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Demon Slayer

Mareck Bolthune's page

460 posts. Pathfinder Society character for DEREK LANE 127.


Full Name

Mareq al-Shamir

Race

Ifrit

Classes/Levels

Mythic Summoner 3 (HP34/34; AC 22 / T 14 / FF 18; F +3, R +5, W +3; Init +7, Perception +0, Diplomacy +11, Darkvision 60')

Gender

Male

Size

5'10

Age

24

Special Abilities

Burning hands 1/day, Darkvision 60, Fast Healing 2, Fire Resistance 5

Alignment

Chaotic Neutral

Deity

Power, Flame & Vengeance

Location

The Prime Material Plane, observing Golarion

Languages

Common, Ignan, Aquan, Abyssal, Terran, Ancient Osiriani

Occupation

Ambassador to Golarion from His Eminence, Grand Vizier Abdul-Qawi of the City of Brass

Strength 7
Dexterity 18
Constitution 12
Intelligence 14
Wisdom 10
Charisma 19

About Mareck Bolthune

Background:
Report to Major Colson Maldris on the ifrit pathfinder Mareck Bolthune; aka Mareq, Ambassador Percipient to Golarion; aka Mareck the Rejected, the Scorned, the Avenger; aka Mareq ibn al-Shamir, bastard scion of Bayt al-Shamir of the City of Brass

Mareq ibn al-Shamir laughed the first time he saw his father die. It was a belly-laugh, the likes of which he had never voiced in his short twenty years. The more he saw his father die, the more he laughed, whether it was a death at the gleaming magical golden brass axes of the Grand Sultan’s loyal inquisitors, or at the hands of djinn agents on the second level of the Pit of Gormuz near Ninshabur, or by the ice witches of Irrisen and their freezing magics. If somebody assembled a witness to each of these deaths from Mareq’s odd and oft-changed circle of companions, as I did in the course of my investigations, they would put together a picture of increasingly manic and crazed mirth. Amusement, merriment even.

“He enjoys it,” says a companion, oddly fearful of Mareq, given how strong this man is compared to the weak and emaciated ifrit. “When his Father dies, he whispers, ‘I won’t reject you. Nooo. I’ll bring you back. I will.’ Or at least, that’s what I heard a few times when we were in the snows in Irrisen fighting those damned fey. I think he says it each time. It’s damned creepy.”

Mareq ibn al-Shamir originally hails from the City of Brass, the bastard offspring of a human slave and the patriarch of Bayt al-Shamir, one of the noble houses of efreet in that most wondrous of wonders, Fommok Madinah, the Devouring City, as the fire genies call it. An azer slave, since freed by the Grand Vizier under mysterious circumstances, said he saw Mareq appear before the Lord of House Shamir at least seven times, each time on his Nameday. The Lord summoned his bastard each year to berate him and listen to his pleas for recognition as a son of Bayt al-Shamir. Each year, for six years, Mareq left rejected, scorned, abandoned by his father, followed by the laughter of the al-Shamiri Court. On the seventh year, on Mareq’s 20th Nameday, he appeared with a troop of the Sultan’s Inquisitors who, convinced of the Lord’s perfidy and disloyalty in the ongoing struggles between the Grand Sultan of the City of Brass, Suleiman XXIII and Grand Vizier Abdul-Qawi, struck off Lord Shamir’s head with their ceremonial, yet sharp, brass axes.

Mareq laughed then. A loud laugh. A strong laugh. And then he left and was little heard from for many years. Word is that he hid in the Mages Quarter with the City’s White Mage, Yndri Ysalaa. Ysalaa, reputed to live on the blood of slaves and the love of stricken mortals, guarantees that none in the City learn the art of summoning and binding genies, among other things. Yet that is exactly what Mareq somehow learned. True, he fled the City post-haste through a little known planar gateway called the Chain of Fire, and has never returned. But he claims to represent the Grand Vizier as an Ambassador Percipient (I think it means he’s an official observer) on the Prime, an odd choice of ally given how he had his father killed. Perhaps he learned something the White Mage could not acknowledge. Perhaps he is hunted to this day by her. The truth is somewhat difficult to know.

What I have been able to gather, and see once, is that Mareck Firehair, as he sometimes calls himself, summons the shade of his dead father, an efreeti eidolon that he calls variously Father, Thrall, or Dung Face. He reportedly throws his father into combat gleefully and quickly, relishing each battle.

Of deep concern to us and our goals in Andoren and in the Pathfinder Society, is that Mareck’s father wears a slave collar emblazoned with the Ignan symbol of thralldom. The same symbol brands Mareck’s forehead when the efreeti Lord’s shade is on the Prime. Mareck is recorded as having mentioned at least thrice that the symbol predates his ability to summon the shade of his father and that it was put there by his own father when he was born. But he has faithfully fought every slaver he has encountered and professes hatred of the institution. Yet… he delights in the servitude of his hated father and degrades him, whips him, and casts him into sure death when and where ever he can. One eyewitness claims Mareck even once called forth celestial creatures from beyond Golarion to kill his eidolon father after normal battle had failed to do so.

I fear Mareq al-Shamir is deeply unbalanced. Yet he serves our purpose, does not waver from our values, and is an incredible diplomat, counselor and talker. He can talk an Arodeni nun out of her knickers, I swear. He is charming when his father is not present, calm and collected, and works well with others.

In summary: a man to watch and use. But be ready to neutralize him if his derangement endangers us and our goals.

Penned this day, 23 of Sarenith, 4713 AR
Sir Maland Veckers, investigator, pathfinder, lover of Andoren

Stats:
Mareck Bolthune
Male ifrit Summoner 3 (Mythic)
CN Medium outsider (native)
Init +6 (+2 base + 3mythic+1dex bump); Senses Perception +0, Darkvision 60’

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DEFENSE
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AC 21, touch 13, flat-footed 18 (+4 mage armor, +4 Shield, +3 Dex) Boon: +2 AC once]
hp 34 (22base +12mythic)
Fort +2, Ref +4, Will +3; +1 vs. enchantment, +1 vs. divine spells (boon)
Defensive Abilities Energy Resistance (fire) 5, Fire in the Blood
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OFFENSE
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Speed 30 ft.
Melee
Dagger +0 (1d4-2/19-20/x2) or

Ranged
Crossbow +5 (1d8/19-20/x2)
Dagger +5 (1d4/19-20/x2)

Special Attacks
Summoner Spells Known (CL 3rd):
1st (4/day)—Grease (DC 16), Daze monster (DC 15), Life conduit, Enlarge Person
0 (at will)—detect magic, guidance, light, mage hand, message, read magic
Spell-Like Ability (Sp): Ifrits can use burning hands 1/day as a spell-like ability (caster level equals the ifrit's level).

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STATISTICS
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Str 7 (-2), Dex 16 (+3), Con 12 (+1), Int 14 (+2), Wis 10, Cha 19 (+4)
Base Atk +2; CMB +0; CMD 14
Feats Spell Focus (conjuration), Augment Summoning
Skills Bluff +6, Diplomacy +11, Kn(arcana) +7, Kn(engineering) +7, Kn(planes) +7, Linguistics +7, Spellcraft +2, Use Magic Device +10
Traits
Indomitable - Your strong, self-reliant swagger has made you more resistant to domination and control. You gain a +1 trait bonus on saving throws versus enchantment spells and effects.
Ease of Faith - You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Languages Common, Ignan, Aquan, Abyssal, Terran, Ancient Osiriani
SQ Energy Resistance (fire) 5, Fire in the Blood (fast healing 2 once/lvl/day when damaged by fire), Darkvision 60’, Spell Like Ability: Burning hands 1/day
Combat Gear crossbow, light with 20 bolts, ioun stone (cracked mulberry pentacle), Wand of Mage Armor, Wand of Shield, Wand of Cure Light Wounds (UMD DC20), Wand of Rejuvenate Eidolon, Lesser, Wand of Protection from Evil Scroll of Endure Elements (x3), and a Scroll of Ghostbane Dirge (UMD DC23)
Other Gear Outfit, hot weather, Alchemist’s fire (x1), thunderstone (x1), Tanglefoot bag (x1), Camel, Saddle, Bit, Bridle
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SPECIAL ABILITIES
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Cantrips
Eidolon
Life link Starting at 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane. In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal.
Summon monster I Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.
Bond senses Starting at 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action.
Summon monster II

Mythic Abilities
Hard to Kill - Whenever you're below 0 hit points, you automatically stabilize without needing a con check. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Con score.
Mythic Power - 9 uses per day
Surge - You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6+1 twice and adding the higher roll to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.
Amazing Initiative - +3 to init checks. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This add'l standard action can't be used to cast a spell, and you can't gain an extra action in this way more than once per round.
Recuperation - You are restored to full HP after 8hrs of rest as long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half you full hit points (up to a maximum of your full HP) and regain the use of any class features that are limited to a certain number of uses per day (such as rage, bardic performance, spells per day, and so on). this is treated as 8 hrs of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Mythic Feats
Dual Path (Mythic) You follow two mythic paths. Select a mythic path other than the path you selected at your moment of ascension. You gain that path’s 1st-tier ability (either archmage arcana, champion’s strike, divine surge, guardian’s call, marshal’s order, or trickster attack). Each time you gain a path ability, you can select that path ability from either path’s list or the list of universal path abilities.

Extra Path Ability (Mythic) You can call upon mythic powers beyond those already invested in you. Choose one mythic ability from your path or from the universal path abilities that you meet the prerequisites for. You gain that path ability.

Mythic Powers
Guardian’s call: Absorb Blow (Su): As an immediate action, whenever you take hit point damage from a single source (such as a dragon’s breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 15 (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.

Guardian Path ability: Mythic Companion (Su): Select one animal companion, cohort, eidolon, familiar, or bonded mount. That creature can use the surge ability a number of times per day equal to your tier. Its surge ability uses the same bonus die type as you do when you use your surge ability.

Archmage arcana: Wild Arcana (Su): As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

Archmage Path ability: Throw Spell (Su): When casting a melee touch spell, you can expend one use of mythic power to throw that spell as a ranged touch attack. The range of this thrown spell is 30 feet. If the spell allows you to make multiple melee touch attacks, you may make any number of the attacks as melee touch attacks and throw the rest as you see fit.

Universal Path ability: Legendary Item (Ex): You gain a legendary item (see page 169). This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum

Universal Path ability: Legendary Item (Ex): You gain a legendary item (see page 169). This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum

Mareck's eidolon, Husarq


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