Rogue

Marcus Nocturnus's page

228 posts. Alias of Ironperenti.


Full Name

Marcus Nocturnus

Race

Fetchling Bard 10 / Paladin 2 | HP 87/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins

Classes/Levels

Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

Gender

Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20

Strength 11
Dexterity 20
Constitution 12
Intelligence 14
Wisdom 8
Charisma 19

About Marcus Nocturnus

Marcus Nocturnus Fetchling Male
LG Bard 10 / Paladin 2

Background:

Marcus is a rather accomplished bard combining song, high chant (oratory), and dance to bring stories alive. It was one of the riveting concerts for which he was hired and invited by Pahdishah Oryet of Katapesh. The Padisha had very exotic tastes and actually had an ifrit emissary there to talk trade. After seeing Marcus' performance the ifrit emissary decided the bard would make an excellent presentation to his master and would easily seal the trade deal for the padisha. Together they plotted against Marcus, poisoned his food with a powerful sleeping drought and when he was unconscious the emissary took the bard and all of his belongings back to the City of Brass. He was correct, the ifrit did enjoy Marcus' performances. Up until the others from the prime plane showed up Marcus had no means to even assume he could get back to the prime material plane so he was making the best of it. Rather like a good song bird, you can't beat the thing and expect it to sing well, just so, the ifrit were treating Marcus rather well but would not let him leave.

Defense:

Initiative +7 (Dex +5, 2 reactionary trait)

AC 29, touch 17, Flat Footed 22 (+5 Dex, +10 BreastplateArmor, +2 AmuletNaturalAmor, +2 ringProtection)
HP 96 (10d8 (8+5+6+6+7+5+5, 5, 5, 5) + 2d10 (8, 9)=74 class + 12 con + 10 fcb)
Fort +14 (3brd + 3pal + 1con + 4cha + 3Cloakresist)
Ref +19 (7brd + 0pal + 5dex + 4cha + 3Cloakresist)
Will +18 (7brd + 3pal + 0wis + 4cha +1tr + 3Cloakresist)
Heroism +2 morale bonus to all saves

Offense:

Speed 40ft* (40ft in armor) (30’ base move + 10’ from boots of striding)

Melee
+1 Mithral Rapier +10/+5 (1d6+1/18 x2) (+9BAB + 1magicwpn)
Arcane Strike +3 dmg
Smite: +4 to hit, +2 dmg
Heroism +2 morale to hit

Ranged
+3 CLB +17/+12 (1d8/20 x3, 110’ range) (+9BAB+5dex+3magicbow)
Dagger +14/+9 (1d4/17 x2, 10' range) (+9BAB+5dex)
Smite: +4 to hit, +2 dmg
Arcane strike +3 dmg
Heroism +2 morale to hit
Point blank shot +1 to hit/dmg within 30’
Deadly aim: -3 to hit, +6 dmg

Statistics:

Str 11 Dex 20 Con 12 Int 14 Wis 10 Cha 19* (15+4 belt of dexterity)
BAB +9, CMB +9, CMD 24
*Modified by magic

Stat Building
Init Str 11 Dex 15 Con 12 Int 14 Wis 12 Cha 13
Cost 1 7 2 5 2 3
Race Dex +2 Wis -2 Cha +2
Level Dex +3
Total Str 11 Dex 20 Con 12 Int 14 Wis 10 Cha 16

Feats:

1. Point Blank Shot
3. Precise Shot
5. Deadly aim
7. Lingering performance: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing.
9. 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.
11. Discordant voice: Whenever you are using bardic performance to create a spell-like or supernatural effect, allies within 30 feet of you deal an extra 1d6 points of sonic damage with successful weapon attacks. This damage stacks with other energy damage a weapon might deal. Projectile weapons bestow this extra damage on their ammunition, but the extra damage is dealt only if the projectile hits a target within 30 feet of you.


Skills:

Skill Points = 88 (64 class + 24 Int)
-1ACP climb and jump penalty is 0 due to Agile trait

Acrobatics* 10 (2 rank, 3 class, 5 Dex) use dance, +5 jumping from Boots
Appraise* 6 (1 rank, 3 class, 2 Int)
Bluff* use sing
Climb* 4 (1 rank, 3 class, 0 Str)
Diplomacy* 11 (2 rank, 3 class, 5 cha) use Oratory
Disguise*
Escape Artist* 20 (12 rank, 3 class, 5 Dex)
Heal* (0 rank, 3 class, -1 wis)
Intimidate* 11 (3 rank, 3 class, 5 Cha)
Know (Arcana)* 18 (8 rank, 3 class, 2 Int, 5 class)
Know (Dungeoneering)* 12 (2 rank, 3 class, 2 Int, 5 class)
Know (Local)* 12 (2 rank, 3 class, 2 Int, 5 class)
Know (nature)* 12 (2 rank, 3 class, 2 Int, 5 class)
Know (planes)* 16 (4 rank, 3 class, 2 Int, 5 class, 2 race)
Know (religion)* 12 (2 rank, 3 class, 2 Int, 5 class)
Linguistics* 7 (2 ranks, 3 class, 2 Int)
Perception* 10 (8 rank, 3 class, -1 Wis)
Ride* 9 (1 rank, 3 class, 5 Dex)
Sense Motive* -1 (0 rank, 3 class, -1 Wis) use Oratory
Spellcraft* 17 (12 rank, 3 class, 2 int)
Stealth* 22 (12 rank, 3 class, 5 Dex, 2 race)

Background (special)
Craft* Bowyer/Fletcher 15 (1 rank, 3 class, 0 Int, 11 level bonus)
Handle animal* 18 (1 rank, 3 class, 3 Cha, 11 level bonus)
Know (Engineering)* 22 (1 rank, 3 class, 2 Int, 11 level bonus, 5 class)
Know (Geography)* 22 (1 rank, 3 class, 2 Int, 11 level bonus, 5 class)
Know (History)* 22 (1 rank, 3 class, 2 Int, 11 level bonus, 5 class)
Know (Nobility)* 22 (1 rank, 3 class, 2 Int, 11 level bonus, 5 class)
Perform (Sing)* 20 (1 rank, 3 class, 5 Cha, 11 level bonus)
Perform (Oratory)* 20 (1 rank, 3 class, 5 Cha, 11 level bonus)
Perform (Dance)* 20 (1 rank, 3 class, 5 Cha, 11 level bonus)
Profession* (cook) 14 (1 rank, 3 class, -1 Wis, 11 level bonus)
Sleight of Hand* 20 (1 rank, 3 class, 5 Dex, 11 level bonus)

Languages:

Common, Int related (Aklo, Dragon), Linguistics (Auran, Ignan)

Class Abilities:

Bard
>Bardic Knowledge: A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
>Bardic Performance: 4rds+Cha mod+2rds/level after 1st = 27rds; at 7th level may start as a move action
> Countersong: may use the countersong perform check in place of save vs language or sound dependent magical effect.
> Distraction: Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw
> Fascinate: a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect.
> Inspire courage: +2 to hit/dmg competence bonus, allies must be able to hear or see the bard to gain the benefits.
> Inspire competence: The ally must be within 30 feet and able to see and hear the bard. The ally gets a +3 competence bonus on skill checks with a particular skill. The bard cannot affect himself.
>Suggestion: A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance. A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect.
> Dirge of Doom: A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard’s performance.
> Inspire Greatness: A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves.
> Versatile Performance (Ex) Dance (Acrobatics, Fly), Oratory (Diplomacy, Sense Motive), Sing (Bluff, Sense Motive)
>Well versed: The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
>Lore master: the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in.
>Jack of all trades: At 10th level, the bard can use any skill, even if the skill normally requires him to be trained.

Paladin
>Aura of good
>Detect Evil: at will, standard action, 60’ range
>Smite Evil: 1/day, +2 dmg to most targets; +4 dmg to evil outsider, evil dragon, or undead on first hit; +Cha bonus to hit, +Cha bonus to AC vs target of smite
>Lay on Hands: Cha+½ level per day, 1d6, currently 6/day
>Divine Grace: Cha to saves

Fetchling Racial Traits:

Ability Score Bonus: +2 Dex -2 Wis +2 Cha
Shadow blending attacks in dim light have a 50% miss chance instead of 20%
Shadowy resistance: cold resist 5, electricity resist 5
Darkvision: see in the dark up to 60’
Skilled: +2 race bonus on K: Planes and Stealth checks

Traits:

> Trap finder: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

> Reactionary +2 Init

Gear:

Pathfinder kit* 12gp

Belt Pouch* (whetstone, chalk x5, flint and steel, earplugs, ) .5#
Handy Haversack 2000gp (silk rope 200' (40gp, 20#), flint and steel, candles x5, rations x7, pitons x3, fish hooks x2, string 50', sewing kit (thread and needle), water skin x3, candle x5, bedroll, clay mug, chalk x5, daggers x4(8gp)) 5#

+3 Composite Long Bow 3# 18.4Kgp
+1 Mithral Rapier 3# 3500
Dagger x1 1# 2gp
+4 Mithral Agile Breast Plate 12.5# 20.4Kgp
Heavy Load belt 2000gp (raises carry capacity to 114/228/345)
Cloak of resistance +3 9000gp
Ring of protection +2 8000gp
Boots of springing and striding 5500gp (+10’ move, +5 jump)
Headband of Alluring Charisma +4 16000gp
Amulet of natural armor +2 8000gp
Darkwood buckler +1 1203gp 2.5#

Bag of Holding Type II (500#s, 70cubic feet) 5000gp [Shovel (8# 2gp), sledge (10# 1gp), hammer (2#, 5sp), pitons x10 (5# 1gp), folding pole (10#, 2sp), grappling hook (4#, 1gp), ] 25#

Scroll of raise dead 1125
Scroll of restoration x2 1400
Potion Cure Light wounds x50 2500
Potion Lesser Restoration x3 900
Wand of cure light wounds 750
Acid flasks x20 200gp
Alchemist fire x20 400gp
Holy water x20 500gp
Pellet Grenade x10 500gp
Quiver of arrows x20 arrows 1gp 3#

Light Load 114, Medium Load 228, Heavy Load 345
Total Gear Weight: 52.5 pounds, Light Load
Weight (.5+5+3+1+12.5+25+2.5=49.5)

Gear cost: 106781gp
PP 120 GP 19 SP 0 CP 0

Spells:

0 Level
1. Detect magic
2. Ghost sound
3. Prestidigitation
4. Read magic
5. Mending
6. Dancing Lights

1st Level (5+2)
1. Expeditious retreat
2. Heightened awareness (10min per level)
3. Grease
4. Vanish (1rd per level)
5. cure light wounds
Scroll/Later: silent image, unseen servant

2nd Level (4+1)
1. Glitterdust
2. Cacophonous call
3. Blindness/Deafness (instant, med range)
4. Heroism
5. invisibility
Scroll/Later: versatile weapon, Acute senses (1min per level), Blur,, Dust of twilight, mirror image, summon swarm, Allegro (1rd per level)

3rd Level (3+1)
1. Dispel magic
2. Charm monster
3. Haste
4. Phantom steed
Scroll/Later: Confusion, displacement

4th Level (1+1)
1. Dimension door
2. Greater invisibility,
Scroll/later: phantom steed communal, freedom of movement

Attack rolls:

[dice=CLB, inspire, DA, heroism, haste, invisible]1d20 + 17 + 2 + 2 - 3 + 1 + 2 [/dice] targets do not get dex bonus against invisible attackers
[dice=CLB dmg, inspire, DA, arcane strike, discordant voice]1d8 + 3 + 2 + 6 + 3 + 1d6[/dice] the 1d6 from discordant voice is sonic dmg

[dice=CLB, inspire, DA, heroism, haste, invisible]1d20 + 17 + 2 + 2 - 3 + 1 + 2 [/dice] targets do not get dex bonus against invisible attackers
[dice=CLB dmg, inspire, DA, arcane strike, discordant voice]1d8 + 3 + 2 + 6 + 3 + 1d6[/dice] the 1d6 from discordant voice is sonic dmg

[dice=CLB, inspire, DA, heroism, haste, invisible, 2nd atk]1d20 + 17 + 2 + 2 - 3 + 1 + 2 - 5 [/dice] targets do not get dex bonus against invisible attackers
[dice=CLB dmg, inspire, DA, arcane strike, discordant voice]1d8 + 3 + 2 + 6 + 3 + 1d6[/dice] the 1d6 from discordant voice is sonic dmg