About Marcus of TormWell met my name is Marcus. Lets travel the realms together with Torm by our side! Description:
At 6' 2" Marcus towers above many in the realms. Typically seen in well maintained armor, with a midnight blue cloak emblazoned with the gauntlet of Torm. Marcus has pale skin, brown eyes and a shock of mousy brown hair which is usually cut short military style. Marcus believing in having the right tool for the job, carries a number of weapons including a huge greatsword and a powerful recurved longbow. He also carries a shield and a flail in his backpack. Character:
For the most part Marcus is easy going and relaxed - he's not the world's policeman, although he takes his oath to Torm very seriously and is quite ready to put his neck on the line to keep the folk of the reams safe. Marcus has an abiding hatred of undead and will stop at nothing to seek them out and destroy them and any who would create them. Early Years:
Marcus grew up in Waterdeep, the adopted son of a minor merchant. No one knows who his real parents were, since he was found abandoned by woodsmen in the Ardeep Forest south east of Waterdeep. Not able to care for a child they took him to the city orphanage where he was adopted by the De Winters who, unable to have children, raised him as their own. For many years Marcus was happy till one fateful summer when the family decided to visit relatives in far off Amn. The caravan made it as far south as the fields of the dead without incident but their luck was about to turn. One evening as they were nearing Baldur's gate the caravan train was ambushed by massed ranks of undead raised by a crazed necromancer. The caravan guards slaughtered the first few waves of undead but were soon overwhelmed. The caravan was decimated and everyone would have died if it hadn't been for a handful of knights of Torm who had been tracking down the necromancer and stumbled upon the battle when they saw smoke from the burning caravans. In a blaze of glory the six of them charged the ranks of the undead smashing them like so much kindling. The knight's charge and the grizzly demise of his foster parents left a major impression on the twelve year old Marcus. He knew what he wanted to do, join the ranks of Torm and rid the realms of undead. Naturally becoming a Paladin is easier said than done but nothing could dissuade him. Marcus was never the strongest, or the fastest or the brightest of the would be knights but he was adamant that with Torm by his side he didn't need to be. Apparently Torm agreed for Marcus passed his trials (including a six month secondment in the waterdeep watch) and was accepted as a Paladin into the Tormatar.
How Marcus came to be in Sundabar and his mission to Briarwood and back:
Torm's calling took Marcus somewhere he never dreamed of going, to the utter north! His odyssey started years ago with a secondment to the temple at Sundabar where he was entrusted with a sad duty. A paladin of Torm called Michael had been killed fighting a deamon and someone had to act as executor of his will. Michael's sister Amy had a checkered past and lived in a remote village called Briarwood up in the Spine of the World. Marcus was sent to deliver the bad news along with Michael's sword. Duty done Marcus found himself stuck in Briarwood for the season when the southern pass was blocked by heavy snow. Marcus was keenly aware that Briarwood is a place people go to be forgotten and that somebody like him was not exactly welcome... For mutual protection he fell in with an unlikely band of fellow travelers and they had many adventures in the frozen tundra, claiming a house, repelling goblin attacks and even killing an ogre. Eventually the seasons turned, and Auril's grip waned enough for the pass melt and Marcus was at last able to return to Sundabar. The (somewhat) warmer climate was most welcome and before long Marcus was a fixture at the temple, ready to lend a hand to all that needed it. The code of Torm:
Be the champion of the weak and the defenseless.
Be stern, unyielding and unswerving in your battles with evil. Obey your masters with alert judgment and anticipation. Serve the common good and the rule law established by honorable rulers. Seek prowess and skill in all endeavors. Stand ever alert against corruption. Every failure of duty diminishes Torm and every success adds to his luster. Be ever mindful of the code, and use them in your actions to swiftly enact justice. http://www.candlekeep.com/library/articles/code_torm.htm
Crunch:
Marcus de Winter
Male human oracle (warsighted) 4/paladin (oath of vengeance) 4/gestalt 4 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Ultimate Magic 60) LG Medium humanoid (human) Init +2; Senses Perception +7 Aura courage (10 ft.) -------------------- Defense -------------------- AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex) hp 44 (4d10+4) Fort +9 (+5 circumstance bonus vs. cold weather), Ref +7, Will +8; +2 vs. death Immune disease, fear -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee +1 greatsword +9 (2d6+7/19-20) Ranged mwk composite longbow +7 (1d8+4/×3) Special Attacks martial flexibility 5/day, smite evil 2/day (+3 attack and AC, +4 damage) Paladin Spell-Like Abilities (CL 4th; concentration +7) . . At will—detect evil Oracle (Warsighted) Spells Known (CL 4th; concentration +7) . . 2nd (4/day)—cure moderate wounds, fog cloud, lesser restoration . . 1st (7/day)—cure light wounds, divine favor, endure elements, enlarge person (DC 14), protection from evil, shield of faith . . 0 (at will)—create water, detect fiendish presence, detect magic, light, read magic, resistance . . Mystery Battle Paladin (Oath of Vengeance) Spells Prepared (CL 1st; concentration +4) . . 1st—hero's defiance[APG] -------------------- Statistics -------------------- Str 18, Dex 15, Con 12, Int 12, Wis 11, Cha 17 Base Atk +4; CMB +8; CMD 20 Feats Fey Foundling[ISWG], Power Attack, Quick Draw Traits militia veteran (any town or village), urban acolyte Skills Acrobatics -2 (-6 to jump), Diplomacy +10 (+13 while talking to an individual one-on-one), Handle Animal +9, Intimidate +3 (+6 while talking to an individual one-on-one), Knowledge (local) +7, Knowledge (nobility) +8, Knowledge (religion) +8, Linguistics +2, Perception +7, Sense Motive +7 (+10 while talking to an individual one-on-one), Spellcraft +8, Survival +8 Languages Common, Dwarven, Elven SQ channel wrath, interaction bonus, lay on hands 5/day (2d6), mercy (fatigued), oracle's curse (legalistic), revelation (war sight), vow to self Combat Gear caltrops, holy water (2); Other Gear breastplate, light steel quickdraw shield[APG], mwk greatsword, arrows (20), blunt arrows[APG] (40), mwk composite longbow (+4 Str), backpack, candle (3), canteen[UE], chalk (2), cold weather outfit, flint and steel, hip flask[UE], torch (5), trail rations (7), winter blanket, wooden holy symbol of Torm, 21 gp, 9 sp, 5 cp -------------------- Special Abilities -------------------- Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear. Channel Wrath (Su) When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day. This ability has no effect for a paladin who does not have the smite evil ability. This ability replaces
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Probable feats for the next few levels:
1. Fey Foundling, Quick Draw 3. Power Attack 5. Deadly Aim 7. Extra Lay on Hands 9. ? |