Radi Hamdi

Marius Bergan's page

677 posts. Alias of Void Dragon.


Full Name

Marius Bergan

Race

Human

Current Magic Effects:
false life 0 temp, mega bless +2 to attacks, Resist energy 20

Classes/Levels

Cleric 3/Wizard 3/Mystic Theurge 5 Hierophant/Archmage 4 0 temp 84/84 HP | AC 16; T11; FF16 | CMD 15 | Fort +13; Ref +10; Will +24 | Perc +29 (+31) | Init +13

Gender

Male

Size

Medium

Age

22

Alignment

Neutral

Deity

Nethys

About Marius Bergan

Name Marius Bergan Gender: Male Race: Human Class: Cleric 3/Wizard (Evoker) 3/Mystic Theurge 5
Alignment: N Deity: Nethys Size: Medium Type: Humanoid (Human) Domain: Destruction, Protection (Defense) Age: 22 Mythic Path: Hierophant/Archmage 4
Init +13; Special Senses None; Perception +29 (+31)
--------------------
Defense
--------------------
AC 16, Touch 11, Flat-Footed 16 (+4 Armor, +0 Shield +0 Dex, +1 Natural, +1 Luck)
HP 78 (3d8+7d6+20+12)
Fort +13, Ref +10, Will +24
Resist None
--------------------
Offense
--------------------

Melee

Morning Star Attack: +6 Damage: 1d8+1 (x2) Type: B and P
Dagger Attack: +6 Damage: 1d4+1 (19-20/x2) Type: P or S

Ranged

Spells per day Cleric (CL 8) Concentration +16 (+18 if casting defensively or when grappled):

(4) 0th: Create Water, Read Magic, Purify Food and Drink, Light

(5+1) 1st: Endure Elements [x], Inflict Light Wounds [], Bane [], Swallow your Fear [] DC 17 Domain: Shield []

(5+1) 2nd: Bull's Strength [], Grace [], Remove Paralysis [], Ancestral Communion [], Defending Bone [] DC 18 Domain: Barkskin []

(4+1) 3rd: Prayer [], Resist Energy Communal [], Cure Serious Wounds (mythic) [], Cure Serious Wounds (mythic) [] DC 19 Domain: Protection From Energy []

(3+1) 4th: Death Ward [], Protection from Energy Communal [], Restoration [] DC 20 Domain: Spell Immunity []

Spells per day/known Wizard (CL 8) Concentration +12 (+14 if casting defensively or when grappled):

(4) 0th: Prestidigitation, Detect Magic, Mending, acid Splash

(5+1) 1st: Endure Elements [], Endure Elements [], Magic Missile [], Magic Missile [] DC 15 School: Shocking Grasp []

(4+1) 2nd: Command undead [], Scorching Ray [], False Life [], Invisibility [] DC 16 School: Scorching Ray []

(4+1) 3rd: Communal Resist Energy [], Fly [], Communal Resist Energy [], Dispel Magic [] DC 17 School: Fireball []

(3+1) 4th: Dimension Door [], Stoneskin [], Enervation [] DC 18 School: Ball Lightning []

Spells Known

0th: All

1st: Ant Haul, Alarm, Chill Touch, Comprehend Languages, Identify, Infernal Healing, Endure Elements, Enlarge Person, Mage Armor, Magic Missile, Ray of Enfeeblement, Shocking Grasp, Shield, Vanish

2nd: Arcane Lock, Bear's Endurance, Command Undead, False Life, Gentle Repose, Ghoul Touch, Glitterdust, Invisibility, Knock, Scorching Ray

3rd: Communal Resist Energy, Dispel Magic, Fireball, Fly, Haste, Heroism, Ray of Exhaustion, Sleet Storm, Stinking Cloud, Vampiric Touch

4th: Animate Dead, Ball Lightning, Dimension Door, Enervation, Fear, Obsidian Flow, Stoneskin

5th: Magic Jar, Overland Flight, Suffocation, Teleport

8th: Clone

9th: Wail of the Banshee, Energy Drain

--------------------
Statistics
--------------------
STR 13 DEX 10 CON 12 WIS 28 INT 20 CHA 18
Base Atk +5; CMB +6; CMD 16
Speed: 30 ft.
Feats: Improved Initiative, Warrior Priest, Toughness, Dual Paths (mythic), Mythic Spell Lore, Defiant Luck, Inexplicable Luck, Divine Protection, Selective Channeling
Skills: Diplomacy +13, Heal +11, K. Arcana +17, K. Nobility +8, K. History +9, K. Religion +16, K. Local +18, K. Nature +18 Perception +29 (+31), Sense Motive +23 (+25), Spellcraft +16, Linguistics +9
Traits: Seeker, Sphinx Riddler
Languages: Common, Sphinx, Osiriani, Ignan, Auran, Acient Osiriani, Terran
Combat Gear: Morning Star, Dagger, Scepter of the God King, Headband of Mental Superiority Int/Cha/Wis +4, Eyes of the Eagle, Boots of Escape, Jingasa of the Fortunate Solider, Bracers of Armor +4, Amulet of Natural armor +1; Other Gear: backpack, bedroll, belt pouch, candles (10), cheap holy text, flint and steel, iron pot, mess kit, rope, soap, spell component pouch, torches (10), trail rations (5 days), waterskin, wooden holy symbol, spellbook, Gloves of Restoration 1/day; Coin: 222 GP
SQ: Channel Positive Energy 6d6 7/day DC 17 will to half,
Mythic Spells: Animate Dead, Cure Serious Wounds, Inflict Serious Wounds.

--------------------
TRACKED RESOURCES
--------------------

Candles (10)
Torches (10)
Trail rations (5)
7/day Destructive Smite
7 rounds/day of Deflection Aura
6/day Versatile Evocation
11/day Mythic Power (4/11)
7/day Channels (1/7)

--------------------
Mythic Abilities
--------------------
Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Wild Arcana (Su): As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Recalled Blessing (Su): You can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today; if you're a spontaneous caster, this spell must be one of your spells known. You can't apply metamagic feats to this spell. If the spell requires a saving throw, non-mythic creatures roll twice and take the lower result. If the spell heals damage or requires you to attempt a caster level check to cure an affliction or remove a condition, roll twice and take the higher result.

Harmonious Mage (Ex): Your wizardly studies have moved beyond the concept of opposition schools. Select two opposition schools. These are no longer opposition schools for you, preparing spells from one of these schools now only requires one spell slot of the appropriate level instead of two, and you no longer take the –4 Spellcraft penalty for crafting items from an opposition school. You must have the arcane school class ability to select this ability, and your arcane school can't be universal.

Perfect Preparation (Ex): You have discovered the secret to preparing spells without having to refer to outside sources. You no longer need to prepare spells from a spellbook (if you're a magus or wizard) or a familiar (if you're a witch). You still must spend the normal amount of time preparing spells. You may keep or discard your spellbook or familiar.

Sustained by Faith (Su): You require no food, water, or sleep. If you have abilities or class features that require rest before they can be regained, you can choose to regain them once per day by spending 1 hour in uninterrupted meditation. If you are 3rd tier or higher, you can expend one use of mythic power in order to also not need to breathe for 24 hours.

Mythic Spellpower (Sp): You have a pool of magical power you can draw upon for casting mythic spells. Up to twice per day, you can use this power to cast a mythic spell without expending any uses of mythic power. You can select this ability up to three times; each time you do, you gain two additional uses of this ability per day.

--------------------
Class Abilities
--------------------

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).

Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

A cleric must be able to present her holy symbol to use this ability.

Domains: Protection (Defense), Destruction

Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Deflection Aura (Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.

Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Destructive Aura (Su): At 8th level, you can emit a 30-foot aura of destruction for a number of rounds per day equal to your cleric level. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1/2 your cleric level and all critical threats are automatically confirmed. These rounds do not need to be consecutive.

Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).

Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.

Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (6/day)

Combined Spells (Su): (3rd) A mystic theurge can prepare and cast spells from one of his spellcasting classes using the available slots from any of his other spellcasting classes. Spells prepared or cast in this way take up a slot one level higher than they originally occupied. This ability cannot be used to cast a spell at a lower level if that spell exists on both spell lists. At 1st level, a mystic theurge can prepare 1st-level spells from one of his spellcasting classes using the 2nd-level slots of the other spellcasting class. Every two levels thereafter, the level of spells that can be cast in this way increases by one, to a maximum of 5th-level spells at 9th level (these spells would take up 6th-level spell slots). The components of these spells do not change, but they otherwise follow the rules for the spellcasting class used to cast the spell.

Spontaneous spellcasters can only select spells that they have prepared that day using non-spontaneous classes for this ability, even if the spells have already been cast. For example, a cleric/sorcerer/mystic theurge can use this ability to spontaneously cast a bless spell using a 2nd-level sorcerer spell slot, if the character had a prepared bless spell using a 1st-level cleric spell slot, even if that spell had already been cast that day.

Background:

Marius grew up in a small village near the Sphnix river where he was quickly inducted into a secret Apep cult that his parents grew up in. Marius had to learn how to be cruel even when he didn't want to be just to survive. He ended up in a small position of power as a priest of the village when a traveling cleric came by, and destroyed the entire town. The stranger unleashed terrible magics that devastated the townsfolk and took the people completely by surprise. By the time the town organized its resistance it was too late to stop the man. Marius tried to stop him, but he was unable to even scratch the stranger who crushed his family and town. When the man raised his hand towards Marius the young priest thought his life was over, but instead of killing him the man healed him. The stranger explained that he couldn't destroy the entire village since Nethys required both life and death. The man offered Marius a hand up, and told him that he should think about joining the God-King since this place was gone. Marius not having any other place to go decided that a crazy god couldn't be as bad as a truly evil one. Marius traveled with the cleric who never gave out his name across the desert sands as Marius learned how to draw water out of magic, and how to how to make it so even the desert sun wasn't that bad. The focus of his studies was always on how to use magic to overcome any problem. Along this journey they took multiple stops at small shrines that appeared and disappeared with the sands. At one of these shrines Marius found a small scroll with a riddle from a sphinx. Since Marius couldn't understand what the language was he poured over it until he could understand the strange markings. Then Marius began to focus on actually deciphering the riddle. It took Marius two years to fully understand the scroll, and during that time his old master died in a sandstorm. Marius didn't feel any sadness because he knew that the God-King had decided it was to be so since he didn't grant his master the magic needed to escape. Marius discovered that the scroll he had found detailed a small prophecy about more magical knowledge to be found in ruins, and a small gathering of people who would find some of this knowledge. Seeing that he was one of these people, and that he would need other Marius went to Wati to find the people mentioned in the scroll. Finding them was easy enough, working with them was harder than Marius imagined. Luckily an event to open up some ruin delving by lottery came up, and now Marius knows exactly where he needs to go.

Scepter of the God King:

This rod like instrument made of gold is covered in arcane symbols and has a large emerald cut in the shape of The All Seeing Eye affixed to the top of it..
It can be used as a divine focus for worshippers of Nethys in addition to it's powers.

It radiates a constant Bless effect in a 30' radius except that the bonus is +2. It confers this bonus only to allies of the wielder.

It can be used to cast Blessing of Fervor 1/day affecting up to 9 people for 9 rounds.

Finally it provides its wielder with a constant +5 bonus to Knowledge Arcana and Knowledge religion checks.

The rods caster level is 13th. It radiates high moderate magic.

Use your total level for determining Channel Energy dice and Domain Abilities. You also gain any additional domain abilities that you would have gained staying straight cleric.

Familiar:

Greensting Scorpion
N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4 (6 if master is nearby)

DEFENSE
AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 20
Fort +2, Ref +3, Will +0
Immune mind-affecting effects

OFFENSE
Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison

STATISTICS
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon FinesseB
Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth

SPECIAL ABILITIES
Familiar

A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master's level.

Poison (Ex)

Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.