Alchemist

Märche Novak's page

81 posts. Alias of Rysky.


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HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

"thank you."


HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

"Oh... thanks."


HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

Märche strikes back.

Greatsword: 1d20 + 6 - 1 ⇒ (18) + 6 - 1 = 23
Damage (slashing): 2d6 + 7 ⇒ (1, 2) + 7 = 10


HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

Marche strikes at the scorpion.

Greatsword: 1d20 + 6 - 1 ⇒ (19) + 6 - 1 = 24
Damage (slashing): 2d6 + 7 ⇒ (3, 5) + 7 = 15
Confirm: 1d20 + 6 - 1 ⇒ (2) + 6 - 1 = 7
Critical: 2d6 + 7 ⇒ (5, 6) + 7 = 18


HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

marches moves up to the Scorpion, sword drawn.


HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

I have a +9


HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

"Um, I hit things with my sword."


HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

Having dozed off during the meeting, Märche comes to with a start. Gathering her things she'll then groggily head out onto the streets in search of the others who were hired.


HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

"Sorry."


HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

*nods*


HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

Okies


HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

Dot.


Sorry for my lateness.

Vitals:

HP: 24
1: 8+1+1
2: 5+1+1
3: 5+1+1

MAB/CMB +6
+3 BAB
+3 STR

RAB +6
+3 BAB
+3 DEX

AC/T/FF 18/14/14
10 Base
+3 DEX
+1 Dodge
+4 Chain Shirt

CMD 19
10 Base
+3 BAB
+3 STR
+3 DEX

Fortitude +3
+1 Vampire Hunter
+1 CON
+1 Resistance

Reflex +7
+3 Vampire Hunter
+3 DEX
+1 Resistance

Will +9
+3 Vampire Hunter
+3 WILL
+2 Iron Will
+1 Resistance

SKILLS

Climb +7
+3 Ranks
+3 Vampire Hunter
+3 STR
-2 Armor

Heal +9
+3 Ranks
+3 Vampire Hunter
+3 WIS

Perception +12(14)
+3 Ranks
+3 Vampire Hunter
+3 WIS
+3 Skill Focus
(+2 Concealment)

Sense Motive +9
+3 Ranks
+3 Class
+3 WIS

Stealth +10(12)
+3 Ranks
+3 Vampire Hunter
+3 DEX
+3 Skill Focus
(+2 Concealment)
-2 Armor

Survival +9(10)
+3 Ranks
+3 Vampire Hunter
+3 WIS
(+1 Track)

Profession (Gravedigger) +9
+3 Ranks
+3 Vampire Hunter
+3 WIS

Lore (Spirits) +6
+3 Ranks
+3 Vampire Hunter
+0 INT

Special Abilities:

CLASS FEATURES

Weapon and Armor Proficiency
A vampire hunter is proficient with all simple and martial weapons, as well as light armor, medium armor, and shields (except tower shields).

Detect Undead (Sp)
At will, a vampire hunter can use detect undead, as the spell. A vampire hunter can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is undead, learning the strength of its aura as if he had studied it for 3 rounds. While focusing on one individual or object, the vampire hunter does not detect undead in any other object or individual within range

Technique Feat
Due to the inherent deadliness of hunting vampires, the methods and traditions of vampire hunters are rare and little understood. This often makes vampire hunters just as feared as the undead they hunt. As vampire hunters study and train, they develop their skills, mastering ancient fighting techniques and drawing upon mystical arts feared by both the living and the dead.
At 1st level, a vampire hunter gains a bonus feat. This new feat can be selected from either those listed as combat feats or as vampire hunting technique feats (see page 14). A vampire hunter must meet the prerequisites for these feats to select them. The vampire hunter gains an additional bonus feat at 3rd level and every three levels thereafter.
Upon reaching 6th level, and every six levels thereafter (12th and 18th), a vampire hunter can choose to learn a new combat or technique feat in place of a combat or technique feat he has already learned. In effect, the vampire hunter loses the old feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or another ability the vampire hunter knows. A vampire hunter can exchange only one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Track (Ex)
A vampire hunter adds half his level to Survival skill checks to follow tracks.

Vampiric Focus (Su)
A vampire hunter knows the sinister power of the undead. Through discipline and precision, he can temporarily turn the unholy powers of the undead against them.
At 1st level, the vampire hunter must select one common vampiric power to mimic from the vampiric foci listed below. Each vampiric focus grants the vampire hunter a bonus or special ability. Once this decision is made, the vampire hunter cannot change which vampiric focus he knows. At 8th and 16th level, the vampire hunter learns an additional vampiric focus.
As a swift action, the vampire hunter can activate his vampiric focus. Ending the vampiric focus is a free action. He can use each vampiric focus for a number of minutes per day equal to his level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Once the vampire hunter ends a focus, it cannot be reactivated for 1 minute. The vampire hunter can have only one vampiric focus active at a time. Benefits from different vampiric foci do not stack with one another, including temporary hit points from multiple foci.

  • Vampiric Momentum
    The vampire hunter is treated as being under the effects of the spell feather fall. At 8th level, he is also affected as if by the spell spider climb and can move normally through difficult terrain. At 16th level, he is treated as being under the effects of the spell freedom of movement, and can use up to two consecutive move actions in the same turn to cross areas of open air or calm water (or similar substances) as if they were solid ground, though the vampire hunter must begin and end this movement on solid ground. This allows the vampire hunter to cross water, open air, lava (though he takes fire damage as normal if not immune), and the like without falling or sinking.
  • Relentless (Ex)
    At 2nd level, a vampire hunter can travel for an extended period of time without rest. The vampire hunter (and his mount, if he has one) can walk 16 hours in a day of travel without it being considered a forced march (see page 171 of the Pathfinder RPG Core Rulebook), but at the end of that day, he must attempt a DC 15 Fortitude saving throw. If he fails, he can travel for 8 hours the following day, and he (as well as his mount, if he has one) is fatigued for the following 24 hours. If he succeeds at the saving throw, he can use this ability again the following day. The DC of the Fortitude saving throw increases by 2 for every additional day the vampire hunter has been traveling for more than 8 hours. The vampire hunter does not need to attempt a separate saving throw for his mount. After the vampire hunter rests for 24 hours, the saving throw DC resets to 15.

    FEATS & TRAITS

    Spirit Sense
    Category Basic (Faith)
    You are so attuned to the spiritual world that it is hard to get the jump on you. You gain a +2 trait bonus on Perception checks to avoid being surprised and to detect invisible or incorporeal creatures.

    Broken, Not Beaten
    Category Basic (Combat)
    You automatically stabilize when reduced below 0 hit points. Once per day when brought below 0 hit points, you can accept 1 point of damage to regain consciousness for 1 round, though you remain staggered and only able to take a single move or standard action.

    Iron Will
    You are more resistant to mental effects.
    Benefit: You get a +2 bonus on all Will saving throws.

    Dodge (Combat)
    Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
    Prerequisites: Dex 13.
    Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

    Power Attack (Combat)
    You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
    Prerequisites: Str 13, base attack bonus +1.
    Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
    When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
    You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

    Skill Focus (Perception)
    Choose a skill. You are particularly adept at that skill.
    Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
    Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

    Skill Focus (Stealth)
    Choose a skill. You are particularly adept at that skill.
    Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
    Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

    RACIAL

    Shadowhunter
    Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Humans can take this trait in place of their bonus feat, also gaining Iron Will as a bonus feat.

    Dimdweller
    Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.

    Equipment:

    Greatsword
    Longbow
    Chain Shirt
    Inquisitor's Kit
    Traveler's Any-Tool

    Backstory:

    Raised by ghosts instead of he living all the way back from when she was an infant wrapped up in blankets in a cradle, Marche lived her early life in a solemn emerald grave, nature having overtaken a long forgotten graveyard. By the living anyway, the dead were quite attentive.

    Never interacting or knowing of anyone else among the living Marche spent her time in blissful ignorance of the world. As she got older though the spirits began to talk more openly, about many things, but mostly about how they became spirits. Not all of them lingered out of pleasantness.

    This didn't set well with her and so one day, after hearing enough, and gathering enough equipment from the tombs that were never otherwise going to be used again, with the spirit's permission of course, she managed to make her way out from the graveyard and into the human town close by.

    There she found a large manor hosting a large party. And a large painting. And behind that painting a poorly made wall. And behind that wall a long dead body. The owner of the house was outraged at the swift destruction of his property, but upon spotting the remains he thought perfectly hidden he became enraged and attacked the girl.

    And the girl attacked back. And won. And then she left. Looking for more trapped spirits.

    Personality:

    Aloof and sleepy, Marche wanders from town to town in search of spirits in need. While not antisocial towards the living, she has had a better rapport with the dearly departed and delayed and so tends to prefer their company.

    Appearance:

    Pale and lithe and dressed in Mordavian standard, Marche sports sharp and handsome features.


    Trying to nail down a backstory.


    Dotting in with the bare bones.


    HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

    "It's really, really, annoying." Märche muses as his eyes bore daggers through the sphere.


    HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

    "I keep telling her it might respond better to some percussive maintenance but she won't let me touch the thing." he halfheartedly says as eyes the device warily.


    HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

    "It got us would be more accurate." Märche chimes to the captain while spinning his pointer finger in a counterclockwise motion.


    HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

    Märche simply rolls his eyes at his sister's rebuttal.


    HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

    "Probably not, though you may if you want to." He says to the guard completely straight faced.


    HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

    "I thought we were?"


    HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

    Studying the sphere in his sister's hands he shifts his jaw from side to side as he ponders. "That would probably be for the best, but I don't know any mages that would deal with this sort of thing, probably just have to go the nearest Wizard's Laboratory or temple to The All Seeing Eye and follow wherever they send us."


    HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

    "So what's the plan now dearest sister?"


    HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

    Yeah... he's gonna have to inspect himself in the mirror for approval.


    HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

    Wait, did you mean you painted on him directly, or did you mean you used him as a prop for your canvas? That's what I was referring to, not the painting assassin.


    HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

    At first relieved, a slight horror kicks in as she mentions the painting causing him to hurriedly find a mirror of some sort, unintentionally dragging his sister along in the process.


    HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

    Nah, she'll probably use the frame for some of her stuff. Märche on the other hand will be using the painting as target practice...

    Waking he'll enjoy a few stretches before the inevitable glomping by Ezzy. Finding that he's not dead and everything seems to be in working order he'll set off to Ezzy's studio hoping she has some left over Turpentine or paint remover that might come in handy incase they get attacked again by other pieces of art.


    HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

    Okies, I now be at 0 hp, I don't think that actually let's me wake up though till I get to positive numbers.

    Also is the little flying metal ball thing still in the house.


    HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

    Zzzzzzzzzz


    HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

    Ah good point, removed my post.


    HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

    Okay then, Round 3

    Stabilization: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24

    Don't mess with Love and Friendship b$!*+es!!!!!!


    HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

    Stabilization: 1d20 + 7 ⇒ (1) + 7 = 8

    sonova...

    -2


    HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

    "I still don't know which is which!" he manages to spurt out before colapsing into a heap onto the floor.

    Stabilization: 1d20 + 7 ⇒ (2) + 7 = 9

    Wow... At -1 and counting.


    HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

    Märche quickly looks back and forth between the two Ezzys before simply crossing his arms. "Nope! Not gonna work. I'll let you two figure this out."


    HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

    Reflex: 1d20 + 2 ⇒ (14) + 2 = 16

    "This is becoming awkward and painful!" he shouts while trying to keep his balance before stabbing downward at the puddle of Ezzy beneath him.

    Attack: 1d20 + 3 ⇒ (4) + 3 = 7
    Damage: 1d10 + 3 ⇒ (10) + 3 = 13


    HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

    "Don't forget the time you tried to make manacles out of flowers wreathed... Oh hello there sexy and sexyier wha... And of course they want to kill us... Nevermind." Finishing with a sigh he will draw his Bastard sword and swing at his imposter... Or is he the imposter? Who's the butterfly?

    Attack: 1d20 + 3 ⇒ (7) + 3 = 10
    Damage: 1d10 + 3 ⇒ (9) + 3 = 12


    HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

    Looking over Ezzy's shoulder as she reads the letter Märche arches an eyebrow. "Oh lovely, they're taunting us now."


    HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

    Perception to make sure it isn't a wrapped up Hyena or one of Ezzy's crazy fans: 1d20 + 4 ⇒ (3) + 4 = 7

    "Why thank you most helpful Sir and/or Madam."


    HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

    Märche simply shrugs. "I haven't a clue. Wait for the guards to come here and shut down the whole place for who knows how long while they investigate the murders ?" The last part is said slightly louder than probably what should be.


    HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

    Frack...


    HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

    "Yes, we were hoping you could help us find someone. We are looking for a Masked Painter that visits here and art auctions frequently." he'll add with a bow towards their greeter.


    HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

    "Sounds like a plan to me."


    HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

    "I think that wanton butchery annoys me... " on the tip of a tangent Märche will stop himself as a thought comes to him. "Who is the owner or painter of the Hyena painting?" Is there a signature on it anywhere? Or like a sign in book or whatever that Auctions use for whoever dropped it off or who is selling it?"
    Perception: 1d20 + 4 ⇒ (12) + 4 = 16


    HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

    Probably be best not to accuse the Lord-Mayor outright... Just yet. "It might be best to check on him and his Menagerie incase the animal escaped from there or if someone took it, lest other animals may have escaped or something befall the Lord-Mayor."


    HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

    Gnoll, there is not I bet :3


    HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

    "Curiouser and curiouser" Märche mumbles to himself as he looks back and forth between the bodies and the painting.


    HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

    Should I tell the guards this? At this point it looks more like the work of a crazed fan of Ezzy's but it could also make them suspect her.

    "Um, Monsieur Hunter, has there been any threats or messages sent here or to any of the victims? Being on the inside of the art groups we might be able recognize the handwriting, in this city there's no shortage of rivals and crazed fans who are very vocal of their opinions."


    HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

    Survival: 1d20 + 4 ⇒ (1) + 4 = 5
    Linguistics: 1d20 + 4 ⇒ (19) + 4 = 23

    ... Märche is way too domesticated...


    HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

    Putting his arms around his sister he tries his best to console her. "There, there Ezzy. We'll figure out who did this." he then begins examine the scene.

    Heal to see how the people were killed: 1d20 ⇒ 4
    Heal to see if all the blood looks like it belongs to the bodies: 1d20 ⇒ 13
    Perception to see if Esmerelda's statue bad been moved before or after the bloodbath, i.e. Looks like blood goes under the statue, voids in the blood elsewhere: 1d20 + 4 ⇒ (17) + 4 = 21

    Also do we recognize the bodies?


    HP: 15/24, NL: 0 | AC 18/14/14 | F+3 R +7 W+9 | Per: +12(14) | Init: +3 | Vampiric Focus 3/3

    Ooooo!

    *rubs hands together excitedly*