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About Marcat Lilieci

Marcat Lilieci

Male Skinwalker (Bloodmarked) Bard (Archeologist) 8
NG Humanoid (Shapechanger, Skinwalker) Deity Kelinahat
Init +4 Senses Low-light vision; Perception +15 [+17 at night, (+21 in darkness), {+23 in darkness at night}] (+3 Archaeologist's Luck)
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DEFENSE
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AC 20, touch 12, flat-footed 18 (+2 Dex, +6 Armour, +2 Shield)
HP 67 (8d8+16) [+2 Con, +8 favored class]
Fort +4, Ref +8 (+5 Trap Sense) Will +6 (+3 Archaeologist's Luck)
Defensive Abilities evasion, trap sense +2, uncanny dodge
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OFFENSE
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Spd 30 ft
Melee +1 Bite +9/+4 (+3 Archaeologist’s Luck) 1d8+1 (+2 Arcane Strike, +3 Archaeologist’s Luck) x2 B, P and S or
.. Alchemical Silver Dagger +8/+3 (+3 Archaeologist’s Luck) 1d4 (+2 Arcane Strike, +3 Archaeologist’s Luck) 19-20/x2 P or S or
.. MW Shortsword +9/+4 (+3 Archaeologist’s Luck) 1d6 (+2 Arcane Strike, +3 Archaeologist’s Luck) 19-20/x2 P or S or
.. MW Whip +9/+4 (+3 Archaeologist’s Luck) 1d3 (+2 Arcane Strike, +3 Archaeologist’s Luck) 20/x2 S
Ranged Dagger +8/+3 (+3 Archaeologist’s Luck) 1d4 (+2 Arcane Strike, +3 Archaeologist’s Luck) 19-20/x2 10' P or S or
.. MW Shortbow +9/+4 (+3 Archaeologist’s Luck) 1d6 (+2 Arcane Strike, +3 Archaeologist’s Luck) x3 P
Space 5 ft. Reach 5 ft. (15 ft. with whip)
Special Attacks Arcane Strike (+2 damage, weapon considered magic), Archaeologist’s Luck 8 rounds/day (+3 attacks, damage, saves and skill checks)
Spell-like Abilities (CL 8th; concentration +11)
3/day -- beast shape I (bat only)
1/day -- obscuring mist, speak with animals
Spells Prepared (CL 8th; concentration +11)
3rd (3/day) –- cure serious wounds, dispel magic, good hope
2nd (5/day) -- acute senses, cure moderate wounds, revelation, summon swarm
1st (6/day) -- cure light wounds, detect secret doors, ear-piercing scream, identify, vanish, weaponwand
0 (at will) -- detect magic, light, mending, message, prestidigitation, read magic
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STATISTICS
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Str 10, Dex 14, Con 14, Int 14, Wis 11, Cha 18
BAB +6/+1, CMB +7, CMD +19
Favored Class Bonus Bard: 8 hit points
Feats Arcane Strike, Bard Weapon Proficiencies, Bat Shape, Dire Bat Shape, Improved Natural Attack, Light Armour Proficiency, Shield Proficiency, Weapon Finesse
Traits Chance Saviour, Fate's Favored
Skills Acrobatics +0, Appraise +2, Bluff +4, Climb -2, Craft +2, Diplomacy +4, Disable Device +22, Disguise +4, Escape Artist +0, Fly +13, Heal +0, Intimidate +4, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +10, Perception +15 [+17 at night, (+21 in darkness), {+23 in darkness at night}], Perform +4, Ride +0, Sense Motive +11, Spellcraft +6, Stealth +11, Survival +0, Swim +0, UMD +15 Racial Modifiers Fly +2, Perception at night +2
Languages Common, Draconic, Hallit, Necril, Orc, Sylvan, Varisian
SQ change shape 7/day, rogue talents (finesse rogue, trapspotter)
Combat Gear elven chain, dagger, holy water, MW shortsword, MW shortbow, MW Whip, arrows (20), arrows, alchemical silver (20), heavy wooden shield, darkwood
Gear amulet of mighty fists +1, bat pelt of the beast, ring of spell knowledge I, scroll of comprehend languages, scorll of Kreighton's perusal, scroll of lighten object, scroll of recharge innate magic, trapspringer's gloves, wand of cure light wounds, backpack, masterwork, bandolier x2, bedroll, explorer's outfit, flint and steel, gear maintenance kit, ink, inkpen, journal, mess kit, mirror, pouch, belt, rations, trail x5, rope, silk 50', scroll, cure light wounds x2, scroll, scroll box, signal horn, soap, thieve's tools, masterwork, waterskin, weapon cord, whetstone, wristsheath, spring-loaded
Total 31,995.03 gp., 30 lbs.

Bestial form:

Init +5 Senses Low-light vision; Perception +15 [+19 in bestial form (+27 in darkness), +23 in darkness] (+3 Archaeologist's Luck), scent 30 ft.
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DEFENSE
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AC 21, touch 13, flat-footed 18 (+3 Dex, +6 Armour, +2 Shield)
HP 67 (8d8+16) [+2 Con, +8 favored class]
Fort +4, Ref +9 (+5 Trap Sense) Will +6 (+3 Archaeologist's Luck)
Defensive Abilities evasion, trap sense +2, uncanny dodge
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OFFENSE
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Spd 30 ft
Melee +1 Bite +10/+5 (+3 Archaeologist’s Luck) 1d8+1 (+2 Arcane Strike, +3 Archaeologist’s Luck) x2 B, P and S or
.. Alchemical Silver Dagger +9/+4 (+3 Archaeologist’s Luck) 1d4 (+2 Arcane Strike, +3 Archaeologist’s Luck) 19-20/x2 P or S or
.. MW Shortsword +10/+5 (+3 Archaeologist’s Luck) 1d6 (+2 Arcane Strike, +3 Archaeologist’s Luck) 19-20/x2 P or S or
.. MW Whip +10/+5 (+3 Archaeologist’s Luck) 1d3 (+2 Arcane Strike, +3 Archaeologist’s Luck) 20/x2 S
Ranged Dagger +10/+5 (+3 Archaeologist’s Luck) 1d4 (+2 Arcane Strike, +3 Archaeologist’s Luck) 19-20/x2 10' P or S or
.. MW Shortbow +10/+5 (+3 Archaeologist’s Luck) 1d6 (+2 Arcane Strike, +3 Archaeologist’s Luck) x3 P
Space 5 ft. Reach 5 ft. (15 ft. with whip)
Special Attacks Arcane Strike (+2 damage, weapon considered magic), Archaeologist’s Luck 8 rounds/day (+3 attacks, damage, saves and skill checks)
Spell-like Abilities (CL 8th; concentration +11)
3/day -- beast shape I (bat only)
1/day -- obscuring mist, speak with animals
Spells Prepared (CL 8th; concentration +11)
3rd (3/day) –- cure serious wounds, dispel magic, good hope
2nd (5/day) -- acute senses, cure moderate wounds, revelation, summon swarm
1st (6/day) -- cure light wounds, detect secret doors, ear-piercing scream, identify, vanish, weaponwand
0 (at will) -- detect magic, light, mending, message, prestidigitation, read magic
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STATISTICS
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Str 10, Dex 16, Con 14, Int 14, Wis 11, Cha 18
BAB +6/+1, CMB +7, CMD +20
Favored Class Bonus Bard: 8 hit points
Feats Arcane Strike, Bard Weapon Proficiencies, Bat Shape, Dire Bat Shape, Improved Natural Attack, Light Armour Proficiency, Shield Proficiency, Weapon Finesse (B)
Traits Chance Saviour, Fate's Favored
Skills Acrobatics +1, Appraise +2, Bluff +4, Climb -2, Craft +2, Diplomacy +4, Disable Device +23, Disguise +4, Escape Artist +1, Fly +13, Heal +0, Intimidate +4, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +10, Perception +19 (+27 in darkness), Perform +4, Ride +1, Sense Motive +11, Spellcraft +6, Stealth +12, Survival +0, Swim -2, UMD +15 Racial Modifiers Fly +2, Perception at night +2
Languages Common, Draconic, Hallit, Necril, Orc, Sylvan, Varisian
SQ change shape 7/day, rogue talents (finesse rogue, trapspotter)
Combat Gear elven chain, dagger, holy water, MW shortsword, MW shortbow, MW Whip, arrows (20), arrows, alchemical silver (20), heavy wooden shield, darkwood
Gear amulet of mighty fists +1, bat pelt of the beast, ring of spell knowledge I, scroll of comprehend languages, scorll of Kreighton's perusal, scroll of lighten object, scroll of recharge innate magic, trapspringer's gloves, wand of cure light wounds, backpack, masterwork, bandolier x2, bedroll, explorer's outfit, flint and steel, gear maintenance kit, ink, inkpen, journal, mess kit, mirror, pouch, belt, rations, trail x5, rope, silk 50', scroll, cure light wounds x2, scroll, scroll box, signal horn, soap, thieve's tools, masterwork, waterskin, weapon cord, whetstone, wristsheath, spring-loaded

Tiny Bat:

Init +6 Senses Low-light vision; Perception +19 (+25 in darkness) (+3 Archaeologist's Luck)
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DEFENSE
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AC 17, touch 16, flat-footed 13 (+4 Dex, +2 size, +1 natural armour)
HP 67 (8d8+16) [+2 Con, +8 favored class]
Fort +4, Ref +10 (+5 Trap Sense) Will +6 (+3 Archaeologist's Luck)
Defensive Abilities evasion, trap sense +2, uncanny dodge
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OFFENSE
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Spd 30 ft, fly 40 ft (good)
Melee +1 Bite +13/+8 (+3 Archaeologist’s Luck) 1d4 (+2 Arcane Strike, +3 Archaeologist’s Luck) x2 B, P and S or
Space 2.5 ft. Reach 0 ft.
Special Attacks Arcane Strike (+2 damage, weapon considered magic), Archaeologist’s Luck 8 rounds/day (+3 attacks, damage, saves and skill checks)
Spell-like Abilities (CL 8th; concentration +11)
1/day -- obscuring mist, speak with animals
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STATISTICS
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Str 8, Dex 18, Con 14, Int 14, Wis 11, Cha 18
BAB +6/+1, CMB +9, CMD +17
Favored Class Bonus Bard: 8 hit points
Feats Arcane Strike, Bard Weapon Proficiencies, Bat Shape, Dire Bat Shape, Improved Natural Attack, Light Armour Proficiency, Shield Proficiency, Weapon Finesse (B)
Traits Chance Saviour, Fate's Favored
Skills Acrobatics +4, Appraise +2, Bluff +4, Climb -1, Craft +2, Diplomacy +4, Disable Device +19, Disguise +4, Escape Artist +4, Fly +21, Heal +0, Intimidate +4, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +10, Perception +19 (+27 in darkness), Perform +4, Ride +4, Sense Motive +11, Spellcraft +6, Stealth +23, Survival +0, Swim -1, UMD +15 Racial Modifiers Fly +2, Perception at night +2
Languages Common, Draconic, Hallit, Necril, Orc, Sylvan, Varisian
SQ change shape 7/day, rogue talents (finesse rogue, trapspotter)

Small bat:

Init +5 Senses Low-light vision; Perception +19 (+25 in darkness) (+3 Archaeologist's Luck)
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DEFENSE
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AC 16, touch 15, flat-footed 12 (+4 Dex, +1 size, +1 natural armour)
HP 67 (8d8+16) [+2 Con, +8 favored class]
Fort +4, Ref +9 (+5 Trap Sense) Will +6 (+3 Archaeologist's Luck)
Defensive Abilities evasion, trap sense +2, uncanny dodge
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OFFENSE
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Spd 30 ft, fly 40 ft (good)
Melee +1 Bite +10/+5 (+3 Archaeologist’s Luck) 1d6+1 (+2 Arcane Strike, +3 Archaeologist’s Luck) x2 B, P and S or
Space 5 ft. Reach 5 ft.
Special Attacks Arcane Strike (+2 damage, weapon considered magic), Archaeologist’s Luck 8 rounds/day (+3 attacks, damage, saves and skill checks)
Spell-like Abilities (CL 8th; concentration +11)
3/day -- beast shape I
1/day -- obscuring mist, speak with animals
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STATISTICS
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Str 10, Dex 16, Con 14, Int 14, Wis 11, Cha 18
BAB +6/+1, CMB +6, CMD +18
Favored Class Bonus Bard: 8 hit points
Feats Arcane Strike, Bard Weapon Proficiencies, Bat Shape, Dire Bat Shape, Improved Natural Attack, Light Armour Proficiency, Shield Proficiency, Weapon Finesse (B)
Traits Chance Saviour, Fate's Favored
Skills Acrobatics +3, Appraise +2, Bluff +4, Climb +0, Craft +2, Diplomacy +4, Disable Device +16, Disguise +4, Escape Artist +3, Fly +18, Heal +0, Intimidate +4, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +10, Perception +19 (+27 in darkness), Perform +4, Ride +3, Sense Motive +11, Spellcraft +6, Stealth +18, Survival +0, Swim +0, UMD +14 Racial Modifiers Fly +2, Perception at night +2
Languages Common, Draconic, Hallit, Necril, Orc, Sylvan, Varisian
SQ change shape 7/day, rogue talents (finesse rogue, trapspotter)

Medium bat:

Init +4 Senses Low-light vision; Perception +19 (+25 in darkness) (+3 Archaeologist's Luck)
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DEFENSE
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AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural armour)
HP 67 (8d8+16) [+2 Con, +8 favored class]
Fort +4, Ref +8 (+5 Trap Sense) Will +6 (+3 Archaeologist's Luck)
Defensive Abilities evasion, trap sense +2, uncanny dodge
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OFFENSE
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Spd 30 ft, fly 40 ft (good)
Melee +1 Bite +9/+4 (+3 Archaeologist’s Luck) 1d8+2 (+2 Arcane Strike, +3 Archaeologist’s Luck) x2 B, P and S or
Space 5 ft. Reach 5 ft.
Special Attacks Arcane Strike (+2 damage, weapon considered magic), Archaeologist’s Luck 8 rounds/day (+3 attacks, damage, saves and skill checks)
Spell-like Abilities (CL 8th; concentration +11)
3/day -- beast shape I
1/day -- obscuring mist, speak with animals
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STATISTICS
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Str 12, Dex 14, Con 14, Int 14, Wis 11, Cha 18
BAB +6/+1, CMB +8, CMD +19
Favored Class Bonus Bard: 8 hit points
Feats Arcane Strike, Bard Weapon Proficiencies, Bat Shape, Dire Bat Shape, Improved Natural Attack, Light Armour Proficiency, Shield Proficiency, Weapon Finesse (B)
Traits Chance Saviour, Fate's Favored
Skills Acrobatics +2, Appraise +2, Bluff +4, Climb +1, Craft +2, Diplomacy +4, Disable Device +17, Disguise +4, Escape Artist +2, Fly +15, Heal +0, Intimidate +4, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +10, Perception +19 (+27 in darkness), Perform +4, Ride +2, Sense Motive +11, Spellcraft +6, Stealth +13, Survival +0, Swim +1, UMD +15 Racial Modifiers Fly +2, Perception at night +2
Languages Common, Draconic, Hallit, Necril, Orc, Sylvan, Varisian
SQ change shape 7/day, rogue talents (finesse rogue, trapspotter)

Dire bat:

Init +3 Senses Low-light vision; Perception +19 (+25 in darkness) (+3 Archaeologist's Luck)
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DEFENSE
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AC 14, touch 11, flat-footed 10 (+1 Dex, -1 Size, +4 Natural Armour)
HP 67 (8d8+16) [+2 Con, +8 favored class]
Fort +4, Ref +7 (+5 Trap Sense) Will +6 (+3 Archaeologist's Luck)
Defensive Abilities evasion, trap sense +2, uncanny dodge
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OFFENSE
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Spd 30 ft, fly 40 ft (good)
Melee +1 Bite +9/+4 (+3 Archaeologist’s Luck) 2d6+4 (+2 Arcane Strike, +3 Archaeologist’s Luck) x2 B, P and S or
Space 10 ft. Reach 5 ft.
Special Attacks Arcane Strike (+2 damage, weapon considered magic), Archaeologist’s Luck 8 rounds/day (+3 attacks, damage, saves and skill checks)
Spell-like Abilities (CL 8th; concentration +11)
3/day -- beast shape I
1/day -- obscuring mist, speak with animals
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STATISTICS
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Str 14, Dex 12, Con 14, Int 14, Wis 11, Cha 18
BAB +6/+1, CMB +10, CMD +20
Favored Class Bonus Bard: 8 hit points
Feats Arcane Strike, Bard Weapon Proficiencies, Bat Shape, Dire Bat Shape, Improved Natural Attack, Light Armour Proficiency, Shield Proficiency, Weapon Finesse (B)
Traits Chance Saviour, Fate's Favored
Skills Acrobatics +1, Appraise +2, Bluff +4, Climb +2, Craft +2, Diplomacy +4, Disable Device +16, Disguise +4, Escape Artist +1, Fly +12, Heal +0, Intimidate +3, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +10, Perception +19 (+27 in darkness), Perform +4, Ride +1, Sense Motive +11, Spellcraft +6, Stealth +8, Survival +0, Swim +2, UMD +15 Racial Modifiers Fly +2, Perception at night +2
Languages Common, Draconic, Hallit, Necril, Orc, Sylvan, Varisian
SQ change shape 7/day, rogue talents (finesse rogue, trapspotter)

SQ Arcane Strike: 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.

Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.

Chance Saviour: Your ability to think quickly on your feet has stayed
with you, and you quite often feel that you’re in the right place at the right time. You gain a +2 trait bonus on Initiative checks.

Change Shape (Su): A bloodmarked can change shape into a bestial form as a standard action. In bestial form, a bloodmarked gains a +2 racial bonus to Dexterity. While in this form, a bloodmarked also takes on an animalistic feature that provides a special effect. Each time a bloodmarked assumes bestial form, she can choose to gain one of the following features:

• Bite attack that deals 1d6 points of damage
• +4 racial bonus on Perception checks
• Scent to a range of 30 feet
• Treat falling damage as 20 feet less than it actually is

The racial ability score bonus and additional feature last as long as the skinwalker remains in that form, and a bloodmarked can remain in bestial form for as long as she wants. While in bestial form, a bloodmarked takes a –4 penalty on Charisma and Charisma-based checks when interacting with humanoids that lack the shapechanger subtype.

A bloodmarked can return to her humanoid form as a swift action. To change forms and gain a different benefit, a bloodmarked must first return to her humanoid form then use her shapechange ability again. A bloodmarked can shapechange into bestial form a number of times per day
equal to 3 + 1/2 her character level.

Clever Explorer (Ex): At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps. This ability replaces the versatile performance ability.

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Fate's Favored: The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

Rogue Talents: Finesse Rogue, Trapspotter

Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Trapspringer's Gloves: These studded leather gloves look similar to workman's gloves, though they are reinforced with numerous metal strips that the user can extend or retract as she wills, turning the tip of each finger into a customizable tool useful in examining and disarming traps. While worn, these gloves grant a +5 competence bonus on all Disable Device checks made to disarm traps. In addition, the gloves grant the user a +1 luck bonus on all saving throws made against traps.

Uncanny Dodge: Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

Encumbrance 82.5 lbs.

Carrying Capacity
Light 38, Medium 76, Heavy 115
Age: 24 yrs
Height: 5'9"
Weight: 175 lbs
Starting Gold: 4.97 gp