Marcus the Dog's page

223 posts. Alias of CampinCarl9127.

Full Name

Marcus Havel


| Bull Rush | Overrun


Male Human Fighter (Siegebreaker) 3 | AC 21, Touch 12, FF 19 | HP 34/37 (2 temp hp, 1 dex damage) | F +5, R +3, W +2 | Init +3 | Perc +8








Common, Varisian

Strength 16
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 12
Charisma 7

About Marcus the Dog

Male Human Fighter (Siegebreaker) 3
LN Medium Humanoid (Human)
Init +3; Senses Perception +8
AC 21, touch 12, flat-footed 19 (+9 armor, +2 dex)
hp 37
Fort +5, Ref +3, Will +2
Speed 30 ft. (20 ft. in armor)

Melee Greatsword +6 (2d6+4)
Morningstar +6 (1d8+4)
Dagger +6 (1d4+3)

Ranged Composite Longbow +6 (1d8+3)
Chakram +5 (1d8+3)
Dagger +5 (1d4+3)
Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 7
Base Atk +3; CMB +7 (+6 overrun, +2 bull rush/drag/hamstring/sunder); CMD 18 (+2 vs bull rush/drag/hamstring/overrun/sunder)
Feats Powerful Maneuvers, Cleave, Bulette Charge Style
Traits Framed, Honorable Champion, Bred for War, Survivor
Drawback Pride
Skills (18 points; 6 fighter, 3 Int, 3 human, 6 background)
ACP -4
(2) Climb* +8
(3) Craft (Weapons) +7
(1) Intimidate +3
(3) Perception +8
(3) Profession (Mercenary) +7
(3) Sense Motive +8
(3) Survival +7
(1) Swim* +7
*ACP applies to these skills
Non-Standard Skill Bonuses
+1 Intimidate (trait)
+1 Perception (trait)
+1 Sense Motive (trait)
Languages Common, Varisian

Special Abilities:

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 (2 HP) (5/5) 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. At 7th level, a fighter can move at his normal speed while wearing heavy armor.


Carrying Capacity
Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb.
Current Load Carried 62 lb.

Money 15 GP 1 SP 7 CP
Greatsword (50gp) (8 lb.)
Morningstar (8gp) (6 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)
MWK Fullplate
Alchemist Fire x2
Vermin Repellent x2
Backpack (33.8gp) (25 lb.)
-Flint and steel
-Iron pot
-Mess kit
-Silk rope (50 ft.)
-Signal Whistle
-Torch x8
-Trail rations x5

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.

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.