Trap Breaker Alchemist 7/Master Chymist 4 | HP 111/116 | AC 28 tch 15 FF 25 | CMD 31| F 14(16) R 14 (16) W 9(11) | +2 vs mind, +2 vs fear | Init 3 | Perception 15 (17) | Active: OD
Where to start with Égaré?
He is, quite simply, a monster. He as a primal need for violence and aggression, enjoys the fear of his opponents nearly as much as the adoration of the crowds, and is quite fond of the sensation of bones breaking in his grip. The smaller and more delicate, the better.
Égaré is also well-read and could probably argue the most moralistic of souls in circles while enjoying luxurious delectables and whatever music is haute couture at the moment.
You see Égaré knows he is a monster and does not apologize for this fact even as he takes steps to manage it. Namely he enjoys beating bright young fighters of all stripes within an inch of their lives in front of a roaring crowd. It burns off his aggression quite nicely and every gets paid. Égaré does not feel the need to go on the sort of sprees of terror that got him and Guill chase out of their previous lives and into this one. Granted the money helps maintain the lifestyle they have both become accustomed to as well.
Where Guill keeps up appearances for business. Égaré revels in being somewhat alien, he dresses his hulking form in outlandish color combinations and wears an exaggerated version of his other half's Varisian gentleman's wardrobe during his appearances.
Égaré knows people love a good monster as much, if not more, than a good hero. Playing up his bizarre appearance with his wardrobe and comically misshapen top hat only serves to further this image. You could almost argue he is as much a clown as a monster in that respect.
Male LN Human Alchemist (Trap Breaker)/Master Chymist, Level 7/4, Init 3, HP 116/116, Speed 30
AC 28, Touch 15, Flat-footed 27, CMD 31, Fort 14, Ref 14, Will 9, CMB +18, Base Attack Bonus 9
Nonlethal, +4 to sunder Claws 16/16 (13/13) (1d8+1d6+8 (+6), 20x2)
Nonlethal, +4 to sunder Bite 16 (13) (2d6+1d6+8 (+6), 20x2)
+4 to sunder Armor Spikes 16/11 (13/8) (1d6+5 (+6), 20x2)
Mithral +3 Kikko (+8 Armor, +3 Dex, +2 Natural, +5 Deflect)
Abilities Str 20, Dex 16, Con 16, Int 18, Wis 13, Cha 10