Demon Slayer

Kindûl Siqiri's page

7 posts. Alias of Solicitor.


Full Name

Kindûl Siqiri

Race

Male Human Fighter 14 | HP: 218/218| AC: 35 (37) | F: +25; R: +21 (22); W: +21 | Perception +22 | Initiative +24 | Hero Points: 1/1 | Exploration:

About Kindûl Siqiri

Kindûl Siqiri
◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺
Human
Fighter 14
Medium Human (Human, Humanoid)(Achaekek)
Senses; Perception +22 (Wis 2 + Prof 20 (M))(+2 bonus to Perception Initiative checks)
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Defense
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AC 35 (Dex ~ + Armor Prof 18 (E) + Armor 6 + Rune 1 )
HP 218 (140 Fighter, 56 CON, 14 Toughness, 8 Ancestry)
Fort +25 (M), Ref +21 (E), Will +21 (E)
Bonuses: +1 to saves (armor), +1 to reflex vs AoE (armor)
Resistances: Fire 10 (25) Slashing (3)
Other: When you roll a success at a Will save against a fear effect, you get a critical success instead. In addition, anytime you gain the frightened condition, reduce its value by 1 || When you roll a success on a Reflex or Fortitude save, you get a critical success instead.
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Offense
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Melee
Bastard Sword +29 to hit, 3d8+9 slashing & 1d6 fire, 1d10 persistent fire on a crit, Two-Hand 1d12
Ignition +29 to hit, 8d6 fire, 7d6 persistent fire damage on a crit
Spiked Gauntlet +27 to hit, 2d4+8 piercing, Agile - Free-Hand
Ranged
Ignition +29 to hit, 8d4 fire, 7d4 persistent fire damage on a crit
Notes:
Sword Crit Spec - the target is made off-balance by your attack, becoming flat-footed until the start of your next turn + 1d10 persistent fire.
Scalding Gauntlets - A creature you grab or restrain while wearing the gauntlets must succeed at a DC 26 Fortitude save or take 2d6 persistent fire damage and be sickened 1 from the pain; it's temporarily immune to being sickened by scalding gauntlets for 1 hour.

Combat Options
◈ - Dueling Dance (via Opening Stance, +2 circ to AC), Kip-Up
◆ - Strike, Trip, Disarm, Intimidate, Snagging Strike (off-guard on hit), Dual-Handed Assault, Combat Grab (press), Disarming Twist (press), Feint (to debuff their to hit)
◆◆ - Ignition
↺ - Blood Vendetta, Dueling Riposte, Crown of the Fire Eater

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Statistics
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Str 20, Dex 14, Con 18, Int 12 Wis 14, Cha 14
Speed 30ft (25ft human, 5ft Fleet)

Skills
Athletics (M) +26
Acrobatics (M) +22
Deception (M) +24
Society (M) +22
Religion (T) +18
Thievery (E) +20
Stealth (M) +24
Nature (E) +19
Performance (T) +18
Lore: Mercantile (M) +21
Lore: Alcohol (M) +21
Lore: Underworld (M) +21
Lore: Accounting (T) +17
Skill Bonuses: +2 Stealth (Cloak), +2 Deception (Ring), +1 Society (Neck), +1 Athletics (Belt),
Skill Increases: 3 Stealth (E), 5 Athletics (E), 7 Stealth (M), 9 Deception (E), 11 Deception (M), 13 Nature (E)
Rogue Increases: 8 Athletics (M), 8 Acrobatics (E), 10 Acrobatics (M), 10 Society (E), 14 Society (M), 14 Thievery (E)
Notes: Various lore skills scale to Legendary at 15.
Languages: Common, x

Skill Feats
BG1 Pickpocket: You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 actions instead of 1, and you take a –5 penalty.
R2 Additional Lore: Underworld:
F2 Streetwise: You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.
F4 Additional Lore: Mercantile:
F6 Additional Lore: Alcohol:
F8 Swift Sneak: You can move your full Speed when you Sneak. You can use Swift Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
R8 Titan Wrestler: You can attempt to Disarm, Grapple, Reposition, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.
F10 Foil Senses: Whenever you use the Avoid Notice, Hide, or Sneak actions, you are always considered to be taking precautions against special senses (see the Detecting with Other Senses sidebar on page 433).
R10 Kip-Up: ◈ - You stand up. This movement doesn’t trigger reactions.
F12 Underground Network: (When you use Society to Gather Information in an area where you have a network (typically a settlement where you've spent at least a week or spent a day of downtime to build a network faster), you can contact a member of these groups to get information directly from them. This usually takes about an hour, and it doesn't draw as much attention as Gathering Information in public might. The check and information gained otherwise follow the normal rules for Gather Information.
F14 Wall Jump: If you’re adjacent to a wall at the end of a jump (whether performing a High Jump, Long Jump, or Leap), you don’t fall as long as your next action is another jump. Your previous jump gives you momentum, letting you use High Jump or Long Jump as a single action, but you don’t get to Stride as part of the activity. You can use Wall Jump only once in a turn, unless you’re legendary in Athletics, in which case you can use it as many times as you can use consecutive jump actions in that turn.
R14 Open:

Fighter Feats
F1 Snagging Strike: ◆ - Make a Strike while keeping one hand free. If this Strike hits, the target is off-guard until the start of your next turn or until it’s no longer within the reach of your hand, whichever comes first.
F2 Dueling Parry: ◆ - You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements.
R2 Overextending Feint: ◆ - modifies Feint - crit: foe takes -2 circ to attack against you for 1 round, normal: only on the next attack
F4 Dual-Handed Assault: ◆ - Flourish - Make a Strike with the required weapon. You quickly switch your grip during the Strike in order to make the attack with two hands. If the weapon doesn’t normally have the two-hand trait, increase its weapon damage die by one step for this attack. (Rules on increasing die size appear on page 276.) If the weapon has the two-hand trait, you gain the benefit of that trait and a circumstance bonus to damage equal to the weapon’s number of damage dice. When the Strike is complete, you resume gripping the weapon with only one hand. This action doesn’t end any stance or fighter feat effect that requires you to have one hand free.
F6 Combat Grab: ◆ - Press - Make a melee Strike while keeping one hand free. If the Strike hits, you grab the target using your free hand. The creature remains grabbed until the end of your next turn or until it Escapes, whichever comes first.
R6 Quick Draw: ◆ - You Interact to draw a weapon, then Strike with that weapon.
F8 Dueling Riposte: ↺ - A creature within your reach critically fails a Strike against you - Make a melee Strike against or attempt to Disarm the triggering creature.
F10 Disarming Twist: ◆ - Press - Make a melee Strike with a one-handed melee weapon. In addition to its other effects, this Strike gains the success and critical success effects of the Disarm action. The Strike also has the following failure effect.
F12 Dueling Dance: ◆ - Stance - While you are in this stance, you constantly have the benefits of Dueling Parry
R12 Light Step: When you Stride or Step, you can ignore difficult terrain.
F14 Opening Stance: ◈ - when you roll initiative - Use an action that has the stance trait.

Dedication Feats
R2 Rogue Dedication:
R4 Basic Trickery - Nimble Dodge:
R6 Advanced Trickery - Quick Draw:
R8 Skill Mastery:
R10 Skill Mastery:
R12 Advanced Trickery - Light Step:
R14 Skill Mastery:

General Feats
3 Toughness: Gain HP equal to your level.
7 Robust Health: You gain a circumstance bonus to the number of Hit Points you regain equal to your level from a successful attempt to Treat your Wounds or use Battle Medicine on you. After you or an ally use Battle Medicine on you, you become temporarily immune to that Battle Medicine for only 1 hour, instead of 1 day.
11 Fleet: +5ft movement speed.

Special Abilities
-Surprise Attack: On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven't acted are flat-footed to you.
-Achaekek's Boon (Moderate): Once a day, you can cast 'Blood Vendetta' as a reaction - https://2e.aonprd.com/Spells.aspx?ID=1454&NoRedirect=1

Gear (1 lvl2, 2 lvl1, 25gp)
Searing Blade (+2 greater striking bastard sword, can cast Ignition as a level 7 cantrip), Greater Cloak of Illusions (+2 to stealth, cast 'Figment', once per day level 4 invisibility spell - while invis, figment becomes subtle), Greater Crown of the Fire Eater (Fire Resistance 10, once a day as a ↺ when taking fire damage, increase fire resistance to 25 and heal up to 25 damage), Scalding Gauntlets (+2 striking spiked gauntlets, when you grab or restrain a creature they must make a DC26 fort save or take 2d6 persistent fire damage and be sickened 1, after which they become immune for an hour), Winged Sandals (Once a day as ◆◆, gain 30ft fly speed for 10 minutes. Every 10 minutes, automatically casts feather fall when you fall), Ring of Lies (+2 deception, once a day Honeyed Words (+4 to deception to lie and vs Perception checks to discern if you are telling the truth)), +1 Resilient Glamered Fullplate, Lesser Rope of Climbing, Spaceous Pouch I, Lifting Belt (+1 athletics, more carrying capacity), Choker of Elocution (silver necklace with a fiery red gem, +1 to society), Potion Patch (x4), Invisibility potion (x4), Everlight Crystal, Panacea (x2), Oil of Kene Edges (x1), Potion of Greater Disguise (x1), Lion Claw (x2)(You Stride and then Strike with the affixed weapon against one creature you were undetected by. You remain undetected by the creature until after you Strike.)
Wealth: 335gp

Background & Personality
-stole a wicked looking curved dagger, a kris, from a traveling merchant as a teenager - something compelled him to do so
-has had frequent blackouts since, often waking up far away from wherever he was before
-has led a life of thievery and adventuring, with short spells of attempts at an honest life in between
-was murdered one fateful night after meeting the prettiest woman he had ever met - was it her or someone else? whoever it was, they used the kris
-awoke coughing up blood that turned into red mist, which then transformed into butterflies
-met the beautiful woman again a month later after convalescing - she told him someone out there has a plan for him, and it wasn't his time yet
-the blackouts continued, but now the void was filled by dreams of fire and warmth, of faces who deserved to burn
-the woman told him that one day, she'd come to collect his debt, but that until then, he ought to let his dreams guide him - he hasn't seen her since
-has lost himself in chasing women who look like 'her', dealing with those he sees in his blackouts, and attempting not to go insane
> the dagger is an ancient Achaekek relic, and the woman is projected into his mind by the dagger
> is effectively cursed/haunted/being directed by a fragment of Achaekek's power, and he's given up on fighting against it
> has invested his sellsword earnings in liquid gold: the finest wine, whiskey, liquor and what not in all of Golarion
> runs a relatively honest alcoholic export n import business, acquired through a hostile takeover, during his 'offhours'
> is effectively two people: the normal him during his off-hours, the willingly possessed when the Mantis calls
+ cares little for life and has no qualms about using violence to solve a problem
+ bounces between cheery and dark moods, using alcohol, sex, and sport to cope
+ dreams of fire, snakes, and unattainable women
+ a bit of a lone wolf, as the result of generally having to do and get things done on his own
+ loves to read romantic novels, but will kill to keep that a secret
~ a lean frame and narrow features paired with a graceful stride hint at a dangerous individual, which is underscored by a pair of dark brooding eyes that seemingly have lost their ability to care
~ long auburn locks struggle to contain whatever is burning inside him, his hair dancing about whenever he's at work, whether it be fighting, making merry, or reading a novella in the dark
~ his hands are forearms are marred by violence, but he has spent a small fortune to keep his face in somewhat pristine condition
~ not exactly short, he nonetheless tends to look smaller than he actually is thanks to a bad habit of forward head posture
~ this also happens to make him look more aggressive and willing to let things escalate to violence - which is true