Lord Glorio Arkona

Marcus Tamarin's page

434 posts. Alias of Lord Foul II.


Race

Kitsune

Classes/Levels

Bard (thunderstriker) 1

Gender

Male

Size

Medium

Age

28

Special Abilities

Jack of all trades

Alignment

CG

Languages

Common, sylvan, elven, undercommon

Occupation

Map maker, diplomat

Strength 10
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 11
Charisma 17

About Marcus Tamarin

Core stats:
Base Speed [ 30 (6 sq.) ]

AC [17] = 10 +3 [Dex]+4[Armor]
Touch AC [13]    Flat-Footed [14]

BASE ATTACK BONUS
+0
Basic Melee Attack +3 (if a light and/or one handed weapon) +0 otherwise
Basic Ranged Attack +3
Primary weapon +6 damage 1d8+0 cold iron 18-20 x2 crit
FORTITUDE SAVE +0 = 0 [base] +0[Con]
REFLEX SAVE +5 = 2 [base] +3 [Dex]
WILL SAVE +2= 2 [base] +0 [Wis]

CMB+3= 0 [BAB] +3 [dex] +0 [size]
CMD +13= 10 +0 [BAB] +0 [Str] +3 [Dex] +0 [size]

CARRYING CAPACITY
Light Load: 43lbs.
Medium Load: 86lbs.
Heavy Load: 130lbs.
Lift Over Head: 130lbs.
Lift Off Ground: 260lbs.
Push or Drag: 650lbs.
LANGUAGES
Common Sylvan, undercommon, aklo

Racial Abilities:
Kitsune Racial Abilities:
Feat and Skill Racial Traits
• Skilled Some kitsune focus on diversifying their skill set in order to better blend in with their human peers. They gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level. This racial trait replaces agile
Gregarious (Ex) Even among your own kind, your gift for making friends stands out. Whenever you successfully use Diplomacy to win over an individual, that creature takes a –2 penalty to resist any of your Charisma-based skill checks for the next 24 hours.
Natural Finesse: Sophisticated kitsune hone graceful and precise movements at the expense of their skill with their natural attacks. The kitsune gains Weapon Finesse as a bonus feat at 1st level. This racial trait replaces proficiency with natural weapons.
Magical Racial Traits
• Change Shape (Su) A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.
• Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights.
Offense Racial Traits
• Natural Weapons (Ex) In her natural form, a kitsune has a bite attack that deals 1d4 points of damage. (Marcus is not proficient in this weapon and takes a -4 to hit with it)
Senses Racial Traits
• Low-Light Vision: Kitsune can see twice as far as humans in conditions of dim light.

spells:

Spell like ability 3/day dancing lights

Bard Spells Per Day
Level 1   1 + 2 [Cha]
Bard Spells Known
Level 0   Summon instrument, guidance, Resistance, stabolize
Level 1   Cure light, silent image


Bard class abilities:

SKILLS:

SKILL   Total + Ability Mod. + Ranks + Misc.

Acrobatics* +5 = DEX 3+0+0+2
Appraise +1 = INT 1+0+0
Bluff +3= CHA 3+0+0
Climb* +1 = STR 1+0+0
Craft (alchemy)+6= INT 2+1+3
Craft +1 = INT 1+0+0
Craft +1 = INT 1+0+0
Diplomacy +7 = CHA 3+1+3
Disable Device*† +7= DEX 3+1+3
Disguise +7= CHA 3+1+3 (+10 on checks to appear human for a DC 37 on any day he’s expecting to meet with nobles)
Escape Artist* +3 = DEX 3+0+0
Fly* +3 = DEX 3+0+0
Handle Animal† +8 = CHA 4+1+3
Heal +7= WIS 1+3+3
Intimidate +3 = CHA +3+0+0
K (Arcana)† +6= INT 2+1+3
K (Dungeoneering)† +2 = INT 2+0+0
K (Engineering)† +2= INT 2+0+0
K (Geography)† +3= INT 2+0+0+1
K (History)† +2= INT 2+0+0
K (Local)† +10= INT 2+0+0
K (Nature)† +7= INT 2+1+3+1
K (Nobility)† +6= INT +2+1+3
K (Planes)† +2= INT 2+0+0
K (Religion)† +2 = INT 2+0+0
Linguistics† +2 = INT 1+0+0
Perception +5= WIS 1+1+3
Perform (sing, wind) +7 CHA 3+1+3
Profession† +1 = WIS 1+0+0
Ride +3 = DEX 3+0+0
Sense Motive +1 1+0+0
Sleight of Hand*† +3= DEX 3+0+0
Spellcraft† +7 = INT 2+0+0
Stealth* +8 = DEX 3+2+3
Survival +10 = WIS 1+1+3+1+4
Swim* +1 = STR 1+0+0
Use Magic Device† +4 = CHA 4+0+0

feats:

Weapon finess
Weapon focus (rapier)

equipment:

Masterwork cold iron rapier
2 signent rings
Chain shirt
Noble outfit
1 horse
5 days rations
205 gp

wish list:

Equipment
Wary ring
Ring of inspired preformance
Headband of +X Int and/or Cha
Item that grants the effects of the spell "nondetection" or "mind blank"

Traits:

Star child
Ancestral weapon
Noble: medyved