Rogue

Marcus Nocturnus's page

162 posts. Alias of Ironperenti.


Full Name

Marcus Nocturnus

Race

Half-elf Ranger 1 | HP 13/13 | AC 17 T 11 FF 15 | F+4 R+4 W+2 | CMD17 | Init+10 Percep+0, darkvision 60', lowlight vision | Current effects:

Classes/Levels

Skills:
Climb 8 Craft Alchemy 5 Heal 5 K: Dungeoneering 5 K: Geography 5 K: Nature 5 Perception 10 Ride 1 Survival 5 Swim 8

Strength 18
Dexterity 13
Constitution 14
Intelligence 12
Wisdom 12
Charisma 8

About Marcus Nocturnus

Marcus Nocturnus - Half-elf - Male
Neutral Good Ranger 1

Background:

Marcus was born and raised in the wilds west of Trunau. His father was an elven ranger (half-drow due to an attack on the surface) who patrolled the areas outside of Trunau helping the hardy farmers and ranchers who were trying to tame the land. Periodically, he would go into town for supplies, to bring in an injured settler, or to escort a traveler. Over time he fell in love with one of the women there. Eventually, she reciprocated his affection and she moved out to his cabin. Marcus was born the next year.

Marcus’ father, Cuthalian, believed in training with different teachers to learn techniques. In addition to teaching Marcus the ways of a ranger he also had Marcus train with some of the local dwarves. He grew into a strong and powerful young man obviously taking his size and build from his mother’s family. He was a throwback to his grandfather, Harrison, who was a big powerful man in his youth. This did not stop Cuthalian from teaching his son the use of fighting with two weapons. The shield he would explain is not only for defense but offense and you must master it. So he pushed his relatively clumsy son to practice hard and often to develop the necessary skill to use both weapons effectively.

Meanwhile, Marcus’ mother, Rita, who was trained as a healer also shared her skills with him. He learned to make poultices, how to find herbs and alchemical components in the wild, how to combine them into useful substances, and most importantly, how to apply all of this to the healing of others.

It was time for the Hopeknife festival but Cuthalian did not feel he could go to Trunau this year. The lands were even more savage recently and he needed to continue to patrol the area and check up on the various settlers. Still, he knew Marcus and Rita often had fun at the festival so he sent them on alone trusting Marcus to be protection enough for his own mother.

Defense:

Initiative +13 (Dex 3)
AC 17, touch 11, Flat Footed 15 (1 Dex, 5 Armor, 1 shield)
+2 vs giants
HP 13 (10 class, 2 Con, 1 FCB)
Fort +4 (2 class + 2 Con)
Ref +4 (2 class + 1 Dex + 1 trait)
Will +2 (0 class + 1 Wis + 1 trait)
Immune to magic sleep, +2 save vs enchantment spells/effects

Offense:

Speed 30ft (30ft in armor)
Melee
Falcata +5 to hit (1d8+4/19 x3)
Dagger +5 to hit (1d4+4/19 x2)

Ranged
Dagger +2 to hit (1d4+4/19 x2, 10’ range)
Sling +2 to hit (1d4+4/20 x2, 50’ range)

Statistics:

Str 18 Dex 13 Con 14 Int 12 Wis 12 Cha 8
BAB +1, CMB +5, CMD 17

Stat Building
Rolled Str 16 Dex 13 Con 14 Int 12 Wis 12 Cha 8
Cost 10 3 5 2 -2
Race Str +2
Level
Total Str 18 Dex 13 Con 14 Int 12 Wis 12 Cha 8

Feats:

Race. Skill Focus Perception
1. EWP Falcata

Future
2R. Two Weapon Fighting
3. Improved Shield Bash
5. WF: Falcata
6R. Improved Two Weapon Fighting

Skills:

Skill points: 7 (6 class + 1 Int)

Climb* 8 (1 rank, 3 class, 4 Str)
Heal* 5 (1 rank, 3 class, 1 Wis)
Intimidate* 0 (0 rank, 0 class, 0 Cha)
Know (Dungeoneering)* 5 (1 rank, 3 class, 1 Int)
Know (Nature)* 5 (1 rank, 3 class, 1 Int)
Perception* 10 (1 rank, 3 class, 1 Wis, 3 feat, 2 race)
Ride* 1 (0 rank, 0 class, 1 Dex)
Spellcraft*
Stealth* 1 (0 rank, 3 class, 1 Dex)
Survival* 5 (1 rank, 3 class, 1 Wis)
Swim* 8 (1 rank, 3 class, 4 Str)

Background 2
Craft* Alchemy 5 (1 rank, 3 class, 1 Int)
Handle Animal* (0 rank, 3 class, -1 Cha)
Know (Geography)* 5 (1 rank, 3 class, 1 Int)
Prof*

Languages:

Common

Class Abilities:

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

1st favored enemy: Orcs +2 to hit, damage, Bluff, Knowledge, Perception, Sense Motive, and Survival checks

Wild Empathy: level+Cha to influence animals like diplomacy

Half-elf Racial Traits:

>Attributes: +2 any one stat
>Size: Medium
>Speed: 30 ft
>Blended vision: Darkvision 60’ and lowlight vision, lose multi-talented
>Skill focus: perception
>Elven immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
>Keen senses: Half-elves receive a +2 racial bonus on Perception checks.
>Elf blooded: Half-elves count as both elves and humans for any effect related to race.

Traits:

Dwarf Trained: You gain a +2 dodge bonus to AC against creatures with the giant subtype (this does not stack with the bonus granted by the defensive training racial trait of dwarves and gnomes) and a +1 trait bonus on attack rolls against creatures with the orc subtype (this does not stack with the bonus granted by the dwarf hatred racial trait). Dwarves and gnomes can’t choose this trait

Indomitable Faith: +1 Will save

Deft Dodger: +1 Ref save

Gear:

Pathfinder Kit*

Belt Pouch* (whetstone, flint and steel, chalk x5, signal whistle, candle, loose change: gold and silver) 2.2#

Backpack* (chalk x5, candles x9, pitons x3, 2 fish hooks, string 50', sewing needle, thread 50’, water skin, clay mug, thread 50’, soap, bedroll, rations x7, 50’ silk rope) 21#

Healer’s kit

Falcata 4# 18gp
Dagger 1# 2gp
Scale mail 30# 50gp
Light Steel shield 6# 9gp
Sling
Sling bullets x10 5# .1gp

Light Load 100, Medium Load 200, Heavy Load 300
Total Gear Weight: 68 pounds, Light Load

PP 0 GP 48 SP 9 CP 0