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Artemis Entreri

Lucius Mar'Niell's page

9 posts. Alias of MisterLurch.

Full Name

Lucius Mar'Niell




Rogue 1 (Knife Master) Fighter 1 (Unbreakable)








Neutral - Evil




Brandescar Prison


Common, Infernal, Elven



Strength 18
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 14
Charisma 10

About Lucius Mar'Niell

Lucius sees himself as a robin hood type .. however, he steals from the rich and gives to himself, and sometimes what he steals from the rich are their beautiful daughters, who he sells into slavery once he is finished with them. Caught in flagrante delicto while selling the no-longer-maiden daughter of an arch-bishop of Mitra, Lucius is awaiting an appointment with a tall, dark, and hooded man. To compound matters, seeing that he was as good as caught, Lucius took actions to ensure that his business partner escaped with the merchandise just to spite his captors.

Though he was an orphan, Lucius did not have a particularly hard life until he reached puberty; he was one of the lucky tieflings whose infernal traits did not show up until then. Though he did not physically show signs of his heritage, Lucius always felt contempt for others. He knew the truth about civilization: most “civilized” people are simply weak. They hide behind their laws and their compassion and their mewling about “rights.” Other children quickly learned not to taunt Lucius, as he would retaliate savagely and with no warning, and to a much greater degree than would seem justifiable. He spent his childhood simply waiting to no longer be a child.
After puberty, Lucius learned quickly to conceal his more obvious physical characteristics from others. Along with the physical manifestation of his infernal taint, puberty brought on his craving for sins of the flesh. He swiftly came to realize that the less willing his partners were, the more he had to blackmail, coerce, bully, or intimidate them into letting him have his way, the more exciting it was to him. He was ultimately expelled from the orphanage when one of the stewards caught him enjoying the charms of one of the orphan girls.
After a short time on the street, Lucius fell in with a gang of thieves and discovered his second love: sharp knives. Though he was happy enough among the thieves, he chafed that they had to hide what they did from the city watch. The weak exist only to be exploited by the strong. That is the way of life. That belief led Lucius eventually to the Church of Asmodeus in Exile. The sense of coming home, of rightness, when he found Asmodeus was so powerful, that Lucius never questioned that he had found Truth.
On five occasions, when Lucius happened to be relieving some underserving person of their wealth, he was tempted beyond his ability to resist and relieved them of their beautiful daughter as well. Two of these young women angered him in some small way while he was using them, and for them Lucius explored both of his true loves at the same time: Soft flesh and sharp knives. Their muffled shrieks still cause him to smile. The other three managed to evoke only excitement and pleasure in him and were, eventually, sold to slavers. It was during the last of these transactions that he realized the crime of hubris. In his sense of Rightness he had come to feel a false sense of superiority. He could not be convicted and punished for doing what is right, after all. He allowed patterns in his crimes to emerge, and the city watch found him. Though the Arch-Bishop of Mitra is still minus one beautiful, if soiled, daughter, Lucius sits in prison awaiting his appointment with a shining steel crescent.
If only there was a way to repay these small-minded people for their great hospitality and courtesy, and to show them the Truth of the world.

Lucius is not a particularly imposing person, being only 5’10” tall. But when seen clearly, his reddish skin is covered in very fine and very tough scales, his eyes have red slitted pupils, his teeth are metallic and slightly fanged, and he has a prehensile tail, all of which serves to make him quite memorable. Though not heavily muscled, Lucius is not a weak person, and he moves with a liquid grace.

Init: +6
Perception: +6
Senses: Darkvision 120 ft.

AC: 17, touch 14, flat-footed 13 (+4 dex, +3 natural armor)
HP: 13 (1d10+3)
CMD: 18 (10 +4 dex +4 str)
Fort: +4 (+2 class +2 con)
Ref: +6 (+2 class +4 dex)
Will: +2 (+0 class +2 wis)
Energy Resistance: 5 fire, cold, electricity

Speed: 30 ft.
Base Attack: +1
CMB +5 (+4 str +1 BAB)
Melee: Dagger +5 (1d4+4/19-20/x2)
Special Attacks: Sneak Stab +5 (1d4+1d8+4)

Criminal (Slave-Trading): You receive one bonus skill point per level that must be spent on the Appraise skill. The Appraise skill is always a class skill for you.
Ever Wary: During the surprise round and before your first action in combat, you can apply half your Dexterity bonus (if any) to your AC. You still count as flat-footed for the purposes of attacks and effects.
Reactionary: Gain a +2 bonus to initiative checks.

Armor of the Pit: You gain a +2 natural armor bonus.(level 1 feat)
Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.(unbreakable bonus feat)
Diehard: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.(unbreakable bonus feat)
Fiend Sight: You gain low-light vision and your darkvision improves to 120 ft.(Bonus level 1 feat)

Alternate Racial Traits:
(Only those traits that vary from the normal tiefling racial traits are listed)
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.

Spell-Like Abilities:
Darkness:Tieflings can use Darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.

Rogue Talents:

+8 Acrobatics: (1 ranks +4 dex +3 trained)
+5 Appraise (1 ranks +1 int +3 trained)
+6 Bluff: (1 ranks +0 chr +3 trained +2 race)
+8 Climb: (1 ranks +4 str +3 trained)
+8 Disable Device: (1 ranks +4 dex +3 trained)
+8 Escape Artist: (1 ranks +4 dex +3 trained)
+5 Knowledge (local): (1 ranks +1 int +3 trained)
+6 Perception: (1 ranks +2 wis +3 trained)
+6 Sense Motive: (1 ranks +2 wis +3 trained)
+4 Sleight of Hand: (0 ranks +4 dex)
+10 Stealth: (1 ranks +4 dex +3 trained +2 race)
+4 Use Magic Device: (1 ranks +0 chr +3 trained)

Knife Master (Rogue) Class Abilities:
Hidden Blade: A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade.
Sneak Stab: A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s.
This ability is identical in all other ways to sneak attack, and supplements that ability.

Unbreakable (Fighter) Class Abilities:
Tough as Nails: An unbreakable gains Endurance and Diehard as bonus feats. This ability replaces the fighter’s 1st-level bonus feat.

Mwk Studded Leather

Mwk Kukri (2) ('Taniya' and 'Keiza')
Longbow (40 Arrows)
Dagger (8)
War Razor (2)

Miscellaneous Gear:
Traveler’s Outfit
Rogue’s Kit (Backpack, Bedroll, Belt Pouch, Caltrops, Chalk (10), Flint and Steel, Grappling Hook, Iron Pot, Mess Kit, Mirror, Pitons (10), Rope, Soap, Thieves' Tools, Torches (10), Trail Rations (5 days), Waterskin)

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