Orkoral

Marius Hawk's page

260 posts. Alias of Chris Banks.


Full Name

Marius Hawk

Race

Human

Classes/Levels

Wizard 8

Gender

Male

Size

Medium

Age

27

Alignment

Chaotic Neutral

Deity

Pantheist

Occupation

Grifter

Strength 10
Dexterity 14
Constitution 12
Intelligence 19
Wisdom 14
Charisma 14

About Marius Hawk

XP: 23,000/35,000

Initiative: +3

Hit Points: 44 (8d6+8) Current: 44/44

AC 17 (buffed) (10 +0 shield +3 Dex +4 armour buff)
Touch 13, Flat-footed 14 (buffed)

Fortitude +3 (+2 Base, +1 Con)
Reflex +5 (+2 Base, +3 Dex)
Will +8 (+6 Base, +2 Wis)

BAB +4
CMB +4 (+4 BAB, +0 Str)
CMD +21 (10 +8 HD, +0 Str, +3 Dex)
Speed 30'
ACP 0

Attack Options
Melee masterwork dagger +4 (19-20, 1d4)
Ranged masterwork light crossbow +7 (19-20, 1d8)
Ranged touch +6

Active buffs/spells:
Physical Enhancement - +2 enhancement bonus to DEX. 24 hours.
Mage armour, +4 armour bonus to AC, 7 hours.

Stats: Str 10 Dex 14 (16) Con 12 Int 18 Wis 14 Cha 14

Traits
Academy Graduate - 3 Int or Cha skills are class skills (bluff, diplomacy, sense motive selected), +2 to Knowledge (history and Nobility).
Desperate resolve - +1 to concentration checks. +4 if grappled, pinned, in violent weather or entangled.

Feats:
Scribe scroll
Eschew Materials
Defensive combat training - Use HD in place of BAB for purposes of CMD
Deceitful - +2 to Bluff and Disguise checks
Craft wands
Craft wondrous items
Spell penetration

Favoured class: Wizard (8 Skill points)

Class Features:

Arcane bond (Ring of the Ram)
- If not wielded, spellcasting requires concentration check (DC 20 + spell level).
- 1/day, cast any spell in spellbook without preparation.
- Bonded item may be improved as if relevant item creation feat was possessed.

School: Transmutation (Opposed schools: Enchantment, Necromancy)
- One extra spell prepared at each level, must be from chosen school.
- Opposed school spells require two slots to prepare.
- Physical Enhancement - +2 enhancement bonus to one physical stat. May be changed when spells prepared each day. (Typically Dex).
- Telekinetic fist - 7/day, standard action, 30 foot ranged touch attack, 1d4+3 damage.
- Change shape - 8 rounds (level)/day, as per beast shape II or elemental body I

Skills (8 per level. 64 points)

Appraise +14 (7 ranks, +3 class, +4 int)
Bluff +11 (4 ranks, +3 class, +2 cha, +2 feat)
Diplomacy +11 (6 ranks, +3 class, +2 cha)
Disguise +7 (3 ranks, +2 cha, +2 feat)
Spellcraft +15 (8 ranks, +3 class, +4 int)
Linguistics +13 (6 ranks, +3 class, +4 int)
Knowledge (History) +14 (5 ranks, +3 class, +4 int, +2 trait)
Knowledge (Nobility) +11 (2 ranks, +3 class, +4 int, +2 trait)
Knowledge (Planes) +12 (5 ranks, +3 class, +4 int)
Perception +7 (5 ranks, +2 wis)
Sense Motive +14 (7 ranks, +3 class, +4 int)
Stealth +5 (2 ranks, +3 dex)
Swim +9 (4 ranks, +5 competence, +0 str)

Spells Prepared:
0th (4/day, DC 14) -- Detect magic, Mending, Prestidigitation, Mage hand
1st (4+1/day, DC 15) -- Snapdragon fireworks, Magic missile x2, Mage armour, Feather fall
2nd (4+1/day, DC 16) -- Glitterdust (cast), Pyrotechnics, Scorching ray x2, Spider climb (cast)
3rd (4+1/day, DC 17) -- Fireball (cast), Lightning bolt x2 (1 cast), Dispel magic (cast), Fly
4th (3+1/day, DC 18) -- Ride the Waves, Greater aggressive thundercloud x2 (1 cast), wall of ice (cast)

Spellbook: 8/4/4 from levels
0th -- All core except enchantment & necromancy (16 pages)
1st -- All core except enchantment & necromancy , Snapdragon Fireworks(34 pages, 885 gp)
2nd -- Protection from arrows, Acid arrow, Glitterdust, Web, See invisibility, Darkness, Scorching ray, Invisibility, Magic mouth, Mirror image, Alter self, Bull's strength, Cat's grace, Knock, Spider climb, Pyrotechnics (32 pages, 2130 gp)
3rd -- Dispel magic, Phantom steed, Arcane sight, Fireball, Lightning bolt, Fly, Haste, Greater magic weapon (24 pages, 1860 gp)
4th -- Ride the Waves, Greater Aggressive Thundercloud; Beast shape II; Wall of ice
Two spellbooks, 103 pages, 4825 gp total

Combat Gear

Masterwork Dagger (302 gp)
Masterwork Light crossbow (10 bolts) (336 gp)

Magic Items 1,662 gp

Handy Haversack (2000 gp)
Ring of the Ram (19 charges) (bonded item) (4300 gp)
Ring of swimming (2500 gp)
Two spellbooks (4825 gp)
Ioun torch (75 gp)

Gargoyle crown:
Examining the Gargoyle Crown, you see that it is crafted from pieces of carefully carved granite. It features three sharp points in the fron with a series of small points ringing the rest of the wearer's head.
You discover that it has two primary powers.
Once per day as a free action, the crown can be activated to give the wearer DR5/Adamantine for 10 minutes, giving his skin the appearance of stone.
The crown also gives its wearer a special smite attack usable thrice per day against creatures touching natural stone or earth. The wearer gains a +4 bonus on attack and damage roll when using this special strike. The wearer must declare he is using this ability before making the attack.
This item takes up the hat body slot when worn.

Equipment
Scroll case
Bedroll
Waterskin
Rations (3 days)

Cash
1,612 gp

Languages: Common, Dwarven, Draconic, Elven, Sylvan, Olman

Background:

As the third child in one of Sasserine's minor noble families, it was always expected that Marius would make his own way in life, with the bulk of the family holdings going to his elder siblings. Nevertheless, he had a happy childhood, and was given every advantage growing up, including tuition at a prestigious academy and lessons in magic when he demonstrated an aptitude for it.

Now out on his own in the world, Marius is determined to make his mark, overcoming the slight disadvantage posed by the order of his birth. To that end, he has a tendency to go for get rich quick schemes, with the aim of building up some seed money to invest in trade. Success in this regard has been mixed, with the end result that Marius is not much wealthier now than when he attained his majority.

It was in the wake of one such failed scheme that Marius fell in with the Lotus Dragons. Able to pass in echelons of society that most of the guild members could not, Marius initially saw a sideline in smuggling as an excellent way to supplement his income. As time went by however, he was drawn further into the day to day business of the guild, not entirely of his own will.

Matters came to a head when it became apparent that the guild's ambitions went rather further than was entirely healthy for Marius, and things might have ended rather badly for him, had he not been able to escape in the confusion of an attack on the guild by adventurers. Under the circumstances, it seemed best to skip town for a while.

Signing on as a ship's mage for a trading expedition down the coast was a good opportunity. Not only should such a voyage put him beyond immediate reach of retribution for his 'betrayal,' but it also offered a healthy possibility of profit.

For all that he's fairly openly out to enrich himself, often through questionable means, Marius comes across as a genuine person, loyal to his friends and always ready to lend a hand. Or cover a quick retreat from trouble, as the case may be. His past criminal associations and the school of hard knocks have put paid to any noble airs he might once have had, and he's taking a certain joy in life, having escaped a messy death.