About MarcusicCharacter 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
5' 7", 160 lbs. Senses
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.) 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
Traits and Drawback
Adventuring Skills
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 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
Talents Talents (Mandates) Talents (Momentums)
Talents (Totems)
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
Equipment Talents (Disciplines)
Fencing Talents
Fencing Talents (Exploits) Warleader Talents Warleader Talents (Shouts)
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
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
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
2, Unknown) 3, GM-assigned) ???? Step 4: Friends and Enemies
2) 3) Step 5: Mannerisms, Memories, and Quirks
2) 3) Role and Advancement:
Character Bonus Feat Progression
*Feats at these levels have been sacrificed to gain Proficient-level martial sphere progression. Extra Magic Talent (Additional Limbs I [arms])
Extra Magic Talent (Greater Summoning) > Extra Magic Talent (Lingering Companion) Skald's Vigor > Greater Skald's Vigor
Recovered Rage
Extra Performance
Character Stat Progression
Skald Versatile Performances
Rage Power Progression
Intimidating Glare > Battle Roar, Terrifying Howl
Spherecaster Spheres and Talents Progression
*Potentially alter this to a totem instead if all mandates are replaced by Conjuration talents. Practioner Spheres and Talents Progression
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.) |