Valeros

Marcus the Dog's page

929 posts. Alias of CampinCarl9127.


Full Name

Marcus Havel

Classes/Levels

| Bull Rush | Overrun

Gender

Male Human Fighter 10 | AC 27 (25 w/o shield), Touch 13, FF 25 (23 w/o shield)| HP 90/100 (Temp 8), DR 3/- | F +11, R +7, W +6 (+1 vs continuous, +4 vs mind-affecting) | Init +3 | Perc +20 | AV 4/5, BB 3/3

Size

Medium

Age

25

Alignment

LN

Languages

Common, Varisian, Undercommon

Strength 22
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 12
Charisma 7

About Marcus the Dog

Statistics:
Male Human Fighter (Siegebreaker) 10
LN Medium Humanoid (Human)
Init +3; Senses Perception +20
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DEFENSE
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AC 27, touch 13, flat-footed 25 (+12 armor, +1 deflection, +2 dex, +2 shield)
hp 100
Fort +11, Ref +7, Will +6 (+1 vs continuous effects, +4 vs mind-affecting effects)
DR 3/-
Aegis of Recovery Activates if reduced below 0 HP
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OFFENSE
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Speed 40 ft.

Melee Falchion +19 (2d4+11/15-20) (+1 damage on first hit via scabbard of honing)
Morningstar +16 (1d8+9)
Silver Morningstar +16 (1d8+9-1)
Dagger +16 (1d4+6)
Silver Dagger +16 (1d4+6-1)

Ranged Composite Longbow +13 (1d8+3)
Chakram +13 (1d8+6)
Dagger +12 (1d4+5)
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STATISTICS
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Str 22, Dex 14, Con 14, Int 12, Wis 12, Cha 7
Base Atk +10; CMB +17 (+8 overrun, +4 bull rush, +2 drag/hamstring/sunder); CMD 26 (+2 vs bull rush/drag/hamstring/overrun/sunder)
Feats Powerful Maneuvers, Bulette Charge Style, Bulette Leap, Bulette Rampage, Combat Reflexes, Greater Overrun, Intimidating Prowess, Barroom Brawler, Improved Critical (heavy blades)
Traits Framed, Honorable Champion, Bred for War, Survivor
Drawback Pride
Skills (60 points; 20 fighter, 10 Int, 10 human, 20 background)
ACP -4 (-1 with shield)
(7) Acrobatics* +9 (+Str & +5 to jump)
(3) Climb* +12
(1) Craft (Alchemy) +5
(3) Craft (Weapons) +7
(BaB) Intimidate +17
(1) Knowledge (dungeoneering) +5
(1) Knowledge (engineering) +5
(1) Linguistics +2
(1) Lore (kuthanites) +5
(10) Perception +20
(1) Profession (Barrister) +5
(10) Profession (Mercenary) +14
(1) Ride* +6
(10) Sense Motive +15
(10) Survival +14
(2) Swim* +11
*ACP applies to these skills
Non-Standard Skill Bonuses
+1 Intimidate (trait)
+1 Perception (trait)
+1 Sense Motive (trait)
+Strength to Acrobatics to Jump (feat)
+5 Acrobatics to Jump (item)
+5 Perception (item)
Languages Common, Varisian, Undercommon

Special Abilities:

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SPECIAL ABILITIES
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Bonus Feat Humans select one extra feat at 1st level.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Framed Someone you know and love was accused of murder. A supposed eyewitness account from a local fisherman seemed to be enough to seal the case, but the accused had enough alibis that sentencing wasn't immediate. Someone confronted the fisherman and discovered he was intimidated into providing false witness and forced into planting the murder weapon by the actual murderer—a local crime lord named Gaedren Lamm, whose thugs killed the fisherman before he could recant his testimony. Although this removed the key witness and resulted in the accused being set free, the stigma was enough to badly damage the accused's reputation. If you can find Gaedren, you're sure you can find evidence that ties him to the murder and can clear the accused's name.

Vilified: You were the one accused of the murder. Although you were eventually freed when a friend confronted the fisherman and got the truth, the damage had been done. You were vilified in Korvosa, finding it nearly impossible to find work and not getting any help from the local law keepers in finding the main who framed you. You were forced to look into the matter yourself to clear your name. Your long days spent traveling the dangerous parts of the city and your wariness about being watched has made you more aware of your surroundings. You gain a +1 trait bonus on perception checks, and perception is a class skill for you.

Honorable Champion Once per day, if an effect would compel you to harm an ally, abandon an ally, or break your word, you can attempt a Will save at the usual DC to end the effect. If the effect normally allows a Will save at this point, you can roll twice and take the better result.

Bred for War You tower above most other humans and possess a physique of hard, corded muscle. Benefit You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall.

Survivor Years of living in violent squalor have sharpened your senses and given you an ardent distrust of humanity. You gain a +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you.

Pride You can’t abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you

Breaker Rush At 1st level, a siegebreaker can attempt bull rush or overrun combat maneuvers without provoking attacks of opportunity. When he performs either combat maneuver, he deals an amount of bludgeoning damage equal to his Strength bonus (minimum 1). If he has Improved Bull Rush or Improved Overrun, the damage dealt by the appropriate maneuver increases by 2 and he adds any enhancement bonus from his armor or shield (though such enhancement bonuses do not stack, if both armor and shield are magic). This ability replaces the feat gained at 1st level.

Armored Vigor (8 HP) (3+con/day) At 2nd level as a swift action, a siegebreaker can gain 2 temporary hit points that last for 1 minute. He can use this ability a number of times per day equal to 3 + his Constitution modifier (minimum 1 per day), but only while wearing armor. At 6th level and every 4 levels thereafter, the number of temporary hit points the siegebreaker gains increases by 2, to a maximum of 10 at 18th level.

Breaker Momentum At 2nd level, when a siegebreaker successfully bull rushes a foe, he can attempt an overrun combat maneuver check against that foe as a free action.

Armor Training (1) Starting at 3rd level he reduces his armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor or heavy armor.

Advanced Armored Training: Armored Juggernaut When wearing heavy armor, the fighter gains DR 1/—. At 7th level, the fighter gains DR 1/— when wearing medium armor, and DR 2/— when wearing heavy armor. At 11th level, the fighter gains DR1/— when wearing light armor, DR 2/— when wearing medium armor, and DR 3/— when wearing heavy armor. If the fighter is 19th level and has the armor mastery class feature, these DR values increase by 5. The DR from this ability stacks with that provided by adamantine armor, but not with other forms of damage reduction. This damage reduction does not apply if the fighter is helpless, stunned, or unconscious.

Advanced Armor Training: Adaptable Training The fighter can use his base attack bonus in place of his ranks in Intimidate. The fighter need not be wearing armor or using a shield to use this option. When using adaptable training, the fighter substitutes his total base attack bonus (including his base attack bonus gained through levels in other classes) for his ranks in this skill, but adds the skill’s usual ability score modifier and any other bonuses or penalties that would modify that skill. Once a skill has been selected, it cannot be changed and the fighter can immediately retrain all of his ranks in the selected skill at no additional cost in money or time. In addition, the fighter adds all skills chosen with this option to his list of class skills.

Weapon Training (heavy blades) At 5th level, a fighter selects one group of weapons. He gains a +1 bonus on attack and damage rolls with them. At 9th level this bonus increases to +2.

Disorienting Blow At 8th level as an immediate action, after hitting with an attack or combat maneuver he can impose a –2 penalty on the foe’s attack rolls, caster level checks, or skill checks for 1 round. The foe can negate this penalty with a successful Fortitude save (DC = 10 + 1/2 the siegebreaker’s fighter level + his Strength modifier). At 14th level, the penalty increases to –4.

Advanced Weapon Training (Abundant Tactics) The fighter adds his weapon training bonus to the number of times per day he can use a combat feat he has that allows a limited number of daily uses, such as the Barroom Brawler feat.

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-153 lb. Medium 154-306 lb. Heavy 307-460 lb.
Current Load Carried 71 lb.

Money 2218 GP 4 SP 1 CP
MWK Falchion (375gp) (8 lb.)
Morningstar (8gp) (6 lb.)
Silver Morningstar
Silver Dagger (22gp) (1 lb.)
Dagger (2gp) (1 lb.)
Chakram x6 (6gp) (6 lb.)
Composite Longbow Rating 3, MWK (700gp) (4 lb.)
-Bolt x20 (2gp) (2 lb.)
Heavy Wooden Shield (7gp) (10 lb.) (not normally used)
+3 Fullplate
Belt of Giant Strength +2 (4000gp) (1 lb.)
Custom Sash of the War Champion (6000gp) (1 lb.)
Shadow Piercings (Head Piercings, Major) (6000gp)
Gauntlets of the Skilled Maneuver (bull rush) (4000gp) (1 lb.)
Cloak of Resistance +2 (4000gp)
Boots of Striding and Springing (5500gp)
Ring of Protection +1 (2000gp)
Eyes of the Eagle (2500gp)
Scabbard of Honing (500gp) (1 lb.)
MWK Manacles (50gp)
Consumables:
- Alchemist Fire x2
- Vermin Repellent x2
- Potion of CLW x6
- Potion of CMW x2
- Potion of Bear's Endurance
- Potion of Spider Climb
- Potion of Jump
- Potion of Expeditious Retreat
- Potion of Enlarge Person
- Potion of Linebreaker
- War Paint of the Terrible Visage x2
MWK Artisan's Tools for Craft (weapons) (55gp) (5 lb.)
MWK Backpack (33.8gp) (25 lb.)
-Bedroll
-Flint and steel
-Iron pot
-Mess kit
-Silk rope (50 ft.)
-Manacles
-Signal Whistle
-Soap
-Torch x8
-Trail rations x5
-Waterskin
-Whetstone

Background:
Background and concept elements that you feel are important to your image of the character.

1) Marcus has a strict code for himself that he never breaks. It is not as complex or grandiose as the codes of paladins or monks, and it is but one rule: His word is his bond. When he says he will do something, it will be done or he will be a corpse. He does not lie or mislead. His word is a more sturdy foundation than the ground beneath your feet.
2) He was raised in a military campaign, to a free company of mercenaries called The Winged Company. It wasn't an easy way to be raised, by a company of mercenaries who knew little but violence and consisting almost entirely of men, but it was not devoid of warmth. His father, Clyde Havel, is the leader of The Winged Company and leads from atop his hippogriff from which the group gets its name. Marcus and Clyde both agree that Marcus needs to spread his own wings and make a future for himself out of The Winged Company, and he set out for Korvosa to start his future.
3) Even dwarves jest about how Marcus's frown must be carved out of stone, for it seems permanently chiseled to his face as if everything he gazes upon he disapproves of. He has the various scars that a hard man living a mercantile life would be expected to have, and a very notable one crossing above his left eye that looks like it nearly ended his life.
4) While in Korvosa he made some coin working various rough jobs, usually as a bouncer or bodyguard. Marcus was guarding a shipment by the docks when he spotted someone attempting to climb the side of the ship. He raised a cry and chased after the person, eventually cornering him, but the would-be-thief had found a hostage. The man threatened Marcus to leave, saying Gaedren Lamm wouldn’t be happy if he didn’t make it back. Marcus tried to save her, but the thief cut her throat and threw her body at him. He tried to save her life but had no skill in healing, and when the guard found him all they saw was a thug holding a corpse.
5) Marcus was suddenly freed one day. He wasn’t told the details and the guard seemed none too happy about his release. He doesn’t know why he was released or who may have pulled strings on his behalf. It was a sour moment for him; he had his freedom, but the guard all knew his face and refused to help him, either in finding more information about his father or the thief, or whoever gave testimony to frame him. Now he is on a warpath to clear his name, and his only lead was the name said that night. Gaedren Lamm.

Goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1) He wants to know the truth of his father's past, and setting out for Korvosa was no accident. The Sable Company should have answers for him.
2) He wants to own his own mercenary company, or something similar.
3) Marcus has never known love of kindness outside what little his mother could provide. He is a hard man to his core and it would be interesting to see how he interacted with the chance for something softer.

Secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.

1) His father used to be a member of The Sable Company, and he still has his hippogriff from his days with them. The other men whisper rumors about what may have happened, but Clyde never speaks of it, and Marcus doesn't know what happened.
2) Lily is actually a bastard of important nobility, and her mother had hid her away in an attempt to protect her. Need to work with GM to decide if/how this will work.

People that are tied to the character. Two of them are friendly to the character, one is hostile.

1) Clyde Havel. Marcus’s father, a hard man with a rebellious but honor-bound nature. A man that lives life to its fullest, which in his case is on the edge of a blade, although he is starting to get past his prime. Has a mysterious past that Marcus wants to unveil.
2) A mysterious benefactor, whose name Marcus does not know. Somebody pulled strings to get him out of prison, that much is clear to him, but who they are or why they did it he has no idea. Perhaps somebody who has a bone to pick with Gaedren Lamm? Perhaps an old friend of his father who owed the old man a debt? He is sure the person will reveal themselves in time.
3) Varnic, a man who Marcus met for only the briefest moment one night, and who he barely remembers. A spoiled noble brat who was trying a little too hard to get lucky one night in a bar where Marcus was working as a bouncer. When the woman cried out for help he didn’t bother asking questions, swiftly breaking Varnic’s nose before throwing him out. To Marcus it was just another drunk man getting too handsy, nothing out of the ordinary. But once Varnic sobered up and gathered his wits, he was seething in anger, his perfect nose on his handsome face forever marred, and some pathetic lowly thug was to blame. He intends to make Marcus suffer.

Memories, mannerisms, or quirks that your character has.

1) Marcus is a stalwart man of hard resolve. He believes that a man's word is everything, and even if it kills you there's no excuse to break it. Loyal and stubborn to a fault, Marcus works best in an environment of strict rules and hierarchy, and believes that is what's best for society as well. He cares little for titles and birthrights, thinking that all that makes a person is their actions.
2) Marcus’s face seemed to be chiseled out of stone, even the local dwarves make fun of it. This is a combination of the wear and tear it has seen from decades of harsh sun, the numerous scars that cross it, and a frown that seems so permanent and unmoving it seems to have been etched in place. Nobody who deals with Marcus seems to have ever seen him smile, or even seem happy.
3) Marcus refuses to sleep in a bed, or anything else that is too comfortable like a couch or a cushioned chair. He will take a bench, the floor, or even the street over anything that actually seems somewhat cushy. He thinks the idea of a place of rest makes people soft and leaves them vulnerable to being caught off guard, a habit he brought over from decades of sleeping in the wilderness where bandits and wild creatures were a constant threat. To this day he refuses to ever sleep in a comfortable way.

Appearance:
Marcus is a large man with broad shoulders and a wide frame. He has close-cropped brown hair and hard brown eyes, and frown lines that look like they've been chiseled out of stone. Faint scars cross over his exposed skin, most notably a large one crossing above his left eye.

Bull Rush / Overrun Rulings:
Bull Rushing somebody who is grappled
If you bull rush someone that is grappled, and the bull rush succeeds at moving the thing such that it is no longer in range of its grappled defender, the controlling grappled gets to make a CMB reactively to drag their grapple target with them. This is not an action.

Bulette Rampage and Breaker Rush Damage Calculation

Bull Rush
Str + 2 (feat) + armor magical enhancement bonus
Unbuffed Damage: 9

Overrun
1d8 + (str*1.5) + 4 (feats) + (AC from base armor bonus (including non-magical adjustments)*0.5 (usually 4 for full plate)) + armor magical enhancement bonus
Unbuffed Damage: 1d8+18

Wishlist:
Pauldrons of the Bull
Belt of Thunderous Charging
Quick Bull Rush?
Greater Bull Rush?
Painful Collision?

Current Buffs:
Magic vestment, +2 enchantment bonus on his shield, 9 hours
Barkskin: mimicking a stout door instead of a tree, +4 natural armor for 90 minutes.
Ward of the season, 9 hours, Summer: The target is surrounded by tiny motes of light. While the spell remains in effect, the target’s base speed increases 10 feet. The target may instead increase its base speed by 30 feet for 1 round by reducing the spell’s total remaining duration by 1 hour.
Pass without a trace for 9 hours
1 con damage (duration?)
Fatigued 1 minute