Baron Hannis Drelev

Marcus Claudius Marcellus's page

389 posts. Alias of Dan E.


Full Name

Marcus Claudius Marcellus

Race

Human

Classes/Levels

Wizard (Conjurer [Teleportation]) 7 (8)

Gender

Male

Size

Medium

Age

27

Alignment

CG

Location

Bard's Gate

Languages

Common, Celestial, Auran, Terran, Ignan

Occupation

Crusading Battlemage

Strength 9
Dexterity 16
Constitution 14
Intelligence 21
Wisdom 12
Charisma 8

About Marcus Claudius Marcellus

Background:

Marcus was born the scion of an old and powerful noble family of the southern imperial lands.

His early studies revealed a prodigious magical talent and Marcus was given the finest eduction: academic, martial and magical, as befitted the imperial battlemages of old.

Marcus' parents intended for this effort to aid the family but the boy had little interest in the constant political struggles and intrigue that so preoccupied them. Marcus himself was interested in mankind's struggle against the external evils that so hindered human progress. Stories of the Armies of the Light, of the wizard Zelkor and the battle at Tsar were among his favorites.

At the age of 20, as is common for ambitious young nobles, Marcus took up a commission, a four year appointment as wizard legate with the VIIIth imperial legion.

It was on campaign that he came to know, and much admire, several battlepriests and paladins of Muir when they and the legionaires fought side by side against commmon enemies. So much so that when his commission ended he stayed in the north rather than return home.

He was not quite disowned by his family in response but felt their displeasure keenly. Not enough to turn him from his chosen course however.

Marcus met Kirilarien or Kiri on a nearly lost battlefield. The small outsider, formerly the familiar to a powerful evoker, lay close to death, her master slain by a cadre of babau. Marcus kept the azata alive, later bonding her himself although their relationship is more partnership than master/servant. Hundreds of years old, the lyrakien has seen more battle than all but a fraction of mortals and her ardour for the War does not weaken.

Returning home would meet breaking with Kiri as well and Marcus is not prepared to do that.

Wizards willing to risk their lives on the front lines fighting with the Muirans are rare and while still young Marcus has made many friends and contacts in their (remaining) ranks. He has had considerable experience blending arcane and divine magics and supporting the paladins and other holy warriors in her service.

Personality:

Marcus strongly believes that the dark forces that plague humanity, particularly demons, devils and the undead, must be confronted by those of will for mankind to survive. Some must sacrifice for the good of all.

While ordered and disciplined in preparation and battle, Marcus has little time for established social orders and structures, believing that people should be left alone to do what is right. While he greatly admires the followers of Muir and Thyr for their dedication he does believe that their views on honour and the law can be a considerable weakness that their enemies are free to exploit. If the cause is important then no means should be beyond use except for the ways of darkness itself.

While he can be commanding, demanding and pedantic, Marcus is basically optimistic, a believer in the ultimate goodness of humanity and its allied races. He is brave and resolute in the struggle against evil, a staunch companion and friend. His secret fear is losing Kiri to some reckless act on the lyrakien's part.

Description:

Marcus dresses plainly and nothing like a traditional wizard, favouring functional and non-descript clothing. He looks like a typical mercenary except perhaps for the fact that he keeps his body, clothing and equipment constantly, scrupulously clean via minor magic.

Of fairly slight build he is just over 5'8, wiry rather than muscular, with brown hair and a mustache.

Stat Block:

STATISTICS

Abilities Str 9 (–1), Dex 14 / 16 (+3), Con 14 (+2), Int 19 / 21 (+5) (20 / 22 (+6)), Wis 12 (+1), Cha 8 (–1)

Init + 9; Senses Perception + 10 (11)

Languages Common, Celestial, Ignan, Auran, Terran

DEFENSE

AC 17, touch 13, flat-footed 15 (+4 armor, +3 Dex); mage armor
hp 51 (58)
Fort + 7, Ref +7, Will + 8 (9)

OFFENSE

Base Atk +3 (4); CMB +2 (3); CMD 15 (16)

Speed 30 ft.
Melee Dagger + 2 (3) (1d4 - 1/19/20)
Ranged Heavy Crossbow + 6 (7) (1d10/19-20)

SQ arcane school (conjuration [teleportation]), shift (15 feet) 8/day (20 feet 9/day), summoner’s charm, (dimensional steps)

SPECIAL ABILITIES

Shift (Su) You can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Dimensional Steps (Sp) At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day (240ft) as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.

Summoner’s Charm (Su) Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to ½ your wizard level (minimum 1).

Spells:

Wizard Spells Prepared (CL 7th; Concentration + 12)
4th (3/day) - summon monster IV (2)**, black tentacles * (+ wall of fire / secure shelter)
3rd (4/day) - fly*, slow*, halt undead, fireball * (+ aqueous orb / phantom steed)
2nd (5/day) – glitterdust*, mirror image*, invisibility*, create pit*, rope trick* (- rope trick, + false life + create pit)
1st (7/day) – mage armor*, shield*, magic missile, grease*, enlarge person*, monster summoning I, mount*
0 (at will) – prestidigitation, light, mage hand, message

Pearl of power
* cast / used

Lesser extension 0/3 remain

Prohibited Schools: Enchantment, Divination

Spellbook

1st 25 gp 2nd 150 gp 3rd 375 gp 4th 700 gp

4th level (starting 2) summon monster IV, black tentacles, enervation (700), ball lightning (700), (wall of fire, secure shelter)

3rd level (starting 4) fireball, slow, aqueous orb, fly, halt undead (375), phantom steed (375)

2nd-level (starting 4) invisibility, mirror image, glitterdust, see invisibility, resist energy (150), create pit (150), falselife (150), knock (150), rope trick (150), gust of wind (150)

1st-level (starting 7) expeditious retreat, enlarge person, grease, identify, mage armor, magic missile, shield, summon monster I (25), alarm (25), mount (25), crafters fortune (25), silent image (25), expeditious excavation (25), vanish (25), detect secret doors (25), protection from evil (25)

0-level—all core spells

Feats:

Feats: Alertness (w familiar) (B), Improved Initiative (B), Scribe Scroll (B), Acadamy Graduate, Spell Focus Conjuration, Augment Summoning, Improved Familiar, Dazing Spell(B)

Traits: Reactionary (+2 init), Resilience (+1 fort)

Skills:

Skills (7 + HB) Knowledge (arcana) 7 +15, Knowledge (dungeoneering) 7 +15, Knowledge (planes) 7 +15, Knowledge (religion) 7 +15, Spellcraft 7 +15, Perception 7 + 8 / + 10, Knowledge (history) 1 + 9, Knowledge (engineering) 1 + 9, Knowledge (nature) 1 + 9, Appraise 1 + 9, Fly 2 + 8, Craft (Alchemy) 1 + 9, Use Magic Device (B) 7 + 6

8th

Skills (8 + HB) Knowledge (arcana) 8 + 17, Knowledge (dungeoneering) 8 +17, Knowledge (planes) 8 +17, Knowledge (religion) 8 +17, Spellcraft 8 +17, Perception 8 + 9 / + 12, Knowledge (history) 1 + 10, Knowledge (engineering) 1 + 10, Knowledge (nature) 6 + 15, Appraise 1 + 10, Fly 6 + 12, Craft (Alchemy) 1 + 10, Use Magic Device (B) 8 + 7

Gear:

Headband of Vast Intelligence + 2 4k, Belt of Incredible Dexterity + 2 4k, Lesser Metamagic Rod, Extend Spell 3k, Cloak of Resistance + 2 4k, Cracked Dusty Rose Prism Ioun Stone (500), Pearl of Power 1st 1k, Wand of Cure Light Wounds 50 - x charges (750), Wand Ill Omen 50 charges (750)

Gem of seeing (party gear)

Arcane spell scrolls: see invisibility 2 (150), detect secret doors 2 (25), enlarge person 2 (25) 1 used, protection from evil 2 2 used (25), expeditious retreat 2 (25), mage armour (12.5), expeditious excavation (2) 2 used, gust of wind

Misc gear

spellbook
backpack 2
spell component pouch 5
scrollcase (protection from evil, expeditious retreat, see invisibility, mage armor) 1
scrollcase () 1
belt pouch 1
3 pieces of chalk 0.03
bedroll 0.1
blanket 0.5
ink 8
inkpen 0.1
map case 1
parchment 20 sheets 4
5 days worth of trail rations 2.5
50 ft of silk rope 10
waterskin 1
saw 4
Explorer's outfitx 2 1
41.5gp

portable alchemist's lab 75

Heavy Crossbow 50
Bolts x 20 2
Dagger 2

Total gear = 21460.50 leaving 2,039.50 gp

100gp traded for 20 bits
75 bits found in giant camp
25gp exchanged for dead fish

Advancement:

Lvl 8:

+7 hp (fc)
+1 int: +1 to all int abilities (plus 2nd slot), skills
+1 BAB, +1 will
plus 3rd and 4th slot

Dimensional Steps (Sp)
At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day (240ft) as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.

+1 to base skills
(1 spare + 7): 6 Knowledge (nature), 2 Fly

Lvl 9:

+7 hp (fc)
+1 fort, reflex
plus 2nd, 5th slots (3 total)
feat: ? Great Fortitude, Dimensional Agility, Spell Penetration, Superior Summoning

+1 to base skills: 1 Knowledge (nature), 1 Fly

Lvl 10:
+7 hp (fc)
+1 BAB, +1 will
plus 4th, 5th slots
bonus feat: ? Steward of the Great Beyond, Focused Spell, Heighten Spell, Piercing Spell, Empower Spell

Familiar:

Familiar - Lyrakien

CG Tiny outsider (azata, chaotic, extraplanar, good)
Init +8; Senses darkvision 60 ft., detect evil, detect magic, low-light vision; Perception +9

DEFENSE

AC 20, touch 16, flat-footed 16 (+4 Dex, +2 size, +4 natural)
hp 25; 3HD
Fort +3, Ref +7, Will +8
DR 5/evil; Immune electricity, petrification; Resist cold 10, fire 10

OFFENSE
Speed 30 ft., fly 80 ft. (perfect)
Melee slam +2 (1d2–3)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks starlight blast
Spell-Like Abilities (CL 3rd; concentration +8)
Constant—detect evil, detect magic, freedom of movement
At will—dancing lights, daze (DC 15), summon instrument, ventriloquism (DC 16)
1/day—cure light wounds, lesser confusion (DC 16), silent image (DC 16)
1/week—commune (6 questions, CL 12th)

STATISTICS
Str 5, Dex 19, Con 12, Int 14, Wis 17, Cha 20
Base Atk +3; CMB +5; CMD 12

Feats Agile Maneuvers, Improved Initiative

Skills Acrobatics +10, Bluff +11, Diplomacy +11, Fly +16, Knowledge (those Marcus has ranks in) + 12, Knowledge (all other) + 8; Perception + 13, Perform (any one) +11, Spellcraft + 9, Stealth + 18, Use Magic Device + 12

Languages Celestial, Draconic, Infernal; truespeech
SQ traveler’s friend

SPECIAL ABILITIES

Starlight Blast (Su)
As a standard action once every 1d4 rounds, a lyrakien can tap into the divine power of Elysium, unleashing a blast of holy starlight in a 5-foot burst. All creatures in this area take 1d4 points of holy damage, plus 1 point for each step their alignment deviates from chaotic good. For example, a chaotic neutral or neutral good creature would take 1d4+1 points of damage, a neutral creature would take 1d4+2 points of damage, and a lawful evil creature would take 1d4+4 points of damage. A DC 12 Reflex save negates this damage. Chaotic good creatures are unaffected by this ability. The save DC is Constitution-based.

Traveler’s Friend (Su)
The performances and company of a lyrakien ease the burden of travel. Once per day, a creature may spend a minute listening to a lyrakien’s performance— doing so removes the effects of exhaustion and fatigue from the listener.

Improved Evasion
Share Spells
Empathic Link
Deliver Touch Spells
Speak with Master

Gear: Wands, Backpack 2, Light Crossbow tiny 35, 30 bolts tiny 3

Summons IV:

Hound Archon

LG Medium outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., detect evil, low-light vision, scent; Perception +10
Aura aura of menace (DC 16), magic circle against evil

DEFENSE

AC 19, touch 10, flat-footed 19 (+9 natural; +2 deflection vs. evil)
hp 61 (6d10+6 + 12)
Fort +8, Ref +5, Will +5; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification; SR 15

OFFENSE
Speed 40 ft.
Melee bite +10 (1d8+6), slam +10 (1d4+2) or mwk greatsword +11/+6 (2d6+6), bite +5 (1d8+4)
Spell-Like Abilities (CL 6th)
Constant—detect evil, magic circle against evil
At Will—aid, continual flame, greater teleport (self plus 50 lbs. of objects only), message

STATISTICS
Str 19, Dex 10, Con 17, Int 10, Wis 13, Cha 12
Base Atk +6; CMB +10; CMD 20
Feats Improved Initiative, Iron Will, Power Attack
Skills Acrobatics +9, Intimidate +10, Perception +10, Sense Motive +10, Stealth +13, Survival +14; Racial Modifiers +4 Stealth, +4 Survival
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape (beast shape II)

SPECIAL ABILITIES
Change Shape (Su)
A hound archon can assume any canine form of Small to Large size, as if using beast shape II. While in canine form, the hound archon loses its bite, slam, and greatsword attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any dog-like or wolf-like creature of the animal type.

Aura of Menace (Su)
Any hostile creature within a 20-foot radius of an archon must succeed on a Will save (DC 16) to resist its effects. The save DC is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.

Celestial Bison

N Large animal
Init +0; Senses low-light vision, scent; Perception +8

DEFENSE
AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp 52 (5d8+ 20 + 10)
Fort +10, Ref +4, Will +1
DR 5 /evil; SR 10

OFFENSE
Speed 40 ft.
Melee gore +12 (2d6+15)
Space 10 ft.; Reach 5 ft.
Special Attacks stampede, trample (2d6+15, DC 22), smite evil

STATISTICS
Str 31, Dex 10, Con 23, Int 2, Wis 11, Cha 4
Base Atk +3; CMB +14 (+16 bull rush); CMD 24 (28 vs. trip)
Feats Endurance, Improved Bull Rush, Power Attack
Skills Perception +8

SPECIAL ABILITIES
Stampede (Ex)
A stampede occurs if three or more creatures with stampede make a trample attack while remaining adjacent to each other. While stampeding, the creatures can trample foes of their size or smaller, and the trample's save DC increases by +2

Smite evil 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+5) against evil foes; smite persists until target is dead or the celestial creature rests)

Celestial Lion

N Large Animal
Init +7; Senses low-light vision, scent; Perception +9

DEFENSE
AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, –1 size)
hp 42 (5d8+10 + 10)
Fort +8, Ref +7, Will +2
DR 5/evil; SR 10

OFFENSE
Speed 40 ft.
Melee bite +9 (1d8+7 plus grab), 2 claws +9 (1d4+7)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +9, 1d4+7), smite evil

STATISTICS
Str 25, Dex 17, Con 19, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +11 (+15 grapple); CMD 24 (28 vs. trip)
Feats Improved Initiative, Run, Skill Focus (Perception)
Skills Acrobatics +11, Perception +9, Stealth +8 (+12 in undergrowth); Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in undergrowth)

SPECIAL ABILITIES

Smite evil 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+5) against evil foes; smite persists until target is dead or the celestial creature rests).

Lantern Archon (1d3)

LG Small outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4 Aura aura of menace (DC 13)

DEFENSE
AC 15 (17 vs evil), touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)
hp 17 (2d10+2) + 4
Fort +6, Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification

OFFENSE
Speed fly 60 ft. (perfect)
Ranged 2 light rays +3 ranged touch (1d6)
Spell-Like Abilities (CL 3rd):
At Will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only)

STATISTICS
Str 5, Dex 11, Con 16, Int 6, Wis 11, Cha 10
Base Atk +2; CMB -2; CMD 8
Feats Improved Initiative
Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
Languages Celestial, Draconic, Infernal; truespeech

SPECIAL ABILITIES
Gestalt (Su)
Nine lantern archons can fuse together as a full-round action, becoming a single Large entity that is more powerful than the individual archons that make up its parts. Looking like a whirlwind of dancing firefly lights, the gestalt has all the powers and abilities of a Large air elemental plus the following: archon, good, and lawful subtypes; archon traits (aura of menace DC 16); 2 light rays (2d6); DR 5/evil and magic. The archons can remain in this form for 2d4 rounds. When the gestalt separates back into individual lantern archons, its remaining hit points are divided evenly among them; if it had less than 9 hit points, some of the component archons die when the gestalt ends.

Aura of Menace (Su)
Any hostile creature within a 20-foot radius of an archon must succeed on a Will save (DC 13) to resist its effects. The save DC is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.

Light Ray (Ex)
A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.

Celestial Crocodile (1d3)

N Large celestial animal
Init +1; Senses darkvision 60 ft., low-light vision; Perception +8

DEFENSE
AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size)
hp 28 (3d8+9) + 6
Fort +8, Ref +4, Will +2
SR 7
Resist Acid, Cold, and Electricity 5

OFFENSE
Speed 20 ft., swim 30 ft.; sprint
Melee bite ++7 (1d8+6 plus grab) and tail slap +2 (1d12+3)
Special Attack death roll (1d8+9) plus trip), Smite evil

STATISTICS
Str 23, Dex 12, Con 21, Int 1, Wis 12, Cha 2
Base Atk +2; CMB +9 (+13 grapple); CMD 20 (24 vs. trip)
Feats Skill Focus (Perception, Stealth)
Skills Perception +8, Stealth +5 (+13 in water), Swim +14; Racial Modifiers +8 on Stealth in water
SQ hold breath

SPECIAL ABILITIES
Death Roll (Ex)
When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.

Hold Breath (Ex)
A crocodile can hold its breath for a number of rounds 84 equal to 4 times its Constitution score before it risks drowning.

Sprint (Ex)
Once per minute a crocodile may sprint, increasing its land speed to 40 feet for 1 round.

Smite evil

1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+3) against evil foes; smite persists until target is dead or the celestial creature rests).

Celestial Template (5HD+)

Resist Cold, Electricity, Acid 10
DR 5/evil
SR 10 (5 + 5)
Darkvision 60 ft.
Smite evil 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against evil foes; smite persists until the target is dead or the celestial creature rests).