About Mareq BolthuneBackground:
Report to Major Colson Maldris on the ifrit pathfinder Mareck Bolthune; aka Mareq, Ambassador Percipient to Golarion; aka Mareck the Rejected, the Scorned, the Avenger; aka Mareq ibn al-Shamir, bastard scion of Bayt al-Shamir of the City of Brass
Mareq ibn al-Shamir laughed the first time he saw his father die. It was a belly-laugh, the likes of which he had never voiced in his short twenty years. The more he saw his father die, the more he laughed, whether it was a death at the gleaming magical golden brass axes of the Grand Sultan’s loyal inquisitors, or at the hands of djinn agents on the second level of the Pit of Gormuz near Ninshabur, or by the ice witches of Irrisen and their freezing magics. If somebody assembled a witness to each of these deaths from Mareq’s odd and oft-changed circle of companions, as I did in the course of my investigations, they would put together a picture of increasingly manic and crazed mirth. Amusement, merriment even. “He enjoys it,” says a companion, oddly fearful of Mareq, given how strong this man is compared to the weak and emaciated ifrit. “When his Father dies, he whispers, ‘I won’t reject you. Nooo. I’ll bring you back. I will.’ Or at least, that’s what I heard a few times when we were in the snows in Irrisen fighting those damned fey. I think he says it each time. It’s damned creepy.” Mareq ibn al-Shamir originally hails from the City of Brass, the bastard offspring of a human slave and the patriarch of Bayt al-Shamir, one of the noble houses of efreet in that most wondrous of wonders, Fommok Madinah, the Devouring City, as the fire genies call it. An azer slave, since freed by the Grand Vizier under mysterious circumstances, said he saw Mareq appear before the Lord of House Shamir at least seven times, each time on his Nameday. The Lord summoned his bastard each year to berate him and listen to his pleas for recognition as a son of Bayt al-Shamir. Each year, for six years, Mareq left rejected, scorned, abandoned by his father, followed by the laughter of the al-Shamiri Court. On the seventh year, on Mareq’s 20th Nameday, he appeared with a troop of the Sultan’s Inquisitors who, convinced of the Lord’s perfidy and disloyalty in the ongoing struggles between the Grand Sultan of the City of Brass, Suleiman XXIII and Grand Vizier Abdul-Qawi, struck off Lord Shamir’s head with their ceremonial, yet sharp, brass axes. Mareq laughed then. A loud laugh. A strong laugh. And then he left and was little heard from for many years. Word is that he hid in the Mages Quarter with the City’s White Mage, Yndri Ysalaa. Ysalaa, reputed to live on the blood of slaves and the love of stricken mortals, guarantees that none in the City learn the art of summoning and binding genies, among other things. Yet that is exactly what Mareq somehow learned. True, he fled the City post-haste through a little known planar gateway called the Chain of Fire, and has never returned. But he claims to represent the Grand Vizier as an Ambassador Percipient (I think it means he’s an official observer) on the Prime, an odd choice of ally given how he had his father killed. Perhaps he learned something the White Mage could not acknowledge. Perhaps he is hunted to this day by her. The truth is somewhat difficult to know. What I have been able to gather, and see once, is that Mareck Firehair, as he sometimes calls himself, summons the shade of his dead father, an efreeti eidolon that he calls variously Father, Thrall, or Dung Face. He reportedly throws his father into combat gleefully and quickly, relishing each battle. Of deep concern to us and our goals in Andoren and in the Pathfinder Society, is that Mareq’s father wears a slave collar emblazoned with the Ignan symbol of thralldom. The same symbol brands Mareq’s forehead when the efreeti Lord’s shade is on the Prime. Mareq is recorded as having mentioned at least thrice that the symbol predates his ability to summon the shade of his father and that it was put there by his own father when he was born. But he has faithfully fought every slaver he has encountered and professes hatred of the institution. Yet… he delights in the servitude of his hated father and degrades him, whips him, and casts him into sure death when and where ever he can. One eyewitness claims Mareq even once called forth celestial creatures from beyond Golarion to kill his eidolon father after normal battle had failed to do so. I fear Mareq al-Shamir is deeply unbalanced. Yet he serves our purpose, does not waver from our values, and is an incredible diplomat, counselor and talker. He can talk an Arodeni nun out of her knickers, I swear. He is charming when his father is not present, calm and collected, and works well with others. In summary: a man to watch and use. But be ready to neutralize him if his derangement endangers us and our goals. Penned this day, 23 of Sarenith, 4713 AR
Stats:
Mareck Bolthune
Male ifrit Summoner 10 CN Medium outsider (native) Init +2 ; Senses Perception +0, Darkvision 60’ --------------------
Ranged
Special Attacks
--------------------
Languages Common, Ignan, Aquan, Abyssal, Terran, Ancient Osiriani SQ
Equipment
Other Gear spell component pouch, crossbow, light with 20 bolts, Outfit, hot weather, Alchemist’s fire (x1), Thunderstone (x1), Tanglefoot bag (x2), Camel, Saddle, Bit, Bridle, Antiplague x2,
Templates & Frequently Summoned Monsters:
Large Fire Elemental CR 5 XP 1,600
DEFENSE
OFFENSE
STATISTICS
SPECIAL ABILITIES
A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details. --------------------------------------- The Sultan’s Leonine Guardian
DEFENSE
OFFENSE
Melee bite +14 (1d8+7+2, 2d6 fire, plus grab), 2 claws +15 (1d6+7+2, 2d6 fire)
Pounce attack sequence:
City of Brass Leonine Guardian
DEFENSE
OFFENSE
Melee bite +9 (1d8+7, 2d6 fire, plus grab), 2 claws +9 (1d4+7, 2d6 fire)
Flying Lion
DEFENSE
OFFENSE
Melee bite +9 (1d8+7, 1d6 electricity, plus grab), 2 claws +9 (1d4+7, 1d6 electricity)
Boons:
Insights of the Iridian Fold: Although you are far from mastering the supernatural coordination demonstrated by the Iridian Fold, you are able to form a temporary link to a favored teammate. You can use this boon to perform a one-minute ritual with an ally whom you have assisted by using the aid another action in combat and who has done the same in return to you; you cannot select your animal companion, eidolon, familiar, or similar creature as your bonded ally. Once per day when you can see your bonded ally and he attempts an attack roll, saving throw, or skill check, you may add 1d3 to the ally’s roll as an immediate action before the result of the roll is determined. Whenever you begin a combat encounter adjacent to your bonded ally, you regain your daily use of this ability. Source: Pathfinder Tales, Volume V, Chronicle #10 Mythic Legacy: Although your mythic power was short-lived, you have retained a small reserve of that legendary essence for use later. When you activate this ability as a free action, choose one feat that you have. For one round (or as long as it takes to complete a skill check modified by the feat), you gain the benefits of the mythic version of that feat as if you had also expended one use of mythic power. When you use this boon, cross it off your Chronicle Sheet. Source: Destiny of the Sands, Part 3, Chronicle #9 Lifetimes of Experience: You fight with your gut, and your instincts have been sharpened by years of experience. As an immediate action, you gain a +2 insight bonus to AC against one creature. When this bonus is used, cross it off your Chronicle. Source: Death's Heretic, Chronicle #7 Favor of Cartahegn: While in a settlement of 5,000 people or more anywhere on the continent of Garund, you may purchase mundane equipment (not weapons or armor) through your favorable connections with House Cartahegn at a 10% discount. Source: Before the Dawn, part I: The Bloodcove Disguise, Chronicle #3 Demonic Scholar You gain a permanent +1 bonus on Knowledge (planes) re; demons. Source: Worldwound Gambit, Chronicle #12 Savior of the Shadowblooded For having protected the fetchlings of Karpad from their suspicious neighbors, word has spread of your sympathies. You gain a +2 circumstance bonus on Diplomacy checks when negotiating with fetchlings. Source: Midnight Mirror, Chronicle #13 Valais's Wisdom: You helped Valais overcome Laktharis's control. In return, she taught you some of her tricks for resisting demonic influence. When you fail a ]saving throw against a demon's compulsion or possession effect, you can cross this boon off your Chronicle sheet to reroll the saving throw. Source: PSS #7-17 Thralls of the Shattered God, Chronicle #15 Ectoplasmic Enhancement You recovered a sample of concentrated ectoplasm from the Gloomspires. You may activate this ectoplasm as a swift action to treat all of your natural attacks, unarmed strikes, and weapon attacks as if they had the ghost touch property for 1 round. If you have at least one level in the spiritualist class, the ghost touch property persists for 3 rounds and also affects her phantom’s natural attacks. When you use this boon, cross it off your Chronicle sheet. Source: PFS #7-19 Labyrinth of Hungry Ghosts (Currently in the possession of Husarq, his eidolon.) Azlanti Historian You rescued Juliet Dias and her team from a xacarba’s influence, and prevented the xacarba from unleashing itself on the Mwangi expanse. To thank you for your efforts, Juliet Dias shares some of her extensive knowledge about Azlanti history and language. You gain a +1 bonus on all Knowledge (history) checks pertaining to Azlant, and a +2 bonus on Linguistics checks to interpret Azlanti writing. Check off the box next to this boon to gain a +2 bonus on any Knowledge (history) check before rolling. This bonus stacks with the bonus on Knowledge checks about Azlanti history, to a total of +3. Source: PFS #7-27 Beyond Azlant Ridge
Jiraku’s Respect You have helped the dosojin kami Jiraku restore her faith in her stewardship of the Pilgrim’s Path. She gifts you with a portion of her power as a blessing. By checking the box that precedes this boon, you may use one of the following spell-like abilities. Use your character level as the caster level, and use either your own Charisma or 17 (whichever is higher) for determining any
Experience with Dark Dreams You have traveled aboard the Voracious, a ship inhabiting its own demiplane off the coast of Leng in the Dimension of Dreams. Your experiences there embolden your mind against dark influences from beyond reality. Before attempting a saving throw against a spell or spell-like ability with the mind-affecting and evil descriptors—or attempting a saving throw against any mind-affecting ability of an outsider with the evil subtype —you can cross this boon off your Chronicle sheet to gain a +4 bonus on the save. Alternatively, cross this boon off your Chronicle sheet on a night when you would be fatigued by a nightmare spell or a similar effect; you are not fatigued by that effect and rest normally that night. Source: PFS #8-15 Hrethnar's Throne, Chronicle #19 |__|__|__|All Aboard the Voracious! Now that you’ve defeated the legendary pirate Sempet Sevenfingers, his ship, the Voracious, is in need of a new captain. For now, the ship is in the Pathfinder Society’s possession, but you could make it yours by spending 8 Prestige Points (or less, if you’ve proved yourself in the Gloomspires before). Reduce the cost by 2 Prestige points for each of the following Pathfinder Society scenarios for which this character has earned a Chronicle Sheet: #6-06: Hall of the Flesh Eaters, #7-19: The Labyrinth of Hungry Ghosts, and #8-15: Hrethnar’s Throne.
Peacemaker of Brevoy: Your diplomacy and hard work have made you famous, and the Pathfinders are welcomed guests in Brevoy. All your characters have access to the trait Noble Born from the Kingmaker Player’s Guide, treating it as a regional trait rather than a campaign trait. In addition, you may purchase the Country Estate vanity for 10 PP in the nation of Brevoy. This vanity originally appeared in Pathfinder Campaign Setting: Pathfinder Society Field Guide. Country Estate: Life in the city allows only so much space to roam, and a limited amount of privacy. A country estate affords you a much larger, rural home, located in a nation of your choice. When in that nation, you gain a +2 bonus on Knowledge (geography) and Survival checks.
▫▫▫ Maldris’s Savior (Liberty’s Edge): When playing an adventure, you can fulfill and check up to two boxes on your Liberty’s Edge Faction Journal Card. Additionally, you can check one or more of the boxes that precede this boon when expending Prestige Points to reduce the cost of any purchase by 4 Prestige Points for each box checked (minimum 0). Source: 9-20 Fury of the Final Blade Crushing Victory: You lured the haunted clockwork armies of Pan Majang into a deadly trap, pinning them under rubble before dropping a literal mountain on top of them. You gain a constant +1 competence bonus on Climb and Knowledge (engineering) checks. When attempting such a check, after you roll but before the GM reveals the results of your check, you can cross this boon off of your Chronicle sheet to retroactively apply a +5 competence bonus on that check.
|__|__|__|__|__| Diguo-Dashu Archaeologist: Your attention to detail in the cavern known as the Big Ticker ensured that not even mountain crashing through the planes could obliterate the history of the Old Rat’s Stolen Heart. Before rolling any Knowledge check, you may check a box next to this boon to gain a +2 competence bonus on that check. If the Knowledge check is related to constructs, ratfolk, or the Darklands, you instead gain a +5 competence bonus on that check.
Mareq's eidolon, Husarq |