Aredil Sultur

Marcus Volso's page

396 posts. Organized Play character for 7thGate.


Full Name

Marcus Volso

Race

Male | Human (Chelaxian) | Investigator 3/Fighter 4/Cleric 1 | HP 55/55 | AC 23, FF 19, T 14 | CMB +7, CMD 21 | Init +5 | F +11, R +11, W +10 | Inspiration 2/3

Classes/Levels

Investigator 3/Fighter 4/Cleric 1

Gender

M

Size

M

Age

21

Alignment

Lawful Good

Deity

None

Occupation

Butler

Strength 12
Dexterity 19
Constitution 12
Intelligence 14
Wisdom 12
Charisma 12

About Marcus Volso

Marcus Volso

Favored Class Investigator

Experience: 21

Age 25
Height 5’7”
Weight 157 lbs

Male Human Investigator 3/Fighter (Drill Sergeant) 4/Cleric (Divine Strategist of Abadar 1)
LG Medium Humanoid (Human, Chelaxian)
Init +4; Senses; Perception +9
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AC 23, Touch 14, Flat Foot 19
Hp 55
Fort +11 (+12 vs. Poison), Ref +11, Will +10
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Speed 30 ft
Melee Short Sword, +7/1d6+1
RangedDagger, +10/1d4+1 (+1 to hit and damage within 30 ft)
Special Attacks
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Str 12, Dex 19Con 12, Int 14, Wis 12, Cha 12
BAB +6, CMB +7, CMD 21
Feats Point Blank Shot, Scion of the Lost Empire, Shield Wall, Quickdraw, Shake it Off, Covering Fire [Tactician, Ranged Tactics Toolbox], Lastwall Phalanx, Shield Focus, Covering Defense
Skills [45 ranks; (6+2+2+6+6+2+2+2) Base + 2*8 Int + 1*6 Human + 1+1+1 Favored Class]
Acrobatics: +10 [+3 Ranks, +4 Dex, +3 Class Skill]
Appraise: +2 [ +2 Int]
Bluff: +6 [+2 ranks, +3 class skill, +1 Cha]
Climb: +5 [+1 ranks, , +3 class skill, +1 Str]
Diplomacy: +12 [+8 ranks, +1 Cha, +3 class skill]
Disable Device: +18 [+8 ranks, +4 dex, +3 class skill, +1 Trapfinding, +2 Tools]
Disguise: +1 [ +1 Cha]
Escape Artist: +3 [ +4 Dex, -1 ACP]
Fly: +3 [ +4 Dex, -1 ACP]
Heal: +1 (+2 to stabilize in combat) [ +1 Wis, (+2 trait to stablize in combat)]
Intimidate: +1 [ +1 Cha]
Knowledge: Arcana +6 [+1 rank, +2 Int, +3 class skill]
Knowledge: Dungeoneering +6 [+1 rank, +2 Int, +3 class skill]
Knowledge: History: +6 [+1 rank, +2 Int, +3 class skill]
Knowledge: Nobility: +7 [+2 rank, +2 Int, +3 class skill]
Knowledge: Local: +7 [+2 rank, +2 Int, +3 class skill]
Knowledge: Geography: +6 [+1 rank, +2 Int, +3 class skill]
Knowledge: Religion: +6 [+1 rank, +2 Int, +3 class skill]
Knowledge: Planes: +7 [+2 rank, +2 Int, +3 class skill]
Perception: +12 (+13 vs. Traps) [+8 rank, +1 wis, +3 class skill, Trapfinding]
Profession: Butler: +5 [+1 rank, +1 wis, +3 class skill]
Ride: +3 [ +4 dex, -1 ACP]
Sense Motive: +7 [+3 rank, +1 wis, +3 class skill]
Sleight of Hand: +9 [+3 rank, +4 dex, +3 class skill]
Spellcraft: +8 [+3 rank, +2 int, +3 class skill]
Stealth: +10 [+3 rank, +4 dex, +3 class skill]
Swim: +5 [+1 rank, +3 class skill, +1 str]

Armor Check Penalty 0

Languages
Common, Halfling, Infernal

Traits
Adopted (Halfling, Helpful Halfling)
Battlefield Disciple

Racial
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. (Dexterity)
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.
Base Speed: Humans have a base speed of 30 feet.

Special Abilities

Keen Recollection: Can attempt Knowledge skill checks untrained.

Effortless Aid: Aid another as a move action; expend inspiration to aid another as a swift action

Inspiration (Ex)

An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding

An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Armor Training (Ex)
Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1.

Covering Fire (Combat, Teamwork)
You distract your enemies with ranged attacks to protect
your allies.
Prerequisite: Point-Blank Shot.
Benefit: You can use the aid another action with a
ranged attack against an opponent, regardless of whether
the opponent threatens an ally. Range penalties apply to
this attack roll. Choose one ally when making the attack.
If the attack is successful, that ally gains a +2 bonus to AC
against that opponent’s next attack, as long as the attack
comes before the beginning of your next turn. All allies
with this feat also gain this bonus against that opponent.

Alchemical Extracts
1: Comprehend Languages, Ant Haul, Touch of the Sea, Heightened Awareness, Ant Haul

Prepared Extracts: Comprehend Languages, Heightened Awareness, Ant Haul

Law Domain

Touch of Law 4/Day: You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11.

Master Tactician (Ex)
A divine strategist can always act in a surprise round even if she fails to make a Perception check to notice enemies, though she is considered flat-footed until she acts. In addition, the divine strategist gains a bonus on initiative checks equal to 1/2 her cleric level. At 20th level, a divine strategist’s initiative roll is automatically a natural 20. Allies able to see and hear the divine strategist gain a bonus on initiative checks equal to 1/4 the divine strategist’s level. This is a language-dependent ability.

This ability replaces channel energy.

Caster Support (Su)
A divine strategist can use the aid another action to assist another divine spellcaster, granting a +2 circumstance bonus on caster level checks and concentration checks until the beginning of the divine strategist’s next turn. This bonus increases by +1 at 4th level and every four levels thereafter (to a maximum of +7 at 20th level). The allied caster must remain adjacent to the divine strategist to gain this benefit. Caster support can be used to assist arcane spellcasters or characters using magical items, but they gain only half the normal bonus.

Cleric Spells:
0: Guidance, Light, Detect Magic
1: Protection from Chaos, Remove Fear, Moment of Greatness

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Boons:

Carrying Capacity w/Masterwork Backpack (Light Load: 0-50 lbs, Medium Load: 50-100 lbs, Heavy Load: 100-150 lbs)

Currently carring a light load. See Inventory Tracking Sheet for gear.
Inventory Tracking Sheet

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Background:

Marcus was born as the illegitimate son of a Chelaxian nobleman and his household maid. His mother died in childbirth and his father passed away shortly thereafter in a drunken accident. His aunt Aurelia, who took over the house seat, gave Marcus to the house butler, an elderly halfling servant named Horus, to raise. Horus taught Marcus the various arts necessary to meet the needs of his mistress, and Marcus proved to be a clever and skilled servant with a wide range of talents. Marcus is utterly devoted to his aunt Aurelia, and considers it the highest privilege to serve her in all respects.

There have been some dealings between his mistress and Paracountess
Zarta Dralneen. Marcus has no idea what the nature of these dealing are, and would never dream to ask, but has been tasked by his mistress to serve the Pathfinder Society, the Dark Archive and Paracountess Zarta in any capacity desired as a field agent. He said his goodbyes to his mistress and his adopted father, and made his way to Absalom to serve.

Personality & Physical Description:

Marcus is loyal to a fault and absolutely dedicated to his mistress and her goals. As her wish is for him to serve the pathfinder society, he has transferred that loyalty to his new organization.

Marcus attempts to remain impeccably dressed and clean whenever possible. He wears his hair short and keeps himself clean shaven, and always speaks politely as possible.

Botting Tactics:
Marcus will try to hold a compact formation with the group in order to ensure maximum benefits from Shake it Off. Generally, unless there are many (12+) targets, he will try to aid Anthys to insure he hits or ready an action to Aid AC for the most vulnerable member of the party. If Marcus has used tactician to grant covering fire to the party, the group is probably fighting a boss, and he will attempt to Aid the party's AC every round.