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Friendly Fighter

Mareck Bolthune's page

89 posts. Pathfinder Society character for DEREK LANE 127.


Full Name

Mareck Lerben Bolthune

Race

Human (Varisian)

Classes/Levels

Fighter 1 (HP11/11; AC 15 / T 13 / FF 12; F +3, R +3, W +0; perception +0)

Gender

Male

Size

5'10

Age

24

Alignment

N

Deity

Desna

Location

All across Varisia, mate!

Languages

Common, Varisian, Shoanti

Occupation

Guide, gambler, lover

Strength 13
Dexterity 17
Constitution 12
Intelligence 13
Wisdom 10
Charisma 14

About Mareck Bolthune

Background:
Mareck Lerben Bothune ("Lerbie" to his mother) got a bad start. Nothing terrible, nothing horrible. No zombies eating his mom's brain, no vampire massacres, no magical apocalypses. Just the run of the mill stuff: hunger, disease, missing dad, abused by the local thugs, dead bodies in the street each morning.

But he got on. Nothing would stop him for long. Despite his... less than stellar intelligence, he seemed able to solve problems, no matter how complicated.

Problems with the local protection racket thug? Goodbye thug, courtesy of an elaborate counter-scam implicating the thug in skimming. Getting screwed out of wages? Sneak into the tavernkeep's office and pick the lock to the cash box. Mom shorted at the local apothecary? Plant the mayor's missing jewels in the apothecary's shop... Voila! One very compliant apothecary.

Gradually, he became smarter, quicker witted. It was like something kept telling him to keep going, that nothing could stop him. It was as if something was giving him help, whispering ideas in his ear, teaching him things, telling him what to do.

...

Something was.

Stats:

Mareck Bothune
Male human (Varisian) Fighter 1
N Medium Humanoid
Init +3; Senses Perception +0
XP(Standard Advancement):0
Prestige Points: 0
Fame: 0

--------------------
DEFENSE
--------------------
AC 15, touch 13, flat-footed 12. . (+2 armor, +3 Dex)
HP 11 (1d10+1)
Fort +3, Ref +3, Will +0

--------------------
OFFENSE
--------------------
Spd 30 ft.

Melee
Bladed Scarf +4 (1d6+1/x2)
Starknife +4 (1d4+1/x3)
Rapier +4 (1d6+1/18-20/x2)
Dagger +4 (1d4+1)

--------------------
STATISTICS
--------------------
Str 13, Dex 17, Con 12, Int 13, Wis 10, Cha 14

Base Atk +1; CMB +2; CMD 15

Feats Catch Off Guard, Exotic Weapon Proficiency (Bladed Scarf), Weapon Finesse

Traits Fixer of Odds, Trouper

Skills Profession (gambling) +5, Survival +4, Intimidate +6, Perform (sing) +4

Languages Common, Varisian, Shoanti

Combat Gear Bladed scarf, starknife, rapier, Leather Armor; Other Gear Pathfinder's Kit (Backpack, Belt Pouch, Clay Mug, Dagger, 2 Fishhooks, Flint and Steel, Sewing Needle, Signal Whistle, 50 Feet String, 50 Feet Thread, Waterskin, Trail Rations - One week, Whetstone), 50 Foot Hempen Rope

Coin:
PP:
GP: 8
SP:
CP:

--------------------
SPECIAL ABILITIES
--------------------
Fixer of Odds: You gain a +1 trait bonus on Profession (Gambling) checks, and creatures searching you for objects hidden on you body don't gain the usual +4 bonus on their Perception checks. Additionally, you begin play with a "fixed" six-sided die (it has two "6s" and no "1" and a dagger.
Trouper: You cling to the Varisian traveling performer traditions and can recognize the magic hidden in song and dance. You gain a +1 trait bonus on checks using a Perform skill of your choice and a +1 trait bonus on saving throws against abilities that rely upon the Perform skill to function, such as the bardic performance class ability.



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