Vsevolod

Marcus Firebrand's page

72 posts. Organized Play character for Nightfiend.


Race

Male Human Inquisitor 3 HP 24/24 /AC 19 / T 13 / FF 16 / F+3 / R+4 / W+5 / Init+7 / Perc+8 / CMB+6 / CMD 19

Classes/Levels

Adamantine Greatsword +8 (2d6+6+1/19-20) (MW) Repeating heavy crossbow +6 (1d10+1/19-20)

About Marcus Firebrand

Player: Nightfiend
Character Name: Marcus Firebrand
Chronicles Completed: 8
Fame: 16 / PP: 12
XP: 8
GP: 920
Society ID: 23083-06
Faction: Grand Lodge

Marcus Firebrand
Male Human (Kellid) Inquisitor 3 (Gorum)
N Medium humanoid (human)
Init +7; Senses Perception +8
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Defense
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AC 19, Touch 13, Flat-footed 16 (+6 armor, +3 Dex)
hp 24 (3d8+6)
Fort +3, Ref +4, Will +5
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Offense
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Speed 20 ft.
Melee Adamantine Greatsword +8 (2d6+6/19-20)
Melee Cold Iron Morningstar +6 (1d8+4)
Melee Dagger +6 (1d4+4/19-20)
Ranged (MW) Repeating Heavy Crossbow +6 (1d10/19-20)

Spell-Like Abilities (CL 3rd; concentration +1)
. . At will—Detect Alignment

Inquisitor Spells Known (CL 3rd; concentration +5):
. . 1st (4/day)— Comprehend Languages, Cure Light Wounds, Divine Favor, Shield Of Faith
. . 0 (at will)— Create Water, Detect Magic, Disrupt Undead, light , Sift, Stabilize

Domain Conversion Inquisition
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Statistics
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Str 18, Dex 16, Con 11, Int 13, Wis 14, Cha 7
Base Atk +2; CMB +6; CMD 19

Feats Precise Strike, Toughness, Weapon Focus (Greatsword)
Traits Reactionary, World Traveler

Skills Bluff +7, Climb +6, Diplomacy +7, Intimidate +7, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (local) +6, Knowledge (nature) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +8, Profession (scribe) +6, Sense Motive +8, Swim +6

Languages Common, Hallit, Skald
SQ cunning initiative, judgement 1/day, monster lore +2, solo tactics, stern gaze, track +1, versatile human

Gear and Encumbrance:

Combat Gear cold iron repeating crossbow bolts (45), potion of cure light wounds (2), potion of neutralize poison (1), wand of cure light wounds (40), alchemist's fire (5), oil (3)

Other Gear adamantine greatsword, cold iron morningstar, (MW) breastplate, (MW) repeating heavy crossbow, (MW) backpack, bedroll, belt pouch, blanket-winter, chalk, charcoal, dagger, stick, flint and steel, grappling hook,Hot weather outfit, iron holy symbol (Gorum), ink-black, inkpen, powder (2), hemp rope (50 ft.), sack (2), spell component pouch, stationery (2), trail rations (5), waterskin (2), 920 gp

Light Load Up to 116 Lbs. Medium load Up to 233 Lbs. Heavy Load Up to 350 Lbs.
Current Encumbrance 124 Lbs.

Tracked Resources:

Spells and Abilities
1st Level Spells (4/day) -0/4
Judgement (1/day) -0/1
Teamwork feat (change 2/day) -0/2

Equipment
Alchemist's fire -0/5
Cold iron repeating crossbow bolts -0/45
Oil -0/3
Potion of cure light wounds -0/2
Potion of neutralize poison -0/1
Trail rations 18/days -0/5
Wand of cure light wounds -0/40
Water skin -0/2


Special Abilities:

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Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Inquisitor Domain (Conversion Inquisition) Deities: Any deity.
Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknesses of creatures.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Track +1 Add the listed bonus to survival checks made to track.
Versatile Human While they lack some of the training of other humans, the natural talents of versatile humans more than make up for this lack. Replace the +2 bonus to any ability score, the skilled racial trait, and the bonus feat racial trait with dual talent.

Background:

Originally born just northwest of the Tusk Mountains, Marcus learned quickly how unforgiving the harsh winters of the Mammoth Lords could be. The cold and icy environment of the region, was only tempered by the daily struggle of the warring tribes. Through most of Marcus’s youth, his tribe had been successful fending off the assaults that happened frequently. It wasn't till his tenth year that his tribe fell to a warring neighbor of the Ice spire called the Moon Elk clan.

Luckily the Moon Elk tribe considered it an act of honor to adopt the children of their fallen rivals. Marcus spent more then a few years learning about war from the Moon Elk's and eventually adopted their beliefs. Marcus's body grew strong, with the vigorous combat training that had become a daily routine, and his mind grew keen in the ways of war. Among the many customs the Moon Elk tribe covenanted, their occult like following of Gorum was one of their most prized. Marcus seemed to fit in easier than most, when it came to the god of battle's fundamental teachings. On his nineteenth year, the Moon Elk elders decided to recruit Marcus into secret society called the Shadow of the Forge.

Generally the followers of Gorum tend to meet most problems head on. The wisest of the Moon Elk elders recognize, in some circumstances, subtly and espionage would be more effective than brute force. Having limited knowledge about the surrounding area. The tribe's leaders created a secret society to function as their eyes and ears abroad. They intended to extend their influence into some of the neighboring cities, in hope of finding easy prey.

By the age of twenty-three, Marcus became a scribe within the church of Gorum. The grand church was located in the city of Trollheim. Working as a scribe, Marcus was able to look through sensitive information that he otherwise wouldn't have had access to. After securing his position with the church, Marcus was expected to present himself to the castellan as an ambassador of the Moon Elk tribe. The tribe’s elders had hoped to gain influence with Freyr Darkwin, and eventually introduce Marcus into the castellan's ranks as a spy.

This endeavor failed, and the Moon Elk tribe paid the price for their treachery. The wise castellan seen through the elder's feeble attempt at espionage, and ordered the small tribe to be eradicated. None of the Moon Elk tribe survived the assault, except for Marcus, who rallied for amnesty within the church of Gorum. Because of his role in the Moon Elk conspiracy, the castellan had a standing order for Marcus's head. With death waiting for him at the hands of Freyr Darkwin, Marcus desperately turned to the church for guidance.

Father Timberly, the church's head priest, viewed Marcus's predicament as an opportunity. After convincing the Castellan that Marcus had died in the Moon Elk battle. Father Timberly intended to reassign Marcus to a remote location where he could capitalize on the young mans talents.

After some consideration, father Timberly pointed out an organization called the Pathfinders, and suggested they would provide a chance for Marcus to reinvent himself. Father Timberly ultimately desired a representative within the Pathfinder society, fluent in the ways of the shadow, to keep an eye open for easy conquest.

Marcus agreed with the churches recommendations and signed on with a well known venture-captain named Ambrus Valsin. He now represents the Pathfinders as an adventurer, while serving the church of Gorum as an informant.


Scenarios Completed:

(1) Rise Of The Goblin Guild #4-01 Date 08/03/2013 Code: 30574

(2) To Delve The Dungeon Deep (First Steps, Part 2) Date 08/09/2013 Code: 12523

(3) Avision Of Betrayal (First Steps, Part 3) Date 08/09/2013 Code: 14303

(4) The Glass River Rescue #5-01 Date 08/30/2013 Code: 31634

(5) Voice In The Void #35 Date 09/05/2013 Code: 31963 (GM Credit)

(6)The Infernal Vault #55 Date 09/13/2013 Code: 38856

(7) The Night March Of Kalkamedes #4-19 Date 09/19/2013 Code: 32772 (GM Credit)

(8) Risen From The Sands Module Date 10/30/2014 Code: Module

Boon from (7) The Night March of Kalkamedes #4-19
Gift of the Ghaele: Sulianna the Luminescent, an azata whom you rescued, owes you a debt and has granted you a fraction of her power. You may use one of the following as a spell-like ability once, using your character level as your caster level. After using this boon, cross it off your Chronicle sheet. Subtier 1–2: You may cast aid, detect thoughts, lesser restoration, or see invisibility.

Boon from (8) Risen from the Sands Module
History of the Sands: Thanks to your discovery of the tomb of Pharaoh Sekh-pa-Mefer III, scholars and researchers can begin cataloging all of the history, art, and grave goods to better understand the life and achievements of this once-forgotten Pharaoh. As recompense for your contributions, you are invited to review and copy these academics’ research. You can use this boon before attempting a Knowledge (history or religion) check to take 20 as a standard action, as if you had lore master ability of a 5th-level bard. If the check pertains to Osirian history or religion, you also gain a +5 competence bonus on the check. When you use this boon, cross it off your Chronicle sheet.

Items Bought and Sold:

Bought
Sold