Artemis Entreri

Lucius Mar'Niell's page

70 posts. Alias of MisterLurch.


Full Name

Lucius Mar'Niell

Race

Human (Ebou Dari)

Classes/Levels

Initiate: Asha'man 5 [HP 30/30 | AC 19/19/10, Fort +2, Ref +5, Will +8 | Init +4; Perception +12 | Spells: 4/5/4/3]

Gender

Male

Size

Medium

Age

19

Strength 15
Dexterity 18
Constitution 9
Intelligence 18
Wisdom 17
Charisma 9

About Lucius Mar'Niell

Backgound:

Combat Statistics:
Hit Dice: 5d6-5(con)+5(toughness)
Initiative: +4 = +4(dex)
Armor Class: 19 = 10 +4(dex) +5(def)
Touch AC: 19
Flat-Footed AC: 10
Speed: 30ft

Fortitude: +2 = 1(class) -1(con) +2(feat)
Reflex: 5 = 1(class) +4(dex)
Will: 8 = 4(class) +4(wis)

BAB: +2
CMB: +4 = 2(BAB) +2(str)
CMD: 18 = 10 +2(BAB) +2(str) +4(dex)

Attacks:

Traits:
Beware the Knife: Force an enemy to reroll an attack once per day.

Gambler: Gain a +2 bonus on Sense Motive.

Street Smart: Gain a +2 bonus on Knowledge(Local).

Initiate(Asha'man) Abilities:
Weapon and Armor Proficiency: An Asha'man is proficient with all simple and martial weapons. Initiates are not proficient with any type of armor, nor with shields.

The One Power: Initiates, like wilders, draw upon the Five
Powers of the True Source to cast weaves.

Weavesight: The intense training that all Asha'man go through requires them to identify and emulate a broad range of Talents and weaves. As a result, every Asha'man gains a +4 competence bonus to all Weavesight checks at 1st level

Asha'mn Bonus Feats: At 1st level, Asha'man gain a bonus channeling feat. They get a bonus channeling feat at 6th level and every four levels afterward (10th, 14th, etc.). These are in addition to the Initiate's normal feats.

Initiate Bonus Feats: At 2nd level, the initiate gains a bonus channeling feat. The initiate gets a bonus channeling feat at 4th level and every four levels afterward (8th, 12th, 16th, etc.).

The One Power:
Affinities:
Fire
Earth

Talents:
Elementalism

Weaves Per Day: 4 / 5 / 4 / 3 / 0 / 0 / 0 / 0 / 0 / 0

Weaves Known:
Level 1: Arms of Air, Clean, Create Fire, Dry, False Wall, Harden Air, Heat, Light, Tool of Air
Level 2: Fiery Sword
Level 3: Move Water
Level 4: Immolate
Level 5: Forge Metal (unusable until Earth Singing)

Feats:
Asha'man Bonus Level 1: Extra Affinity (Earth)
Level 1: Toughness
Initiate Bonus Level 2: Extra Affinity (Fire)
Level 3: Tie-Off Weave
Initiate Bonus Level 4: Extra Affinity (Spirit)
Level 5: Power Aptitude
Asha'man Bonus Level 5: Great Fortitude

Skills:
Adventuring Skills: (45 ranks = 20(class) +20(int) +5(FCB)
Acrobatics
Bluff
Climb
+14 Composure = 5(ranks) +4(wis) +3(trained) +2(Feat)
Diplomacy
Disable Device
Disguise
Escape Artist
+12 Heal = 5(ranks) +4(wis) +3(trained)
Intimidate
+12 Knowledge(arcana) = 5(ranks) +4(int) +3(trained)
+12 Knowledge(local) = 5(ranks) +4(int) +3(trained)
Linguistics
+12 Perception = 5(ranks) +4(wis) +3(trained)
+9 Ride = 5(ranks) +4(dex)
+9 Sense Motive = 5(ranks) +4(wis)
Stealth
Survival
Swim
+18 Weavesight = 5(ranks) +4(int) +3(trained) +4(class) +2(Feat)

Background Skills: (10 ranks)
Appraise
Artistry
+9 Craft = 2(ranks) +4(int) +3(trained)
Handle animal
+10 Knowledge(history) = 3(ranks) +4(int) +3(trained)
Linguistics
Lore
+7 Perform (strings) = 5(ranks) -1(chr) +3(trained)
Profession
Sleight of Hand

Equipment/Money:

Money:
gc
mk 80
sp 65
cp 58

Worn Items:
Asha'man Uniform
Longsword
Waterskin
Mwk Viol

Belt Pouch:
Small Steel Mirror
Dice
Flint and Steel
Signal Whistle
Whetstone

Map Case:

Saddlebags:
Trail Rations (4 days)
Bedroll

Other:
Light Horse
Bit and Bridle
Saddle

Attributes and Favored Class Bonus:

STR: 15 = 15
DEX: 18 = 16 +2(racial)
CON: 9 = 9
INT: 18 = 18
WIS: 18 = 17 +1(level 4)
CHR: 9 = 9

Favored Class: Asha'man(+5 skill points)