Rogue

Marillo Sullus's page

295 posts. Alias of Grumbaki.


Full Name

Marillo Sullis (DECEASED: murdered by Red Jills)

Race

DECEASED

HP 12/17:
AC-18 T-13 F-15 / HP- 17 / F +1 R +6 W +3 / CMB +4 CMD-17 / I +3 /

Classes/Levels

Teisatsu Vigilante 2

Skills:
Disable (+9) Dis, Dip, Bluff, Intim, Stealth, Sleight (+8) Percp, Acr (+7)

Gender

Male Kyton Tiefling

Special Abilities

Fort (+1) Ref (+6) Will (+3) HP (17) Init (+3) +1 saving throws against mind-affecting effects

Alignment

Lawful Neutral / Neutral Good

Location

Redroof

Languages

Common

Occupation

Street Performer

Strength 17
Dexterity 16
Constitution 13
Intelligence 11
Wisdom 9
Charisma 16

About Marillo Sullus

Combat Without Rage
To Hit: +4
Damage: 1d8 + 3 + 1d8/1d4 (sneak attack) 18-20, x2

Combat With Rage (once per day, lasts 2 rounds)
To Hit: +6
Damage: 1d8 + 5 + 1d8/1d4 (sneak attack) 18-20, x2
* One round per level, not fatigued afterwords

AC: 18 (16 when raging)
Touch: 13 (11 when raging)
Flat Footed: 15

Equipment
* Katana (1d8, 18-20, x2, deadly)
* Buckler (+1 AC)
* Masterwork Chain shirt (+4 AC)
* 2x Knives (1d4, 19-20, x2, 10ft range)
* Rogue's Kit (This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, masterwork thieves' tools, torches (10), trail rations (5 days), and a waterskin.)
* Clothing: Redroof attire
* "Home" in Redroof
* Daredevil Boots (As a free action, the wearer can click his heels together to grant himself a +5 competence bonus on Acrobatics checks made to move through threatened squares or to move through an enemy’s space without provoking attacks of opportunity for up to 10 rounds per day. The rounds need not be consecutive. Furthermore, anytime the wearer of the boots successfully moves though the space of an enemy without provoking an attack of opportunity, he gains a +2 bonus on attack rolls against that enemy until the end of his turn.)
* 18 gold crowns

Skills
* Diplomacy: 2 skill point: +8
* Bluff: 2 skill point: +8
* Disguise: 1 skill point: +8 / +28 (for dual identity)
* Acrobatics: 1 skill point: +7
* Stealth: 2 skill point: +8
* Perception: 2 skill point: +7
* Disable Device: 1 skill point: +9
* Background Skill- Perform - Sword/Knife Tricks: 2 skill point: +8
* Background Skill - Sleight of Hand: 2 skill point: +8

Feats
* Skill Focus (Perception)

Traits
* Fed-Up-Citizen (+1 Disguise checks, and if someone casts detect good he counts as being 4 Hit Dice lower than his actual total. Also +1 saving throws vs mind-affecting effects.)
* Armor Expert (-1 ACP)

Reason for Joining the Protest
* Tagging Along (+2 perception and initiative made during the protest itself)

Racial

* Ability Modifiers: +2 Dex, +2 Cha, -2 Wis
* +1 Will
* +2 saving throws vs gaze attacks
* Rage once per day as a spell like ability
* See in Darkness
* You can alter your shadow to make it appear as that of any creature or object of your size or smaller.
* Pass for Human: Discrimination against tieflings with horrifically fiendish features is so intense that even tieflings look up to those precious few of their kind who can pass as human. These tieflings have otherworldly features that are so subtle, they aren't often noticed unless the tiefling points them out (for example, eyes that flash red in the throes of passion, or fingernails that are naturally hard and pointed). Such a tiefling doesn't need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits). This ability alters the tiefling's type, subtype, and languages.

Stalker
* A stalker gains an ability called hidden strike, which allows him to deal an extra 1d8 points of precision damage on melee attacks (or ranged attacks from within 30 feet) against foes who are unaware of his presence, who consider him an ally, or who are made flat-footed by startling appearance. This extra damage increases by 1d8 at 3rd level and every 2 vigilante levels thereafter. A stalker vigilante can also deal hidden strike damage to a target that he is flanking or that is denied its Dexterity bonus to AC, but in these cases, the damage dice are reduced to d4s. A stalker can deal hidden strike damage against targets with concealment (but not total concealment).

Ki Pool
* At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja’s ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).
* By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.
* The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

Renown
* Renown (Ex): The vigilante becomes known for deeds and abilities regardless of his current identity. This renown grants him favorable treatment in civilized company and lends him an air of menace while facing down his enemies. While he is in his social identity, a vigilante can spend 1 week gaining renown among the locals of any community of no more than about 200 individuals. This is a smaller neighborhood Kintargo. He must spend at least 4 hours each day socializing and making contacts. After spending 1 week doing this, whenever he is in his social identity, all NPCs in the community have a starting attitude toward him that is one category better, as long as each person's initial attitude would have at least been indifferent (see the Diplomacy skill description). While he gains renown in an area using his social identity, he also spreads rumors and tales about his vigilante identity. Once he has gained renown in a community, he gains a +4 circumstance bonus on Intimidate checks whenever he is in his vigilante identity. This bonus applies only while he is near the community in which he has gained renown; he must be within a number of miles equal to his vigilante level. A vigilante can hold renown in a limited number of communities (normally one, with other social talents allowing two). If he gains renown in a new community, he must decide which one of his previous communities to lose. These effects are subject to GM approval. For example, the GM might rule that an NPC or monster has not heard any tales about the vigilante. Or, a foe may have a starting attitude toward him that's one category worse, rather than one category better.

Seamless Guise
A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.

Dual Identity
A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante's true identity revealed to the world at large.

The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante's secret.

Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user's appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret.

Despite being a single person, a vigilante's dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity's alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements.

A vigilante's two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment.

Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.[/spoiler]

Please take a look. After re-reading it, I felt that I had to do more to explain why he would be protesting House Thrune, and why he would join a rebellion. Also, working with warforgedman, there is more for me to tie in with his story, as we have been trading PMs to work our characters out.

All changes are in Italics. I try to explain more about why he would do this, how he and Lurio have influenced each other, and to hint at what he would be like as a vigilante. Any comments or concerns are always appreciated.

Background Before Martial Law

Marillo is a well liked local. He is known for entertaining his neighborhood of Kintargo (roughly 200 people, give or take) with knife juggling, sword dancing, and sleight-of-hand tricks. He is best known for his night performances, where he risks life and limb performing under naught but torch light. Many have remarked that his shadow, and his eyes seems to dance with the flickering torches. Marillo is not a rich man. In fact, he barely makes enough to get by. When asked about political matters, he always replies with a warm smile, and remarks that such talk is 'above his pay grade.' For all intents and purposes, he would be a model citizen if only he had a more respectable trade.

What his fellow citizens don't know is that Marillo is not exactly what he seems to be. He is a tiefling, and he has the blood of Kytons in his veins. For as long as he can remember, he has been different. First of all, he can see in the darkness as well as during mid-day. He also has the ability to control his shadow, an ability which he happily showed his parents when he was young, and for which he received a severe beating for, so that he would never do so again. They feared that their one and only son was a Tiefling, like those who lived in the Devil's Nursery. They feared that if word got out, his life would take a drastic turn for the worse. Taking their lesson to heart, he practiced his inborn talents in secret, mixed with both fascination and shame. For him, just as he can control his own shadow, he finds moving quietly through the dark to be second nature.

But most importantly of all, he has...thoughts. Dark thoughts which shame him. For there are times when he wants to hurt people. It excites him, and he knows that it is wrong. It is almost as if a rage comes over him, and it takes all of his will to fight it down. Only once did he let it out, when in a youthful brawl with another child. He was pulled off before he could do any real damage, but the loss of control left him shaken. Ironically, it has made him a better person, because it is a constant reminder of the darkness inside of him.

He also has found that he has an affinity with blades that he cannot explain. The use of them has always come easy to him, even though he was never formally trained. His parents had high hopes for him, that he would receive a role in the government. As both of them were civil servants, all he needed to do was apply himself to his studies. After much frustration, sweat and tears his parents eventually conceded that they would never make him into the respectable young man that they wanted, and they now (begrudgingly) accept his chosen profession.

Background After Martial Law

As a hard working commoner, Marillo took pains to stay out of trouble with House. In the early days of martial law, he found himself on the receiving end of Barzillai's harsh martial law. As an entertainer, he was best known for his night performances, and the law took a dim view on armed men walking the streets at night. He learned this the hard way when he was beaten and the tools of his trade 'confiscated.' It took all of his savings to just buy back enough daggers to continue performing.

At first, he tried to keep his performances on the streets, but he found that even during the day such acts were strongly looked down upon. More than once he was forced to flee and hide from those who too easily saw him as a potential rebel, trouble maker...or just someone to rob. He continued to try his luck as a street performer, if nothing else out of stubbornness, for he refused to be bullied into submission. That is, until he received a visit from his father. His father begged him to just give up his profession. He feared for his son's safety, and he hinted, both him and his wife's jobs. Both worked for the government, him as a scribe and his wife as a seamstress who worked for the rich. If Marillo got into any serious trouble, they too would feel the impact.

Reluctantly, Marillo found work at the Clenchjaw tavern. His already precarious living conditions fell to dire levels, as the owners of the tavern took a cut of whatever he earned. Now (mostly) safe from the excesses of martial law, Marillo had to work twice as hard just to break even. His own problems, though, paled in comparison to those around him. Many of the patrons came and spoke of their troubles due to Barzillai. People were vanishing, often times not due to their actions but due to their associations. The community had a feeling of fear and desperation, and Marillo felt powerless.

That is, until he met Lurio. The slumming nobleman came to the tavern and watched his performance. Amazingly, to Marillo, he donated generously. Enough for Marillo to actually afford a real meal and a good drink. Taken in by Lurio's generosity and authentic good nature, Marillo insisted on buying him a drink. The rest of the night passed in a blur, as the two confided in each other their worries, fears and frustrations like old friends.

And indeed, Marillo found a true friend in Lurio. As the days and weeks rolled by, Marillo's financial woes subsided. With Lurio's help, Marillo found himself able to perform in establishments far outside of his social station, leading to (his great surprise) when after one performance he was even gifted a beautiful katana by a nobleman. The noble insisted that Marillo perform with it, and it soon became a staple of his act.

However, not all was well. His new found mobility showed Marillo, for the first time, the stark difference between his station and that of others. It also exposed him to how uncaring the rich and powerful supporters of Barzillai were. Of how they downplayed and laughed at the woes of the afflicted, of how they patronized him in ways that Lurio never did.

And most of all, Marillo felt true hurt for his friend. For he knew of Claria, and he knew about how common her fate was. For his friend, and for all like her, the seed of hatred for Barzillai and House Thrune was planted in Marillo's heart. And the seed continued to grow as the proclamations of House Thrune became more and more harsh, and as his community continued to suffer under the suffocating martial law. Before long, Marillo and Lurio's conversations became conspiratorial.

Everything came to a head, when a protest broke out in Aria park. Marillo was reluctant to go. He feared that those who went would be beaten, or even killed, for standing up to House Thrune. He knew all too well the pain that he himself had received at the hands of their enforcers. But Lurio insisted on going, to show his support and his bravery. Shamed, and fearing what would happen to his friend (both physically, and what would happen to his family if he was arrested), Marillo agreed to go, to ensure his friend's safety.

Personality

Marillo is a hard working man with a stubborn streak. While he is known for his generosity and kindness, this comes not from any inherent goodness, but from his personal shame. Deep down, Marillo has a sadistic side which stems directly from his Kyton blood. Not knowing the truth of his origins, Marillo believes that this is due to a character flaw, and as such he works hard to overcome it. He strives to be good to his fellow man and to help all around him, not only because it is the right thing to do, but also because it is the only way that he can prove to himself that he is not the monster that he fears himself to be.

With that said, the sadistic side of him is there. And as House Thrune continues to harm him, his community, and his friend, his anger grows. More and more his thoughts turn towards revenge, and what can be done to gain justice against wrongdoers. His day dreams often center around the idea of what he can do with the katana gifted to him, for in his mind it is a noble weapon that has been ill used in simple performance. Unlike his daggers, it is a weapon of war. Something which haunts his dreams more and more often.

Should he be pushed too far, who knows what he will do when he turns his inherent skills of acrobatics, swordsmanship, and his control of the shadows from entertainment to violent justice?

Appearance

Marillo is not a large man, as he stands at five foot eight. He is athletic, as his athleticism is what he depends upon to get by day by day. With wiry muscles, he is the kind of person who can come across differently depending on the clothes he wears. Shirtless, and his toned muscles betray his strength and agility. With heavy clothing, he is just another person, though he walks with an air of confidence that betrays his belief in his own abilities.

What stands out though, about his appearance, is his eyes. At a distance they look brown, maybe even black. But up close, one can see that they are in fact dark red. His hair is jet black, and his skin a touch pale. He tends to wear clothes distinctive to Redroof, which is the only community he has ever known. Of his equipment, the only thing that truly stands out is the katana which hangs from his side. The blade itself is as beautiful as it is rare, but it hangs in a plain scabbard. Out of constant fear of it being robbed, the blade has only ever been used while performing outside of Redroof for Lurio's contacts. Infact, he usually insists that his friend hold onto it for him, lest he have it stolen in his sleep. It is his most prized possession, and is one which has taken on a meaning to him far beyond that of simple steel.