) (3/3 left)
rod of Intensify metamagic (3000 gp) (3/3 left)

Temp Items:

Chronicle boons:

Explore, Report, Cooperate [ONCE] - Use to confirm with GM on positive or negative consequences of particular action Used 4-12-16
Friend of Janira [PERM] - +1 Knowledge checks while in Grand Lodge
Land Rush Plot A - No benefit
Goblin Bane [PERM] - +2 on Intimidate vs. goblinoid subtype
Land Rush Plot B2 - +1 PP, +1 Fame
Trap Intuition [ONCE] - Reroll one Reflex against a trap, bonus 1/2 character level (round down)
Land Rush Plot C3 - +1 Day Job
Splinter Slayer [ONCE] - Negate up to 2 dice of sneak damage against you
Land Rush Plot B6 - +1 PP, +1 Fame
Troglodyte Friend [PERM or ONCE] - +1 on saves vs. reptilian supernatural abilities, +2 Diplomacy, cross off to double.
Land Rush Plot G - Training Grounds boon [PERM] - +1 Initiative for every 8 land parcels
Touch of Planar Waters [ONCE] - Swift action, gain effects of touch of the sea
Land Rush Plot F - 900 gp
Clockwork Engineer [PERM or ONCE] - +2 on Kn. (arcana) to identify constructs, can make them untrained. Cross off to treat one of those checks as if it were a 20.

Has played:

#5-08 The Confirmation
Emerald Spire 1 The Tower Ruins
Emerald Spire 2 The Cellars
Emerald Spire 3 Splinterden
Emerald Spire 4 Godhome
#3-21 Temple of Empyreal Enlightenment
Emerald Spire 5 The Drowned Level
Emerald Spire 6 The Clockwork Maze
Emerald Spire 7
Emerald Spire 8