About Marchog Linli De Rezuss
Male Marchog Linli De Rezuss (Background Only)
Race: Tiefling / Human
Vigilante - Warlock [L3] / Mythic (Trickster) R1
Neutral / Lawful Neutral, Medium Size,
AC 18, touch 14, flat-footed 14
HP 3x[d8+2+1FC] = [24/24]
Fort +3, Ref +7, Will +7
Speed 30 ft.
Cold Iron Dagger TH+6 (1d4-1, x2 Crit) [19/20x2]
Mystic Bolts [Su] RTH+6 DMG[1d6+1][Electric][30'][20x2]
Int [+6][+2Race][+3Age Mythic]
Wis [+4][+3Age Mythic]
Cha [-1][-2Race][+3Age Mythic]
Base Atk 2; CMB 1; CMD +15
Weapon and Armor Proficiency
Race - Tiefling:
Standard Racial Traits
Languages: Tieflings begin play speaking Common and
Pass for Human:
Feat and Skill Racial Traits
Magical Racial Traits
Senses Racial Traits
Other Racial Traits
Skill Points [4+6]x3=[30/25]
+08 Acrobatics(+4dex +1rank +3Class)<
Concentration  [10+3CL]
Class: Vigilante (warlock) L3:
Weapon and Armor Proficiency
Dual Identity (Ex)
The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante’s secret.
Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret.
Dual Alignments [TN/LN]
Seamless Guise (Ex)
1:Familiar (Ex): [Vortex Dragon]
Mystic Bolts (Su) [RTA 1d6+1 30' 20x2 DMG Electrical]
To learn, prepare, or cast a spell, the Warlock must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus’s spell is 10 + the spell level + the magus’s Intelligence modifier.
A Warlock can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Warlock. In addition, he receives bonus spells per day if he has a high Intelligence score.
A Warlock may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.
Cantrips: A Warlock can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Magus under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spellbooks: A Warlock must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A Warlock begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The Warlock also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, he can also add spells found in other spellbooks to his own.
Class Mythic> Trickster:
Marchog became Mythic because he out smarted a devil and won a game of chance. Dice in fact, thus gaining his freedom and taking from the Devil his title of Hound of Hell. What he did not also know was this job was a life sentence and one that you could not die of old age to get out of. Your stuck with it, what dose the Hound of hell do? well they hunt down those that would try and get away from justice. Ones that have contracts on. In the Heavens and Hells.
Hard to Kill (Ex)
Mythic Power (Su) (5/day at 1st tier)
Surge (Su) [1d6]
1st-Path ability, trickster attack
Surprise Strike (Ex)
1st-Tier Universal Path Abilities
Starting cash 3,150
Note book and Pencel, 1gp
On Belt Clip
Silver Wayfinder [500gp+500gp] 1lb
Carrying 8lb Light
10 mins backstory:
Five things about The PCs background
Two PC Goals
Two PC Secrets [One known/one unknown]
Three People the PC knows [2 friends 1 enemy]