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About Marco VailCondition none
Current mission details:
Character Sheet
Marco Vail
Scenarios completed:
01.1 Devil We Know Part 1: Shipyard Rats 01.2 Devil We Know Part 2: Cassomir's Locker 01.3 Devil We Know Part 3: Crypt of Fools 02.1 Devil We Know Part 4: Rules of the Swift 02.2 Frostfur Captives 02.3 Tide of Morning Male Human Arcane Sage Sorcerer[/url]
Potions and Alchemy
Scrolls
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Skills Appraise (Int) +4, Bluff (Cha) +7, Diplomacy (Cha) +9, Fly (Dex), Intimidate (Cha) +6, Knowledge (arcana) (Int) +11, Knowledge (local) (Int) +9, Profession (shop clerk) (Wis) +5, Sense Motive (Wis) +8, Spellcraft (Int) +12, and Use Magic Device (Cha) +8
Verbal components:
From Latin, per Google translate Detect magic "Agnosco magicae!" Prestidigitation "Dolum minor!" Color spray "Imbre colorem!" Grease "Lubrica!" Enlarge person "Hominen maior!" Background:
Marco's father had a pawn shop in Oppara in Taldor. He told his son that it was a front for the Pathfinder Society. He'd give young Marco any Chronicles he'd come across, and he even had a Wayfinder to prove he was a member. When Marco got older and his sorcerous powers emerged, he helped his father identify magic items in the shop. After his father passed during Marco's early 20s, Marco traveled to Absalom to notify them of their agent's death and to follow in his father's footsteps by joining the Pathfinders. That's when he finally found out that his father had lied to him all those years. He was nothing more than a shopkeeper who often fenced stolen goods. With nothing else to do, Marco returned and kept the shop for a few years, but could not keep it running. The Pathfinder he had met with in Absalom sensed that Marco's devotion to the Society was genuine, even if its origin wasn't, and he kept tabs on him over the years. When Marco closed up his father's shop, he was there to offer him a position with the Society. Skill ranks:
appraise 0 bluff 2 craft 0 diplomacy 3 fly 0 intimidate 1 arcana 2 local (arcane class skill) 2 profession (shop clerk) 1 sense mot 3 spellcraft 3 umd 3 Marco Vail build:
S: 8 D: 13 Con: 14 I: 16+2 W: 12 Cha: 12+2 Faction: Grand Lodge HP: 11 (6 +2 con +3 toughness)
Human
Feats:
Traits:
Bloodline Arcana: Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks. Bloodline Powers: Your preferred focus is a bolt of mind-spun magic. Arcane Bolt (Sp): Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as a spell of a level equal to half your sorcerer level, and is a force effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces arcane bond. Spells:
Equipment:
Marco's spell progression:
lvl 1 0-detect magic 0-read magic 0-light 0-resistance 1-grease 1-color spray lvl 2 0-prestidigitation lvl 3 1- bonus-identify lvl 4 0- 2- lvl 5 1- 2- bonus-invisibility lvl 6 0- 3- lvl 7 1- 2- 3- bonus-dispel magic lvl 8 0- 4- lvl 9 2- 3- 4- bonus-dimension door lvl 10 0- 5- lvl 11 2- 3- 4- 5- bonus-overland flight Potential feats:
lvls: 1, 3, 6, 7*, 9, 12, 12*, 15, 18, 19* #* = denotes ranger or sor bonus feat * = denotes definitely take @ = maybe take - = maybe don't take *spell penetration
Available as bonus feats
Metamagic
Finances:
Begin 150+500=650 gp Starting gear light crossbow 35 gp, bolts 2 gp, longspear 5 gp, wayfinder 500 gp, sorcerer's kit 8 gp, silk rope 10 gp Total -560 gp 1.1 Pay +538 gp Purchases potions CLW (2) 100 gp, scroll box 5 gp, acid flask (2) 20 gp, thunderstone (1) 30 gp, antitoxin (2) 100 gp, dagger 2gp, scrolls: message (2) 25 gp, burning hands (2) 50 gp, mage armor (2) 50 gp, comprehend languages (2) 50 gp Total -432 gp Prestige purchase oil of daylight 2 pp 1.2 Pay +505 gp Purchases scroll case 1 gp, potion of hide from undead 50 gp, scrolls: mage armor (1) 25 gp, protection from evil (2) 50 gp, expeditious retreat (1) 25 gp Total -151 gp 1.3 Pay +506 gp Purchases scrolls: mage armor (1) 25 gp, protection from evil (2) 50 gp Total -75 gp 2.1 Pay +878 gp Purchases scrolls: endure elements (6) 150 gp, mage armor (2) 50 gp, protection from evil (2) 50 gp, comprehend languages (2) 50 gp, cold weather outfit 8 gp, hot weather outfit 8 gp, cleats 5 gp, snowshoes 5 gp, bolts (20) 2 gp Total -328 gp Purchases rope 1 gp, rations (10) 5 gp Total 6 gp Purchases scrolls: CLW 25 gp, charm person 25 gp Total 50 gp 2.2 Pay +502 gp Purchases scrolls: charm person (2) 50 gp, enlarge person (2) 50 gp Total 100 gp 2.3 Pay +546 Purchases potions CLW (3) 150 gp Eligible Items:
Potion CMW (300 gp) Devil We Know Part II Scroll of Remove Disease (375 gp) Devil We Know Part II Wand of Detect Secret Doors (5 charges, 75 gp) (Limit 1, Purchased 0) Devil We Know Part III Bracers of Archery (lesser) (5000 gp) Devil We Know Part IV Potion of Inflict Moderate Wounds (300 gp) Devil We Know Part IV Potion of bull's strength (300 gp) Frostfur Captives Average snowbloom (50 gp; When given as a gift to a native of the Lands of the Linnorm Kings with a starting attitude of indifferent or better, this rare flower grants you a +2 circumstance bonus on one Bluff or Diplomacy check against that person. Alternatively, when shown to a native of Irrisen, the flower grants a +2 circumstance bonus on Intimidate checks made against that target.) Frostfur Captives Bag of tricks (gray) (900 gp) Tide of Morning Brooch of shielding (1500 gp) Tide of Morning Cloak of resistance +1 (1000 gp) Tide of Morning Potion of Barkskin +2 (300 gp) Tide of Morning Potion of Bear's Endurance (300 gp) Tide of Morning Scroll of lesser restoration (150 gp) Tide of Morning Wand of cure light wounds (750 gp) Tide of Morning Level up worksheet:
1st level rebuild trade toughness for still spell level to Sor2
level to Sor3
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