Count Lucinean Galdana

Marcus Vorloren's page

1 post. Alias of AJM4885.


Full Name

Marcus Verloren

Race

Human (Taldan) Bard (archaeologist)/1 [spoiler=Character Information][HP: 11/11] ; [Armor Class: 12; Touch: 12; Flat Footed: 10]; [BAB: +0; CMB: -1; CMD: 11];

Classes/Levels

[Saves: Fortitude: +2; Reflex: +2; Will: +3; [Initiative: +11]; [Perception: +4][/spoiler]Hero Points: 1/1

Gender

Male

Size

Medium

Age

23

Special Abilities

Archaeologist's Luck

Alignment

Chaotic Good

Deity

Cayden Cailean

Languages

Ancient Osiriani, Common, Osiriani

Occupation

Archaeologist

Strength 11
Dexterity 12
Constitution 12
Intelligence 14
Wisdom 10
Charisma 18

About Marcus Vorloren

Age: 23; Height: 5' 11"; Weight: 185 lbs. ; Hair: Brown; Eyes: Brown; Skin: Tanned

Marcus Vorloren
Human (Taldan) bard (archaeologist) 1 (Pathfinder RPG Ultimate Combat 32)
NG Medium humanoid (human)
Hero Points 1
Init +3; Senses Perception +4
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Defense
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AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 9 (1d8+1)
Fort +1, Ref +3, Will +2
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Offense
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Speed 30 ft.
Melee club +0 (1d6) or
. . dagger +1 (1d4/19-20) or
. . rapier +1 (1d6/18-20)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks archaeologist's luck 14 rounds/day (+1)
Bard (Archaeologist) Spells Known (CL 1st; concentration +5)
. . 1st (2/day)—comprehend languages, detect secret doors
. . 0 (at will)—dancing lights, detect magic, open/close (DC 14), read magic
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Statistics
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Str 11, Dex 12, Con 12, Int 14, Wis 10, Cha 18
Base Atk +0; CMB +1; CMD 11
Feats Agile Maneuvers, Arcane Strike, Extra Performance
Traits fate's favored, reactionary, trap finder
Skills Bluff +8, Diplomacy +8, Disable Device +6, Knowledge (arcana) +7, Knowledge (dungeoneering) +7 (+9 to navigate underground), Knowledge (history) +7, Knowledge (local) +7, Knowledge (nobility) +7, Knowledge (religion) +7, Perception +4, Spellcraft +6, Survival +0 (+2 to avoid becoming lost), Use Magic Device +8
Languages Ancient Osiriani, Common, Osiriani
SQ bardic knowledge +1, finesse weapon attack attribute, hero points
Combat Gear alchemist's fire; Other Gear leather armor, club, crossbow bolts (20), dagger, light crossbow, rapier, backpack, bedroll, belt pouch, belt pouch, blanket[APG], chalk (5), compass[APG], crowbar, flint and steel, folding shovel[UE], grappling hook, hammer, hemp rope (50 ft.), hot weather outft,iron spike[APG] (6), mess kit[UE], signal whistle, spell component pouch, thieves' tools, tindertwig (4), waterskin, mule, 1 gp, 5 sp, 5 cp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Archaeologist's Luck +1 (14 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.

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Eleanor CR –
Mule
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
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Offense
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Speed 40 ft.
Melee 2 hooves +2 (1d3+1)
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Statistics
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Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Combat Expertise, Deadly Aim, Endurance, Power Attack, Run
[b]Skills
Acrobatics +1 (+5 to jump with a running start, +5 to jump), Perception +5
SQ finesse weapon attack attribute
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Special Abilities
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Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

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