Lantern Bearer

Marick June's page

63 posts. Alias of Dreamweaver.


Full Name

Marick June

Race

Elf

Classes/Levels

Rage Chemist 1

Gender

Male

Alignment

CG

Languages

Common, Elven, Draconic, Goblin, and Sylvan

Strength 14
Dexterity 14
Constitution 10
Intelligence 16
Wisdom 10
Charisma 10

About Marick June

Appearance: Marick has long black hair and bright blue eyes, he is short for an elf so he looks more muscular that he really is. At first glance Marick looks strange in a large leather jacket that has straps and buckles all around the arms and torso holding in extra folds of leather. Marick had this jacket specially made so it would expand for his new body when he drinks his mutagens. The inside of his jacket has padded pockets for his bombs and potions.
Marick is often dangerously curious about anything scientific or magical and often doesn't think before he acts. He has a lot of book smarts but is very wanting in the common sense department.

HP:9
CMB: +2
CMD: 14
Init: +2

AC: 15, flatfooted: 13, touch: 12, 17 with mutagen, 21 with shield
Reflex: +4
Fort: +0
Will: +0

Skills
Craft (alchemy): +8
Disable Device: +5
Knowledge (Arcana): +7
Knowledge (Nature): +7
Perception: +8
Spellcraft: +7
Use Magic Device: +5

Feat: Extra Bomb, Brew Potion, Throw Anything
Trait: Dangerously Curious, Brigand (Daggermark)
-- once 2nd level Discovery: Feral Mutagen

Racial Traits:

Speed: 30 feet.
Low-Light Vision
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against
Envoy: Elves often have trouble relating to neighbors of other races, specially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf ’s level. This racial trait replaces elven magic.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in
its name as a martial weapon.

Weapons:
Morningstar: +2, 1d8+2, 19-20/x2
Longbow: +2, 1d8, x3, 100' (20 arrows)
Dagger: +2, 1d4+2, 19-20/x2
With Mutagen
-- after 2nd level Bite: +5, 1d8+5
Claws: +5/+5, 1d6+5

Bombs: 6/day +2, 1d6+3, splash: 4

Armor: Studded Leather

Gear: alchemy crafting kit, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, soap, torches (10), trail rations (5 days), waterskin and formula book.

Money: 258 gp

Spell-like abilities:
once/day: comprehend languages, detect magic, detect poison, read magic.

Formulas:
Cure Light Wounds
Enlarge Person
Expeditious Retreat
Jump
Shield

Extracts: Shield, Cure Light Wounds
Mutagen: +4 Str, +2 Natural Armor, -2 Int for 10 min.

Background:
Marick grew up in the Daggermark after being abandoned when he was an infant. Growing up around assassins and poisoners Marick picked up the skills needed to brew minor alchemy products to provide for himself and after a couple decades he attracted the attention of the Poisoners Guild. Marick was forcibly recruited into the guild and Marick quickly knew he would never graduate alive. Although he was very good at making alchemist potions and poisons he just didn't have the indifference to continue to create things used to kill innocent people.
One night an opportunity arose and he took one of his mutagens he learned to brew and physically overpowered one of the guards and fled the city.

Marick fled north to Brevoy always looking over his shoulder. He learned of the expedition into the Stolen Lands and he took the opportunity to disappear in the wilderness.