Faxon

Olander Kaddren's page

170 posts. Alias of David_Bross.


Full Name

Olander Kaddren

Race

| HP 20/20 | AC 20, T 13, FF 14 | CMD 12 | F +2 R +7 W +2; +2 vs illusion | Init +3 | Perc +6

Classes/Levels

| Speed 30ft | Panache 4/4, Inspiration 2/4 | Active Conditions:

Gender

Male LN Tiefling Swashbuckler 1, Investigator 1

About Olander Kaddren

[dice=attack]1d20+6[/dice] [dice=damage]1d6+3[/dice]

backstory:
Olander Kaddren should have led a charmed life of a noble, but fate had other plans. They say that everyone who got ahead in Magnimar had some sort of dealing with devils, and the Kaddren family was no exception. What may have been a powerful half fiend a few generations ago, was now mostly harmless, except when the latent characteristics manifested as horns on his head.
Olander had a fairly normal childhood, or at least a routine one for the child of a noblemen. He trained with the finest tutors, fencers, and chemists in Magnimar but he progressed towards adolescence, latent demonic traits began to manifest. He even grew horns and his skin turned a bright red, and that was the day his father let him know he was unfit to carry the Kaddren name on. He was stripped of his signet ring, and told to make his own way.
His former friends and classmates wanted nothing to do with him, but he did still have his sword, the clothes on his back, and all of the years of training that his birthright had secured for him. This left him bitter for a while, with a personality to match his fiendish appearance. By happenstance, he ran into a group of adventurers who caused a ruckus with a local golemworks factory. He minorly aided their investigation, probably for the best as it put a stop to a few murders, but more importantly they were agents of the pathfinder society, a group of archeologists. In the society, ones obtained rank has nothing to do with birthright, and everything to do with what you can discover, and how you prove yourself. Olander journeyed to Absolom for training in the society and studied under the master of blades and the master of scrolls, learning more about using a rapier and about alchemy.
He was shocked when rather than being volunteered to journey to some far off ruin, he was instead sent right back to Magnimar…

apperance:
Olander is a well dressed man with jet black hair, carrying a rapier at his side with a side. He’d look like just about any other Varisian swordsman, if not for the horns and crimson skin….

Olander Kaddren

LN Male Tiefling Swashbuckler (Inspired Blade) 1, Investigator (Empiricist) 1

Init +3; Senses Perception +6

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Defense
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AC 18, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 Natural Armor, +1 buckler)

hp 20 (1d10+1d8+4(Con)+1(FCB))

Fort +2, Ref +7, Will +2;

Resistances Fire (5)

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Offense
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Speed 30 ft.

Melee Masterwork Cold Iron Rapier +6 (1d6+3/18–20)
Ranged Sling +3 (1d4/2x)

Special Attacks

Spell-like abilities Major Image 1/day

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Statistics
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Str 8, Dex 17, Con 14, Int 19, Wis 10, Cha 6
Base Atk +1; CMB +3; CMD 12
Feats Fencing Grace
Skills Acrobatics +7, Bluff (to lie) +10, Climb +3, Craft(Alchemy) +10, Diplomacy (to persuade) +10, Disable Device +7, Escape Artist +7, Knowledge(all) +10, Knowledge(history) +11, Linguistics +10, Perception +6, Spellcraft +10 Armor Check Penalty -2
Traits alabaster's outcast ,Student of Philosophy,
Languages common, Infernal, Celestial, Elven, Dwarven,
SQ deeds (derring-do, dodging panache, opportune parry and riposte), inspired panache, inspired finesse (Weapon Finesse and Focus with Rapier), Inspiration (4/day), Alchemy, Trapfinding
Combat Gear
Cold Iron Rapier, Leather Lamellar, Buckler, Shard of Pride, Scarlet & Blue Ioun Stone (Knowledge History)

The Shard of Pride:
is made of coppery horacalcum. As long as the Shard of Pride is carried, its owner can use major image as a spell-like ability once per day, gains a +2 insight bonus on saves versus illusion spells, and gains a +2 insight bonus on all skill checks. The Scarlet&Blue Ioun Stone is active as well granting +2 Int and ranks in knowledge(history). Curse: The bearer of the shard suffers from delusions of grandeur, and is sickened whenever she must serve another creature as a subordinate of any sort for as long as that arrangement persists. She cannot gain the benefit of the aid another action, nor can she take the aid another action. The curse was suppressed when the ioun stone was joined with the shard.

Other Gear
Swashbuckler's Kit, formula book containing (Heightened awareness, cure light wounds, comprehend languages, crafter’s fortune, touch of the sea)

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Special Abilities
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Derring-Do Elrus can spend 1 panache point after rolling an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to add 1d6 to her result. On a 6, he rolls another d6 and add that result too. This process continues as long as he rolls 6 up to a total 4d6.
Dodging Panache When an opponent attempts a melee attack against Elrus, she can spend an immediate action and 1 panache to move 5 feet, gaining a +0 dodge bonus against that attack (though not negating it). All other enemies who threaten him can make attacks of opportunity.
Opportune Parry and Riposte When an enemy attempts a melee attack against Elrus (but before it rolls its attack roll), Elrus can spend an attack of opportunity and 1 panache to make an attack roll as if she was making an attack of opportunity with a –2 penalty for every size larger than Elrus the enemy is. If Elrus's result is higher than the enemy’s, the attack misses, and Elrus can then spend an immediate action to make a counterattack against that enemy, as long as he can reach it.
Inspired Panache Elrus starts each day with 5 panache, and her total panache can never be higher than 5. He gains a point of panache whenever she confirms a critical hit with his rapier, but he doesn’t gain a panache if the creature is helpless or unaware.
Inspired Finesse Elrus gains Weapon Finesse and Weapon Focus, but only for the Rapier.
Alchemy Elrus can identify potions with a Craft (alchemy) check by examining them for 1 round. He can brew extracts each day from his book (like preparing spells).
Inspiration Elrus can spend 1 use of inspiration to add 1d6 to a skill check after rolling. For Knowledge, Linguistics, Spellcraft he can add the 1d6 for free. He can also spend two uses to add to an attack roll or saving throw after rolling. For saving throws, this takes an immediate action.