About Marin LevereBackstory:
Marvin Levere was born in a family of scholars, arcanists and historians. Generation after generation dedicating themselves to study and research. While most siblings fight and try to outbrawn eachother, Marvin and his brothers would compete in challenges of wit and logic. More often than not, he'd be at the losing end of these challenges. As an adult, he was proving a bit of a disappointment to his family by merely working as a cataloger at the Museum of Ages in Magnimar. Working there was interesting enough, but the highlight of Marvin's life was always meeting and talking to the various adventurers coming through seeking knowledge or delivering artifacts to the museum. One particular Pathfinder, Sarina, became a close friend after several such visits. She would regale him with stories of her adventures, while he would share stories of the various things he had come across in his work. She had even begun teaching some rudementary fighting skills, which he most enjoyed. Last he'd heard from her, she was headed to Sandpoint for a short trip. That was 6 months ago. After hearing about the goblin raids on Sandpoint, he became seriously concerned. That's when he decided to pack up his bags, purchase some equipment and go find out what had happened to his friend. Who knows, maybe Marin Levere could finally be the adventurer he'd read so much about. Appearance:
Marin is fairly short and thin at 5'9" and 160 Pounds. He's generally considered quite handsome by most people with his long wavy black hair and glasses, although he is completely unaware of this himself. He's a very likable person who somehow manages to make the most boring historical topics quite interesting. Drives/Goals/Aspirations:
- First, Marin wants to find out what happened to his friend. - He also dreams of making historical discoveries that could one day lead to him writing a book of his own IC post:
"Well hi there, stranger!" Marin looked up and smile when he saw his good friend Sarina. Finally, she's back. I wonder what stories she'll have this time. He arched his eyebrow and said: "You call me stranger, yet I'm not the one who disappears for weeks and months at a time." Sarina chuckled at this. "Fair point. Listen, I'd love to chat but I've got some scrolls here that I found in ruins a few weeks north of here. I think they are important but you know me, can't tell Thassilonian from Elven" Marin picked up one of the scrolls and had a quick scan. "Well, first off, these are neither. Looks like Azlanti, but I'm not as familiar with it."
Marin Levere
Defense:
Init +7; Senses Perception +5
AC 14, touch 11, flat-footed 13(+1 dex, +3 studded leather) hp 10 (1d8+2) Fort +1 Ref +3 Will +3 Offense:
Speed 30 ft.
Melee Shortsword: Att: +1, Dmg: 1d6+1(+2 with Arcane Strike), Crit: x2(19-20) Bard spells:
CL 1st;Concentration +4
1(2/day) - Expeditious Retreat, Grease(DC 14) 0(at will) - Dancing Lights, Detect Magic, Read Magic, Prestidigitation Bardic Performance:
7 rounds/day
Naturalist (Ex) An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against exceptional*, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components. Countersong (Su)
Distraction (Su)
Fascinate (Su)
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. Statistics:
Str 12, Dex 12, Con 12, Int 14, Wis 12, Cha 17
Base Atk +0;CMB +1; CMD 12 Feats:
Arcane Strike You draw upon your arcane power to enhance your weapons with magical energy. Prerequisite: Ability to cast arcane spells. Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level. Improved Initiative
Traits:
Scholar of the ancients Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. Benefit: You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian. Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. Benefit: You gain a +2 trait bonus on initiative checks. Skills:
Trained
Diplomacy +7 [+3 Cha, +1 Rank, +3 Class] Disable Device +5 [+1 Dex, +1 Rank, +3 Class] Perform(Oratory) +7 [+3 Cha, +1 Rank, +3 Class] Perform(Sing) +7 [+3 Cha, +1 Rank, +3 Class] Spellcraft +6 [+2 Int, +1 Rank, +3 Class] Knowledge(Arcana) +8 [+2 Int, +1 Rank, +3 Class, +1 BK, +1 Trait] Knowledge(History) +8 [+2 Int, +1 Rank, +3 Class, +1 BK, +1 Trait] Knowledge(Religion) +7 [+2 Int, +1 Rank, +3 Class, +1 BK] Use Magic Device +7 [+3 Cha, +1 Rank, +3 Class] Special Qualities:
Bardic Knowledge A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. Gear:
Studded Leather, Shortsword, Spell Component Pouch, Traveler's outfit, Backpack, Bedroll, Waterskin, 4 Trail Rations, 5 Torches, Ink(8 Oz.), 4 Parchment(sheet), 2 Alchemist's Fire, 9 GP, 9SP, 5CP |