Alain

Marius Erallan's page

677 posts. Alias of CrusaderWolf.


Full Name

Marius Erallan

Race

Human

Classes/Levels

Inquisitor7/Swashbuckler1 l 71/71hp F +9, R +9, W +9, Ini +5 l AC24, T15, FF20 l CMB +6, CMD22 l Perc +13 SM +14 l Conditions:

Strength 10
Dexterity 18
Constitution 16
Intelligence 14
Wisdom 15
Charisma 12

About Marius Erallan

LG Male Human Tactical-Leader/Sanctified-Slayer7, Rondelero1

Init +5; Speed 30ft; 71hp
Light0-133lbs Medium134-266lbs Heavy267-400lbs; Drag2,000lbs
Current Weight Carried:
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DEFENSE
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AC25 (+6 chain shirt, +4 Dex, +1 dodge, +1 buckler, +2 natural, +1 deflection); Touch16, Flat-Footed20

Fort +9, Ref +10, Will +9

CMB +6, CMD22
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OFFENSE
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BAB +6

Falcata +13/+8 melee (1d8+6; 19-20/x3)

Kukri +10/+5 melee (1d4+0; 18-20/x2)

Light crossbow +10 (1d8)
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FEATS
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Weapon Focus [Falcata]: +1atk with the chosen weapon
Dodge: +1 dodge bonus to AC & CMD; increases to +4 vs AoO provoked by movement.
Slashing Grace(B): Use Dex for damage instead of Str [Falcata only]
Combat Reflexes (3/round)
Extra Panache: +2 panache points per day
Stealth Synergy (Teamwork):
Accomplished Sneak Attacker: +1d6 sneak attack

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LANGUAGES
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Taldane/Common
Celestial
Draconic

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Adventuring SKILLS (8/level)
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Acrobatics +5* (1 ranks, +3 bonus, +3 Dex, -2 ACP)

Bluff +6 (2 ranks, +3 bonus, +1 Cha)

Perception +13 (8 ranks, +3 bonus, +2 Wis)

Spellcraft +13 (8 ranks, +3 bonus, +2 Int)

Diplomacy +17 (8 ranks, +3 bonus, +3 class, +1 Cha, +2 item)

Sense Motive +14 (8 ranks, +3 bonus, +2 Wis, +1 trait)

Knowledge [Religion] +12/+14 (7 rank, +3 bonus, +1 Int; +2 if IDing monsters)

Knowledge [Arcana] +13/+15 (8 ranks, +3 bonus, +1 Int; +2 if IDing monsters)

Knowledge [Planes] +13/+15 (8 ranks, +3 bonus, +2 Int; +2 if IDing monsters)

Survival +10 (4 ranks, +3 bonus, +2 Wis, +1 trait)

Stealth +11* (7 rank, +3 bonus, +3 Dex, -2 ACP)

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SPELLS: */5/3/-/-/-/-
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[0]: Guidance, Stabilize, Mending, Detect Magic, Detect Poison, Read Magic
[1]: Bless, Cure Light Wounds, Divine Favor +1, Weapon of Awe, Wrath
[2]: Tactical Acumen, Invisibility, Cure Moderate Wounds
[3]: Dimensional Anchor, Burst of Speed
[4]:
[5]:
[6]:
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TRAITS
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Fortune's Favor: additional +1 trait bonus to any Luck bonus

Rising Star: +1 trait bonus to Sense Motive, Survival, & Perform [Oratory]; 1/day invoke patron for +2 bonus on Diplomacy, Intimidate, or Bluff

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Class Abilities
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Knowledge Domain:
Lore Keeper: With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.

Monster Lore: Add Wis bonus (+2) to checks to ID monsters

Studied Target: +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against up to two opponents, and a +2 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 2.

Leader's Words (+3): Add 1/2 Inquisitor level (min 1) to Diplomacy

Panache: 4
Critical Hit with a Falcata: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.

Killing Blow with a Falcata: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.

Dodging Panache Deed (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Cunning Initiative: An inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Tactician 1/day: As a standard action, the tactical leader can grant one of these feats to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every 2 inquisitor levels the tactical leader has. Allies do not need to meet the prerequisites of these bonus feats.

Sneak Attack +3d6 precision damage

Bane 5 rounds/day; At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.

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Human Abilities
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Bonus Feat at Lvl1

+1 skill rank per level

Adventuring Gear:

Koriana's Blade (+2 Defending falcata; relic [2nd Triumph activated - Green Gem])
Kukri
Light Crossbow
Case w/10 bolts
Spring-Loaded Wrist Sheathe
Holy symbol of Kelinahat
Noble's Outfit
+2 chain shirt
Amulet of Natural Armor +2
Oil of Keen Weapon
Ring of Protection +1
Cloak of the Mountebank
Cloak of Resistance +2
Belt of Dex/Con +2

Agents & Allies (Sagacity 3, Genius 1, Subterfuge 1):

Niketas Bouros
A scribe and bookkeeper for House Erallan. Knowledgeable about tax law, logistics, record-keeping, and economics. An older fellow not well suited to dangerous missions.

Cassia Amancio
A former soldier under Marius' command who now works as an apprentice "white hat" lockbreaker--someone hired by the wealthy (or at least the paranoid) to test out the defenses of their estates in order to discover weaknesses.

Recimer Illatian
A half-elf aspiring novelist who keeps pigeons and runs a discreet message delivery service. House Erallan has retained his services numeous times in the past.

Ceceila Bouros
An apprentice barrister and childhood friend of Marius (Niketos is her father). She rolls her eyes at Marius' "religious spycraft" but helps him with legal matters--her dream is becoming a Senatorial aide and getting to help write/rewrite legislation.

Ambrusius the Physiker
A travelling gnome merchant and alchemist Marius met through Field Marshal Vaerli; the gnome passes on useful information to the field marshal and has occasional smuggled packages and people for the Church of Kelinahat.

Istvahn Bearheart
A sergeant for the Erallan house guard and secretly one of Marius' favorites, as he's a veteran of the same battalion Marius served with. Smart, sharp-eyed, and honest, Istvahn is reliable in and out of a fight.

Background & History:

Born to the minor House Erallan of Ridonport (originally a naval captain who was raised to nobility three generations ago, and still heavily involved in naval service), Marius is the youngest of four siblings and the most troublesome of the bunch. While no less disciplined than his siblings and noted by those around him for his wit and courage, Marius has always been possessed of an aggressive thirst for justice and has been demerited for insubordination more than once because of it.

His career began in the Taldan Navy, where he participated in several joint training exercises with Andoran Golden Eagle marines as a peacebuilding measure. There he met his good friend Alamar Vellyn and Iryna Genthiom, who introduced him to Andoran political ideals and with whom Marius still corresponds to this day. Marius was a forceful and zealous voice for taking a more aggressive posture against the Yellow Sail slavers of Katapesh and Okeno--going so far as to interrupt a Senatorial inspection with a passionate speech that embarrassed his superior officers. Only his family's political intervention saved Marius from a dishonorable discharge, though he was still booted from the Navy.

He accepted a commission in the Taldan Phalanx, joining a regiment tasked with guarding the Galtan border. Here Marius encountered a grim example of where revolutionary fervor unchecked by notions of strategy or restraint could lead, and he internalized the lessons well. He also came into the orbit of Field Marshal Tiraesa Vaerli, a strategic advisor to the regiment who became a mentor to Marius and introduced the young man to Kelinihat, teaching him the value of discretion, focus, and subtlety in the pursuit of justice and righteousness.

After completing his tour of duty, Marius retuned to Ridonport a calmer but no less determined reformist and involved himself in politics. His restored reputation from the Galtan border--and glowing recommendations from Vaerli--soon brought him to the attention of Martella Lotheed, with whom he has worked for a little over a year now. An active voice in favor of Princess Eutropia's movement, the youngest scion of House Erallan hopes to acrue enough political capital to push further reforms through the Senate in his own lifetime.

Appearance & Personality:

While not particularly imposing at 5’10” Marius’ dark blue eyes are keen and watchful, his movements quick and precise from his training with the Rondelero duelists. Now that he’s out of the Phalanx he keeps his dark brown hair artfully tousled and a closely trimmed beard; his attire is still crisp and fashionable, his military bearing immediately making it clear that he served.

Marius tries to be mindful of his words and is usually cautious and diplomatic, though his temper still sometimes gets the best him when faced with injustice—especially injustice perpetrated or protected by those with power. He laughs easily and often and enjoys complex games of strategy and chance. He’s also an enthusiastic though mediocre singer.