Alastir Wade

Marchog Linli De Rezuss's page

61 posts. Alias of Johnny_Panic.

Full Name

Marchog Linli De Rezuss




Vigilante (Warlock) [L3] / Mythic (Trickster) R1 | AC 18, T 14, FF 14 | F +3*/R+7/W+7 | HP 28/28 | CMB 0, CMD 16 | Init +4 | Perception +7 | Condition: None







Special Abilities

Mythic age




Common, Infenal [Touch Telepathy]



Strength 9
Dexterity 18
Constitution 14
Intelligence 22
Wisdom 19
Charisma 8

About Marchog Linli De Rezuss

Marchog Linli De Rezuss

The Warlock

Marchog Linli De Rezuss, walks with a walking stick, he looks middle aged, and stands all of 6'0' High, He looks human, His voice is raspy with age. A fine gent, who likes old books, fine eating and the civilized life.

Marchog's old, as such has the mind set of a grumpy old man around what he sees as young pups. He is fixed in he's ways and dose not take to fools gladly. He likes to talk about the good old days, how bad the beer is now days and where he can find a soft clean bed and a nice female with him to keep it worm while she rub his aching feet. How ever The Warlock has more radical ideas, of Justice and law.


Male Marchog Linli De Rezuss (Background Only)
Race: Tiefling / Human
Vigilante - Warlock [L3] / Mythic (Trickster) R1
Neutral / Lawful Neutral, Medium Size,
Deity: None
Initiative: +4
AC 18, touch 14, flat-footed 14
[Mage Armor]
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]
Rolled 17/16/16/14/9/7
Str [09][-1][09]
Dex [18][+3][18][+2Race]
Con [14][+2][14]
Int [22][+6][17][+2Race][+3Age Mythic]
Wis [19][+4][16][+3Age Mythic]
Cha [08][-1][07][-2Race][+3Age Mythic]

Base Atk 2; CMB 1; CMD +15

1:Fiendish Heritage

Weapon and Armor Proficiency
Vigilantes are proficient with all simple and martial weapons, light armor, and shields (except tower shields).
NOTE: A WarLock, Like a magus, she can cast her spells while wearing light armor without incurring the normal arcane spell failure chance.
1:Bruising Intellect [Social]
Your sharp intellect and rapier-like wit bruise egos.
Benefits: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

2:Weapon Finesse

Special Abilities

From Race
Dark Vision 60'

Fiendish Resistance:
cold resistance 5, electricity resistance 5, and fire resistance 5.

Race - Tiefling:

Racial Abilities

Standard Racial Traits
Ability Score Racial Traits: Tieflings are quick in body and mind, but are inherently strange and unnerving. They gain +2 Dexterity, +2 Intelligence, and –2 Charisma.
Type: Humanoid (human) as well as outsider (native)
Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Tieflings have a base speed of 30 feet.

Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.
Defense Racial Traits

Pass for Human:
Discrimination against tieflings with horrifically fiendish features is so intense that even tieflings look up to those precious few of their kind who can pass as human. These tieflings have otherworldly features that are so subtle, they aren’t often noticed unless the tiefling points them out (for example, eyes that flash red in the throes of passion, or fingernails that are naturally hard and pointed). Such a tiefling doesn’t need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits).
This ability alters the tiefling’s type, subtype, and languages.

Fiendish Resistance:
Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Feat and Skill Racial Traits
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.

Magical Racial Traits
Spell-like ability:
You can communicate telepathically with any sentient creature with which you are in contact.

Senses Racial Traits
Tieflings can see perfectly in the dark for up to 60 feet.

Other Racial Traits
Prehensile Tail: [Hidden in human form]
Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.


Skill Points [4+6]x3=[30/25]

+08 Acrobatics(+4dex +1rank +3Class)<
+10 Appraise(+6int, 1rank +3class)<
+07 Bluff (+0Cha +1Rank +3class +2Race)<
+03 Climb(-1str, 1rank +3Class)<
+06 Craft[all](+6int, 0rank +0Class)<
+-- Disable Device (+6int, +0rank +0Class)
+03 Diplomacy (-1Cha +1rank +3Class)<
+06/+26 Disguise(+0cha, +3rank +3Class)[+20 Class]<
+08 Escape Artist(+4dex +1rank +3Class)<
+04 Heal (+4wis +0rank)
+00 Handle Animal (-1Cha +1Rank +0Class)
+10 Intimidate (+6Int +1Rank +3class)<
+04 Perception(+4Wis +0Rank +0class)
+04 Ride (+4Dex 0ranks)
-01 Perform[All] (-1Cha 0Rank +0Class)<
+08 Profession [Law Enforcement] (+4Wis +1Rank +3Class)<
+08 Sense Motive(+4Wis, +1rank +3Class)<
+08 Sleight of Hand(+4Dex, +1rank +3Class)<
+10 Spell craft(+6int, +1rank +3class)<
+10 Stealth(+4dex, +1rank +3class +2Race)<
+05 Survival(+4Wis 1rank)
+00 Swim (-1Str 1rank)
+03 Use MD (-1Cha +1rank+3Class)<

Knowledge Cascade
+10 Knowledge (Dungeoneering) (+6int, +1rank +3class)<
+07 Knowledge (Engineering) (+6int, +1rank +0class)
+07 Knowledge (Geography) (+6int, +1rank +0class)
+07 Knowledge (History) (+6int, +1rank +0class)
+10 Knowledge (Local) (+6int, +1rank +3class)<
+07 Knowledge (Nature) (+6int, +1rank +0class)
+07 Knowledge (Nobility) (+6int, +1rank +0class)
+07 Knowledge (Religion) (+6int, +1rank +0class)
+07 Linguistics (+6int, +1rank +0class)

Concentration [13] [10+3CL]

Class: Vigilante (warlock) L3:

Vigilante - Warlock [L3]

Saves 1/3/3
Hit Die: d8.
Class Skills
Skill Ranks per Level: 4 + Int modifier.
vigilante’s (Warlock) class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (arcana), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), Spellcraft, and Use Magic Device (Cha).

Class Features
The following are the class features of the vigilante (Warlock

Weapon and Armor Proficiency
Vigilantes are proficient with all simple and martial weapons, light armor, and shields (except tower shields).
NOTE: A WarLock, Like a magus, she can cast her spells while wearing light armor without incurring the normal arcane spell failure chance.

Dual Identity (Ex)
A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante’s true identity revealed to the world at large.

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]
Despite being a single person, a vigilante’s dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements. A vigilante’s two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment.

Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.

Seamless Guise (Ex)
A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.

Social Talent
Starting at 1st level, and every 2 levels thereafter, a vigilante gains a social talent. Unless otherwise noted, a talent can be selected only once. Some talents require the vigilante to meet other prerequisites before they can be chosen, such as having another social talent or attaining a minimum vigilante level. Once a talent has been chosen, it cannot be changed.
1:Renown (Ex):
The vigilante becomes known for deeds and abilities regardless of his current identity. This renown grants him favorable treatment in civilized company and lends him an air of menace while facing down his enemies. While he is in his social identity, a vigilante can spend 1 week gaining renown among the locals of any community of no more than about 200 individuals (a village, if using settlement population ranges). This could be the entire community or a smaller neighborhood in a larger settlement. He must spend at least 4 hours each day socializing and making contacts. After spending 1 week doing this, whenever he is in his social identity, all NPCs in the community have a starting attitude toward him that is one category better, as long as each person’s initial attitude would have at least been indifferent (see the Diplomacy skill description). While he gains renown in an area using his social identity, he also spreads rumors and tales about his vigilante identity. Once he has gained renown in a community, he gains a +4 circumstance bonus on Intimidate checks whenever he is in his vigilante identity. This bonus applies only while he is near the community in which he has gained renown; he must be within a number of miles equal to his vigilante level. A vigilante can hold renown in a limited number of communities (normally one, with other social talents allowing two). If he gains renown in a new community, he must decide which one of his previous communities to lose. These effects are subject to GM approval. For example, the GM might rule that an NPC or monster has not heard any tales about the vigilante. Or, a foe may have a starting attitude toward him that’s one category worse, rather than one category better.
2:Gossip Collector (Ex):
The vigilante sits at the center of a web of gossip, granting him access to the latest scuttlebutt with baffling speed. Whenever the vigilante is presented with a topic about which he would normally need to spend 1d4 hours to gather information, he must spend only 1d2 hours instead. If he has the renown social talent and gathers the information in his area of renown, he must instead spend only 1d4 × 10 minutes, and if he beats the DC to gather a piece of information by 20 or more, he knows that piece of information without spending any time at all; he has simply already heard that gossip. This ability doesn’t allow him to gather information that isn’t available in the locale he is canvassing, even if that locale is his area of renown.

Vigilante Talent
Starting at 2nd level and every 2 levels thereafter, a vigilante gains a vigilante talent. Unless otherwise noted, a talent can be selected only once. Some talents require the vigilante to meet prerequisites before they can be chosen, such as possessing another vigilante talent, possessing a particular specialization, or attaining a minimum level. Once a talent has been selected, it can’t be changed. If the vigilante uses any of these talents while in his social identity, he must succeed at a Disguise check against the Perception checks of all onlookers (without the +20 circumstance bonus from seamless guise) or the onlookers will realize that he is more than his social identity appears to be and perhaps discover the social and vigilante identities are one and the same. If a talent calls for a saving throw, the DC for that save is equal to 10 + 1/2 the vigilante’s level + the vigilante’s Charisma modifier, unless stated otherwise.

1:Familiar (Ex): [Vortex Dragon]
The warlock gains a familiar, using her vigilante level as her effective wizard level. The familiar also has a social identity as a seemingly normal animal, though warlocks with outlandish familiars might still need to hide them.

Mystic Bolts (Su) [RTA 1d6+1 30' 20x2 DMG Electrical]
A warlock can sling projectiles of magical energy at will by shooting a bolt or touching her foe. A melee mystic bolt requires the target to be within reach, and a ranged mystic bolt is a ranged attack with a range of 30 feet. A mystic bolt deals 1d6 points of damage plus 1 for every 4 vigilante levels the warlock has.
The warlock must choose one type of damage for her mystic bolt: acid, cold, electricity, or fire. Attacking with a mystic bolt takes the place of one of the warlock’s normal attacks, and she can make a full attack using mystic bolts. The warlock vigilante attacks with mystic bolts as though they were light one-handed weapons, and the bolts can be used for two-weapon fighting (with each hand creating one mystic bolt) and feats and abilities that apply to weapon attacks (unless they’re excluded from that feat, such as with Power Attack). Weapon Focus (ray) doesn’t apply to mystic bolts, but a warlock can take Weapon Focus (mystic bolt) and apply it to both melee and ranged mystic bolts. Creating a mystic bolt requires the hand to be free, but the bolt appears only briefly, so a warlock using mystic bolts has a free hand any time she isn’t attacking with a mystic bolt. The warlock threatens with a mystic bolt, but only if she has a hand free. Because mystic bolts are impermanent, a spell that targets a single weapon (like magic weapon) can’t affect it, nor can a mystic bolt be made with magic weapon special abilities. Abilities that affect all weapon attacks the warlock makes, such as the arcane striker warlock talent, function with mystic bolts.
At 7th level and every 6 vigilante levels thereafter, the warlock chooses another damage type from the list above. Each time she creates a mystic bolt, she can have it use any one of the damage types she has selected.
This ability replaces vigilante specialization.
At 3rd level, the warlock can choose one mystic bolt per round to be a touch attack. This turns a melee mystic bolt into a melee touch attack or a ranged mystic bolt into a ranged touch attack. At 5th level, the warlock can treat all of her mystic bolts as touch attacks.
This ability replaces unshakable.

A warlock has a spellbook that functions in the same way as a magus’s spellbook but uses the 6th-level and lower spells from the sorcerer/wizard spell list

A warlock casts arcane spells and cantrips as a magus. She prepares spells using a spellbook, choosing them from the 6th-level and lower spells from the sorcerer/wizard spell list; higher-level sorcerer/wizard spells are not on the warlock’s spell list.
This replaces the 4th-, 8th-, 10th-, 14th-, and 16th-level vigilante talents.

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.

Level 0 DC16 (at will)
1:Detect Magic
2:Read Magic

Level 1 DC17 (3+2 day)
1:Infernal Healing
2:mage-armor [3 hours]

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)
Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su) (5/day at 1st tier)
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su) [1d6]
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 and adding it 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. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

1st-Path ability, trickster attack
Trickster Features
As you gain tiers, you gain the following abilities.

Trickster Attack:
Select one of the following abilities. Once chosen, it can’t be changed.

Surprise Strike (Ex)
As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.

Path Ability
At 1st tier and every tier thereafter, select one new path ability from the trickster path abilities lists or from the universal path abilities lists. Once you select an ability, it can’t be changed. Unless otherwise noted, each ability can be selected only once. Some abilities have requirements, such as a class ability or minimum mythic tier, that you must meet before you select them.

1st-Tier Universal Path Abilities
Longevity (Su)
Upon taking this ability, you can no longer die from old age. If you have penalties to your physical ability scores due to aging, you no longer take those penalties. You still continue to age, and you gain all the benefits to your mental ability scores.


Starting cash 3,150

Hand Cross bow 50gp
Quiver and 60 Bolts. 16gp
MW Cold Iron Dagger 4gp [Right Boot]


Belt: -
Body: -
Chest: -
Eyes: -
Feet: -
Hands: -
Headband: -
Neck: -
Shoulders: -
Wrists: Sleeves of many garments
Ring L: -
Ring R: -

Bag of holding [miner] 1000gp

Note book and Pencel, 1gp
Grooming set 2gp
Belt pouch 2 5gp
Wand of Infernal Healing 10/50 75gp

Kit, Investigator’s
Price 40 gp; Weight 37 lbs.
This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a formula book because an investigator begins play with a formula book and does not need to purchase one.
Kit, Alchemy Crafting [See Above]
An alchemist with an alchemy crafting kit is assumed to have all the material components needed for his extracts, mutagens, and bombs, except for those components that have a specific cost. An alchemy crafting kit provides no bonuses on Craft (alchemy) checks.

Tools, Thieves
Masterwork 100 gp 2 lbs.
Masterwork Thieves’ Tools: This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks.

On Belt Clip

Silver Wayfinder [500gp+500gp] 1lb
Slotted-(Ioun Stones)
1:Iridescent Spindle Cracked Price: 500 gp
This stone grants a +4 competence bonus on Constitution checks to hold your breath + Endure elements, as the spell, as well as protection against exposure to vacuum and underwater pressure.

Hidden space
Letters of refinance,
Small bag uncut Gems
Wand [QLW] 50/50 750gp

Carrying 8lb Light

10 mins backstory:

Five things about The PCs background
1. Marchog, is over 200 years old, has long ago forgotten his true name, as he was little more then a slave to a Evil Black Dragon. Sold as a child into slavery, he worked and did his masters bidding.
2. Marchog is how ever smart and was born with a gift, one his master new nothing of. He can talk to the minds of others if he can touch them. This he used to learn from the other slaves. Knowledge and craft, Alchemy. When he was ready he planned the death of his master but also the freedom of its slaves such as himself.
3. Marchog won the gift of a mythic life by beating a Devil at a game of Hells chess. Which in itself was a feat, he did not realise however that living a long time can be a curse as well. For all you live dies.
4. Marchog was changed by his Mythic life, he has over the years become more and more Devil like in his looks.
5. He does not put much trust in gods, finding them worrying and tricky. He does like law and order, "A man lives his life by the rules he follows" He will often say.

Two PC Goals
1. Hatch his dragon egg and raise something that can live as long has he.
2. Rid the world of evil Dragons.

Two PC Secrets [One known/one unknown]
1. He has out lived two sons, and a wife, living such a long time, age can hurt, he never wants a family again.
2. The Devil who made him a Mythic was in fact a lawful god, he has plans for Marchog.

Three People the PC knows [2 friends 1 enemy]
1. Lady Niroc Blink, A human noble he likes and has worked for, hunting criminals on her lands.
2. Black Heart Tell, I Drow gang boss, who was once saved his life, Even as a gang boss Tell is not evil, just a businessesDrow.
3. Dirzzon Sling a Red Dragon crime boss/smuggler who Marchog has been hunting. Dirzzon has swarm to kill Marchog on sight.

Three Memories
1. Sitting in a woodland house with his family long ago, before his looks change so much. His wife and kids playing.
2. Sailing on the undersea, on a drow ship cutting the dark waters, the cold and damp on the air and the feeling of speed. He was hunting a black and had a tip.
3. A night out Black Heart Tell, getting drunk, Hiring a bard and singing rude songs and into a an epic bar fight. A joyful night of fun.