About Marcus NocturnusMarcus Nocturnus - Half-Elf - Male
Background:
Marcus has traveled all over, leading teams into some of the most dangerous yet most rewarding situations. The cleanout: hired by a rich merchant to clear out a newly purchased castle that had been occupied by a small tribe of goblins. The cleric of Hom: Cleric of Ba’al raised an army of humanoids with the intent of taking over a local barony. We infiltrated his training facility, burned the supplies, and killed the cleric before escaping with three hostages. One of the hostages was the daughter of the Baron. Joined his bodyguard and worked for him for a year. Assault of the humanoids: a large band of humanoids raided the barony. Marcus and his companions were forced to defend the castle and eventually snuck out to assassinate the chief holding the group together. Marcus and team were awarded with knighthood by the baron. Uncharted island: Leaving the service of the baron Marcus and companions set out to explore an uncharted island in the southern sea. They encountered a tribe of catfolk. One of the catfolk was able to speak common and the team was welcomed as guests. While there, one of the higher ranking warriors attempted a coup. Marcus and friends supported the chief and protected his children during the battle. Off world: The catfolk had a legend about an entrance into the land of the gods at the top of the central mountain. Marcus and team headed to the top to check it out. They found an old temple. After searching it out they triggered a magic circle that took them to another world where they encountered numerous planar creatures. Wormhole travel: found a way off the plane via a “wormhole”. This wormhole was a magic tunnel moving through the ethereal plane to other planes. We encountered numerous worlds and beings on our way back to the prime material plane. Evil Count: an evil count was raising an army of humanoids to make a coup attempt against the grand duke. Marcus and team initially began killing the members of the army eventually sneaking into the castle to face off with the Count and his bodyguard. After defeating him the team discovered the count had a powerful wizard backing him who was conspicuously absent from the battle and was hold up in his tower. The Wizard’s tower: Entering the tower was entering another world. Travel to the location of the wizard was dangerous and difficult. Finally, the team tracked down the wizard and managed to destroy him after an extreme battle in which one of their members was disintegrated. Hgt: 6’6” Wgt 180# Hair White, Eyes Green
Defense:
Initiative +7 (Dex 3, Feat 4) AC 34, touch 18, Flat Footed 31 (11 armor, 3 Dex, 5 deflect, 5 nat armor) HP 189 (17d10 (106) + 68 con* + 15 FCB) Fort +19* Ref +18* Will +14* +1 bonus on Will saves against compulsion spells and effects +2 to saving throws vs divination effects Offense:
Speed 40ft* Melee Holy Adamantine Falchion +28/23/18/13 (2d4+13+2d6/15 x2) w/ power attack +28/18/13/8 (2d4+28+2d6/15 x2) Unarmed strike +24/+19/+14/+9 (1d6+7/20 x2) w/ power attack +24/+14/+9/+4 (1d6+17/20 x2) w/ flurry +22/+22/+17/+12/+7 w/ PA & flurry +22/+17/+12/+7/+2 Ranged
Statistics:
Str 24* Dex 17* Con 18* Int 12 Wis 14 Cha 10 BAB +17, CMB +24, CMD 37 Stat Building
Feats:
1. Power attack 1HE. Skill focus perception 2R. Point blank shot 1B. Improved unarmed strike 3. Furious Focus 2B. WF: Falchion 3R. Endurance 5. Cleave 6R. Precise Shot 7. Improved Initiative 9. Iron Will 10R. Rapid Shot 11. Improved Critical falchion 13. Great cleave 14R. Point Blank Master 15. Deadly aim 17. Improved grapple Skills:
Skill Points = 115 (90 ranger + 8 brawler + 17 Int) *means class skill Acrobatics* 5 (1 rank, 3 class, 1 dex) +5 to jump
Languages:
Common, Elven Class Abilities:
Armor proficiency: medium armor, shields Weapon proficiency: Martial weapons and close weapon fighter group Brawler’s cunning: Intelligence counts as 13 for feats Martial flexibility: can take a move action to gain the benefit of a combat feat he does not know. The effect lasts for 1 minute. He must meet prereqs. May use this ability 3+½ brawler level per day (4). Martial training: Brawler levels count as fighter and monk levels. Unarmed strike: 1d6 dmg Brawler’s Flurry: counts as two weapon fighting for unarmed strikes and using brawler weapons. Favored Weapon: At 1st level, a divine tracker becomes proficient with the favored weapon of his deity. If his deity’s favored weapon is unarmed strike, he instead gains Improved Unarmed Strike as a bonus feat. This ability replaces wild empathy. Blessings: Good and Healing Good
Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Combat Style: Archery Favored terrain: At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Woodland stride: a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Swift tracker: a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. Evasion: When he reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion. Quarry: At 11th level, a ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature’s type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour. Camouflage: A ranger of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn’t grant cover or concealment. Half-Elf Racial Traits:
Attributes: +2 to one score of choice
Traits:
Carefully Hidden +1 to Will saves and +2 to saving throws vs divination effects. Scholar of the great beyond: +1 to Know (history) and Know (planes) one is a class skill (planes) Gear:
Belt Pouch (whetstone, flint and steel, chalk x5, signal whistle, small steel mirror, campfire bead) 2.5# Handy Haversack (Caltrops, chalk x5, candles x10, pitons x3, fish hooks x5, string 50', sewing kit, water skin, thread 50’, soap, rations x2, loose change, hooded lantern, 2 flasks of oil, bedroll, clay mug, cooking set, healer’s kit x6, signal horn, everburning torch, alchemist’s fire x10, rope of climbing, iron spike of safe passage, bottle of air, decanter of endless water, wand of cure light wounds 50chgs x2, sustaining spoon, potion of cure serious wounds x3, potion of cure moderate wounds x4) 5# Adamantine Holy Falchion +3 8#
Exotic Riding Saddle, bit and bridle
Light Load 233, Medium Load 466, Heavy Load 700
PP 900 GP 200 SP 0 CP 0
Spells Known:
1st Level (4) 1. Lead blades 2. Endure elements 3. Abundant ammunition 4. Air bubble 2nd Level (4)
3rd Level (2)
4th Level (1)
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