Hakon

Marcusic's page

112 posts. Alias of Sam C..


Race

Class and Skills:
Sphere Skald 3 | Acro -1, Bluff +9 Climb +3, Inti +9, Perform +14; Dailies:

Classes/Levels

Combat:
30 ft. (20 ft.) | Melee +5 (b) Melee +4 (f, h) Ranged +2 (k) CMB +4 MCB +3;

Gender

HP 19/27 SP 4/7 MP 6/6 Song Rounds 10/13 | AC 19/10/19 (21/10/21 w/shield)| CMD 14 MCD 14 | Fort +4 Ref +1 Will +4 | Per +7 | Init +0;

Age

17

Alignment

Lawful Neutral

Deity

Calledrym

Languages

Common, Sylvan

Strength 15
Dexterity 10
Constitution 13
Intelligence 12
Wisdom 13
Charisma 16

About Marcusic

Character in Valjoen_GM's Talanor, TLH - A Journey Interrupted test campaign.

General Stats and Senses:

Human Spherecaster Skald 3

*Favored Class Benefit: +1 skill point/level
Human Stat Increase: +2 Cha

5' 7", 160 lbs.

Senses
Perception +7

Combat:

Init +0
AC 19, touch 10, flat-footed 19 (+9 armor)
HP 27 (3d8+3)
Fort +4, Ref +1, Will +4
Speed 30 ft. (20 feet with current armor/load)
Melee masterwork bastard sword +5 (1d10+2, 19-20/x2) OR
Melee two-handed masterwork bastard sword +5 (1d10+3, 19-20/x2) OR
Melee flail +4 (1d8+2, x2) OR
Melee lucern hammer +4 (1d12+3, x2, reach) OR
Full Attack OR
Ranged kunai +2 (1d4+2, x2, 10 ft.)

Base Attack +2; CMB +4, CMD 14

Abilities, Feats, Traits, and Skills:

Ability Scores and Modifiers
Str 15 (+2), Dex 10 (+0), Con 13 (+1), Int 12 (+1), Wis 13 (+1), Cha 16 (+3)

Feats
Cantrips, Piranha Strikeb, Point-Blank Shotb, Power Attackb, Precise Shotb, Scribe Scroll, Skill Focus (Perform [sing]), Squadron Commander, Tribal Rhythm, Weapon Finesseb

Traits and Drawback
Gift for Magic (War Sphere), Maestro of the Society, Savant (Perform [sing]); Impatient

Adventuring Skills
Skald Ranks/Level: 9 (+1 Human, +4 Class, +1 FCB, +1 Int, +2 Background)

Acrobatics (2 ranks) +0 (+3 to jump), Bluff (3 ranks) +9, Climb (1 rank) +4 (+6 w/climber's kit), Diplomacy (3 ranks) +9, Intimidate (3 ranks) +9 (+10 to demoralize w/battle mask), Knowledge (arcana) (1 rank) +6, Knowledge (dungeoneering) (1 rank) +6, Knowledge (local) (1 rank) +6, Knowledge (nature) (1 rank) +6, Knowledge (planes) (1 rank) +6, Knowledge (religion) (1 rank) +6, Perception (3 ranks) +7, Spellcraft (3 ranks) +7, Use Magic Device (3 ranks) +9

Background Skills

Knowledge (history) (1 rank) +6, Perform (sing) (3 ranks) +14 (+16 w/tome of epics), Profession (soldier) (2 ranks) +6

Class Abilities:

Bardic Knowledge +1, Rage Powers (Lesser Spirit Totem), Raging Song (13 rounds/day; Inspired Rage +2/+1, Song of Marching), Versatile Performance (Perform [sing]), Well-Versed

Spherecaster:

Casting Tradition: Song-Wielder; Drawbacks: Galvanized, Skilled Casting (Perform [Sing]), Verbal Casting; Boons: Empowered Abilities, +1 spell point, +1 additional spell point/6 class levels
Sphere: War; Drawback: Squadron Elite
Caster Level: 3rd
DC: 10 + 1/2 caster level + 3
Spell Points/Day: 7
Momentum Pool: 6
Totem Area of Effect: 50 foot radius + 5 feet/2 caster levels
MCB: +3
MCD: 14

Cantrips
At GM's discretion, allows Marcusic to replicate minor spell effects, at-will and under the rules of his casting tradition, from the bard, cleric, druid, and wizard spell lists.

Talents

Talents (Mandates)

Talents (Momentums)
Resilient Momentum +3

Talents (Totems)
Totem of War +2
Totem of Courage +1/+1
Totem of Screaming Skin +3

Practioner:

Martial Tradition: Cunning Leader; Boons: Equipment Sphere (one discipline talent), Fencing Sphere, Warleader Sphere
Sphere: Warleader; Drawback: Barbarism
Sphere: Fencing; Drawback: Distracting
Sphere: Equipment
DC: 10 + 1/2 BAB + 1
Shout Area of Effect: 10 foot radius + 5 feet/2 ranks of Diplomacy
Shout Duration: 1 round + 1 round/4 ranks of Diplomacy

Equipment Talents
Armor Training

Equipment Talents (Disciplines)
Custom Training (Bastard Sword, Composite Longbow, Flail, Lucerne Hammer)

Fencing Talents
Expert Feint

Fencing Talents (Exploits)

Warleader Talents

Warleader Talents (Shouts)
Fierce Shout +2
Frightful Roar

Campaign Boons:

Possessions and Encumbrance:

Explorer's outfit, masterwork rider's plate, masterwork rider's shield, masterwork bastard sword, flail, lucern hammer, x5 kunai, ioun torch (dull gray sphere), battle mask, canteen, belt pouch (steel mirror, coinage [5pp, 8gp, 4sp])

Weight: 117.5 lbs. (Medium)

Masterwork backpack (bedroll, blanket, climber's kit, 50 feet silk rope, scrivener's kit, tome of epics, 3 vials of ink, 2 journals, gear maintenance kit, grooming kit, mess kit, 20/20 days trail rations, iron pot, waterskin)

Weight: 61 lbs. (Heavy when combined with worn gear)

Encumbrance
Light: 66 lbs. (76 lbs. with masterwork backpack)
Medium: 67-133 lbs. (77-153 lbs. with masterwork backpack)
Heavy: 134-200 lbs. (154-230 lbs. with masterwork backpack)

Rider's Plate (1,800 gp; AC Bonus +9, Max Dex Bonus +1; Armor Check Penalty -6; Arcane Spell Failure 35%; Speed 20 ft.; 55 lbs.)

This suit of full plate armor is a specialty of Haemil's craftsmen, who guard the secrets of its manufacture to such an extent that even the most basic of repairs are effectively impossible to other smiths. Made originally for Haemil's noted cavalry arm, it eventually became available to foot soldiers as well, some by purchase at great expense and others by rewards for outstanding service under Haemil's banner.

Though fully as heavy as full plate--a bit more, in fact--and just as restrictive for the most part, the armor is cunningly fashioned in such a way that it offers less impediment than usual to certain actions. The armor check penalty is only -3 for Climb and Riding skill checks and Acrobatics checks made to jump (masterwork and mithral versions reduce this penalty as well as the normal one). In addition, unlike most heavy armors, the wearer can still run at quadruple speed instead of triple speed.

The armor's drawback is that non-magical repairs (if needed) can only be done by a trained armorer from Haemil, and are quite expensive, costing double the normal amount.

Rider's Shield (82 gp; Shield Bonus +2; Armor Check Penalty -2; Arcane Spell Failure 15%; 17 lbs.)

This heavy steel shield is another bit of soldier's kit made and used exclusivesly by Haemil. In most hands, it's just another shield, albeit a touch heavier and more unwieldy than usual. But someone with the proper training can stow or equip it in less time than it takes to say as much.

A user with the Quick Draw feat can don or put away the shield as a swift action.

However, the shield is made in a manner that is proprietary to Haemil's craftsman, and any needed non-magical repairs can only be done by trained armorer from Haemil, at double the usual cost.

10-Minute Background:

Step 1: Appearance and Background
1) Possessed of shoulder-length golden blond hair, with a neatly mustache and beard of the same hue, Marcusic is a young human male of middling height with a physique that clearly shows the effects of wearing heavy armor for extended periods of time. He's got ready smile, enhanced by eyes the same shade of blue as the sky on clear summer's day, and a voice that is--in his own opinion, at any rate--quite simply amazing. When ready for battle, the soldier dons a suit of plate armor that covers him head to toe with a layer of Haemil's finest steel. Even his face is concealed, thanks to the use of a steel mask carved to resemble the snarling muzzle of a ferocious beast.

2) Marcusic hails from a family of minor note within Haemil for their generations of military service. Founded by a member of the Firebird Clan who turned to the life of a mercenary soldier when certain matters at home didn't work out satisfactorily, the family has consistently sent sons and daughters to fight--and sometimes die--in the service of Haemil's people and rulers. One of the traditions particular to Marcusic's family is their use of music to bolster their allies and cow their foes (Trait: Savant), though magic lurks within their blood as well (Trait: Gift for Magic), and the two talents are often combined in way that also pays honor to their founder's origins (Feat: Tribal Rhythm). One rather curious ability possessed by Marcusic is his fluency in Sylvan, and he has consistently refused to reveal how or why he acquired it.

3) Haemil makes use of every asset it has, and even family traditions such as those possessed by Marcusic can find a place under its banner, though there's always room for refinement (Trait: Maestro of the Society). Using his abilities to support a very small team of soldiers put under his command, Marcusic has developed a desire to become a proper officer one day, and has done what he--and by extension, his family as well--can to ensure that he has opportunities to prove he merits such a rank. With his family investing in a full suit of Haemil's finest armor--normally assigned to members of the cavalry branch, though any who can meet the exhorbitant price can purchase a set--Marcusic is often found at the front of any fight, assailing foes with hammer, sword, and flail, even as his voice rings out proudly with a song to bolter allies and dishearten the enemy alike.

4) Some months back, Marcusic began to have the most troubling dreams, in which the twin moons cracked open to each release a set of great, fiery wings from within. The owners of the wings struggled greatly to break free of the stellar bodies containing them, but were unable to do so before a calamity struck them. That calamity was a great void opening directly above the great tower at Talanor, the famed Bright Tower itself. The void stretched forth clutching tentacles of its own substance to rip and tear at the world, the appendages carrying chunks back to be consumed. The wings seemed to draw the notice of the void, which lashed out with all that it had to bind the twin moons and draw them in, and the efforts of those contained within the spheres to avoid this end came to nothing, for all were consumed.

The dreams were noteworthy not merely for their content, but for their consistency as Marcusic had them many nights in succession, making it apparent that while they might be coming to him in his sleep, they were anything but mere dreams. Marcusic resolved to seek out the meaning behind these visions, though he kept knowledge of them to himself, for soldiers who report such things typically don't remain soldiers for very long after. Another barrier to progress was that his military service left little opportunity for the sort of long-term investigation that such portents would surely require. But in this regard, the Ealintaine seemed to smile upon the young man, as he learned of a special messenger assignment to Talanor itself, and that the assignment would be granted to a select soldier based on merit.

5) Marcusic set out to secure such that assignment for himself, using means both fair and foul in his efforts, for he saw the end result--access to Talanor, where he might learn the meaning of his visions--as worth the stain placed on his honor. And his efforts proved fruitful, though at a cost in expended favors and enemies made that Marcusic knows he will have to account for in time. Given the use of a swift mount, the soldier found himself on the road, not too far from a duo who apparently had their own tasks accomplish in the distant Vale.

Step 2: Goals

1) Figure out the meaning behind the visions that plague his sleep, and what can be done to avert them if they are an omen of impending disaster.

2) Complete his duties as a messenger by delivering two messages, both given to him by Rhykal, Hazard of Haemil, herself. The first, bearing the seal of Rhykal, is meant for Baerwynnd, master of the Bright Tower; Marcusic was told that this missive's delivery was vital.

The second is from the sister-in-law of King Helluddar Krögen XIX, Runa Krögen, and is bound for her son Gunther, who is currently serving somewhere within the Vale.

3)

Step 3: Secrets
1, Known)

2, Unknown)

3, GM-assigned) ????

Step 4: Friends and Enemies
1)

2)

3)

Step 5: Mannerisms, Memories, and Quirks
1)

2)

3)

Role and Advancement:

Character Bonus Feat Progression
1st: *, Tribal Rhythm (Human)
3rd: Skill Focus (Perform [sing])
5th: *
7th: Extra Magic Talent
9th: *
11th: Extra Magic Talent
13th: *
15th: Extra Magic Talent
17th: *
19th: Extra Magic Talent

*Feats at these levels have been sacrificed to gain Proficient-level martial sphere progression.

Extra Magic Talent (Additional Limbs I [arms])
Extra Magic Talent (Bestial Form I [claws])
Extra Magic Talent (Avian Creature [wingless magic])
Extra Magic Talent (Monstrous Attacks [grab])
Extra Magic Talent (Monstrous Attacks [constrict])
Extra Magic Talent (Additional Limbs II [arms])
Extra Magic Talent (Bestial Form II [claws])
Extra Magic Talent (Monstrous Attacks [poison])
Extra Magic Talent (Water Creature)
Extra Magic Talent (Armored Companion)
Extra Magic Talent (Fortified Companion)
Extra Magic Talent (Powerful Companion)
Extra Magic Talent (Quick Companion)
Extra Magic Talent (Skillful Companion)
Extra Magic Talent (Willful Companion)
Extra Magic Talent (Magical Companion)
Extra Magic Talent (Altered Size I [Large])
Extra Magic Talent (Altered Size II [Huge])

Extra Magic Talent (Greater Summoning) > Extra Magic Talent (Lingering Companion)

Skald's Vigor > Greater Skald's Vigor
Improved Dirge of Doom > Greater Dirge of Doom
Circle Casting > Mystical Reinforcement
Intimidating Performance > Dazzling Display > Shatter Defenses

Recovered Rage
Discordant Voices
Harmomic Spell (see how this interacts with spherecasting before selecting)

Extra Performance
Extra Magic Talent
Extra Spell Points

Character Stat Progression
4th: +1 Str
8th: +1 Cha
12th: +1 Cha
16th: +1 Str
20th: +1 Str

Skald Versatile Performances
7th: Expanded Versatility (Intimidate) OR Masterpiece (Life Budding in Salted Earth)
12th: Masterpiece (Clamor of the Heavens)
17th: Masterpiece (Vindictive Soliloquy)

Rage Power Progression
3rd Level: Spirit Totem, Lesser
6th Level: Spirit Totem
9th Level:
12th Level: Spirit Totem, Greater
15th Level:
18th Level:

Intimidating Glare > Battle Roar, Terrifying Howl
Elemental Rage, Lesser > Elemental Rage > Elemental Rage, Greater
Linnorm Death Curse (Ice), Linnorm Death Curse (Taiga), Linnorm Death Curse (Tor)

Spherecaster Spheres and Talents Progression
1st: War Sphere (Totem of War), Resilient Momentum
2nd: Totem of Courage
3rd: Totem of Screaming Skin
4th: Perserverance*
5th: Sphere Kenning: Conjuration (Drawback: Elongated Summoning [Good]; Boon: Draconic Form)
6th: Lingering Resentment OR Conjuration talent
7th: Aggressive Momentum
8th: Resolve OR Conjuration talent
9th: -
10th: Blood Bond OR Conjuration talent
11th: Steadfast Totem
12th: Tenacity OR Conjuration talent
13th: -
14th: Resourcefulness
15th: Invigorating Totem
16th: Vindictiveness OR Conjuration talent
17th: -
18th: Totemic Aura
19th: Scourging Totem
20th: Totem of the Dragonslayer OR Conjuration talent

*Potentially alter this to a totem instead if all mandates are replaced by Conjuration talents.

Practioner Spheres and Talents Progression
1st: Cunning Leader: Equipment Sphere (Custom Training [Bastard Sword, Composite Longbow, Flail, Lucern Hammer]), Fencing Sphere (Expert Feint), Warleader Sphere (Fierce Shout, Frightful Roar 1)
2nd: Armor Training
3rd: -
4th: Shield Training
5th: -
6th: Explosive Ululation
7th: -
8th: Fencing Sphere Drawback OR Fast Feint
9th: -
10th: Soul Strike OR Focusing Feint
11th: -
12th: Breath Support
13th: -
14th: Frightful Roar 2
15th: -
16th: Rousing Claxon
17th: -
18th: Recall Spirit
19th: -
20th: Cry of Confrontation

Bonded Item Enhancements:

Weapon:

Armor:

Item:

provisional: armor spikes (1d6, x2 [light martial]; +50gp, +10 lbs.) shield spikes (1d6, x2 [one-handed martial]; +10gp, +5 lbs.)