Angvar Thestlecrit

Markavious The Green's page

430 posts. Organized Play character for Tin Foil Yamakah.


Full Name

Venture Captain Markavious the Green(Wizard-Admixture 1), Sorcerer(Crossblooded: Orc/Green dragon

Race

| HP: 106/106 | AC: 14 | T: 14 | FF: 10 | Fort: 11 | Ref :12 | Will: 14(+2 vs. Enchantment)

Size

Medium

Age

SR: D20 + 19, Con Check: D20+13/15(Fireball)+8 (3/Day roll twice take better result)

Alignment

Lawful Good

Deity

Torag

Location

FCB HP

Languages

Elven, Abyssal, Celestial, Common, Draconic, Dwarven, Gnome, Halfling, Infernal, Necril

Occupation

SR D20+13+6, Concentration Check: D20+15+8 (2/3 Day roll twice take better)

Homepage URL

Familiar: Greensting Scorpion: +4 to Initiative

Strength 8
Dexterity 18
Constitution 16
Intelligence 26
Wisdom 14
Charisma 8

About Markavious The Green

Backstory:
A little known secret even among the elven elite is Group 14. A group similar to the CIA/NSA. This group does all the dirty work no one would suspect of the peace loving elves including spying taking prisoners even dissection to learn more about the enemies of the elves.
The Terror Teams are part of Group 14 only these elves will infiltrate enemy strongholds and wipe them off the face of Golorian. Markavious the Green is a high ranking officer and commander of one such squad. Rumors abound that Group 14 members are artificially enhanced in hidden labs

Traits:
Broken, not Beaten: You automatically stabilize when reduced below 0 hit points. Once per day when brought below 0 hit points, you can accept 1 point of damage to regain consciousness for 1 round, though you remain staggered and only able to take a single move or standard action.

Magical Lineage(Fireball)One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Spellhunter(Fireball): You grew up on one of the wayang-populated islands of Minata, and your use of magic while hunting has been a boon to you. Select a spell of 3rd level or below. When you use this spell with a metamagic feat, it uses up a spell slot one level lower than it normally would.

Fleet Footed(Racial):While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.

Spellbook :
Level 1: Air Bubble, Ant Haul, Anticipate Peril, Burning Hands, Ear-Piercing Scream, Enlarge Person, Floating Disk, Grease, Heightened Awareness, Liberating Command, Mage Armor, Magic Missile, Mount, Obscuring Mist, Pro: Evil, Shield, Silent Image, Snowball, True Strike, Unseen Servant, Vanish.

Level 2: Admonishing Ray, Ant Haul: Communal, Arem-Zey’s Focus, Bulls Strength, Create Pit, Darkvision, Endure Elements: Communal, False Life, Flaming Sphere, Flurry of Snowballs, Glitterdust, Invisibility, Levitate, Mirror Image, Pilfering Hand, Pro Evil: Communal, Pyrotechnics, Scorching Ray, Spectral Hand, SM II, Suppress Charms and Compulsions, Web.

Level 3: Ablative Barrier, Aqueous Orb, Blink, Clairaudience/Clairvoyance, Darkvision: Communal, Dispel Magic, Displacement, Fireball, Fly, Grasping Tentacles, Haste, Hold Person, Lightning Bolt, Non-Detection, Pro Energy, Resist Energy: Communal, Sleet Storm, Slow, SM III, Stinking Cloud, Tiny Hut, Vampiric Touch.

Level 4: Arcane Eye, Ball Lightning, Black Tentacles, Boneshatter, Charm Monster, Dimension Door, Emergency Force Sphere, Enervation, Greater False Life, Globe of Invulnerability: Lesser, Ice Storm, Greater Invisibilty, Mnemonic Enhancer, Phantasmal Killer, Pro Energy: Communal, SM IV, Solid Fog, Wall of Ice

Level 5: Baleful Polymorph, Cloudkill, Cone of Cold, Fickle Winds, Firesnake, Icy Prison, Life Bubble, Magic Jar, Overland Flight, Planar Binding: Lesser, Prying Eyes, Stoneskin: Communal, Telekinesis, Teleport, Summon Monster V, Wall of Force

Level 6: Anti-Magic Field, Chain Lightning, Contingency, Disintegrate, Dispel Magic: Greater, Globe of Invulnerability, Permanent Image, Planar Binding, Repulsion, SM VI, Tar Pool, True Seeing

Level 7: Fly:Mass, Limited Wish, Plane Shift, Teleport: Greater, Teleport Object, Summon Monster VII

Level 8: Greater Planar Binding

Level 9: Gate

Equipment:
Wizards Kit, Anti-Plague(1), Anti-Toxin(1), Spring loaded Wrist Sheaths(2), 1 Doses for Stoneskin(250), Potion: Remove Blindness/Deafness(2)

Magic Items:
Belt: Con +6(36K), Cloak +5(Resistance)(25K), Headband: Int/Wis +4(40K), Ring: Invisibility(20k),Ioun Stone: +2 Dex(8k), Handy Haversack(2k), Metamagic Rod: Persistent(9k)(3/3), Metamagic Rod: Extend(1/3) Wand: CSW(29)(11.3k), Spellguard Bracers(3/3)

Scrolls:
1. Comprehend Languages (1), Enlarge Person(1), Erase(1), Expedious Retreat(1), Hold Portal(1), Monkeyfish(1), Obscuring Mist(1)

2. Arem Zey's Focus(1), Darkness(1), Endure Elements(Communal)(1), Gust of Wind(1), Knock(1), Pilfering Hand(1), Protection From Evil(Communal)(2), Suppress Charms and Compulsions(2)

3. Daylight(1), Darkvision: Communal(1), Fly(4), Gaseous Form(1)

4. Elemental Body I(1), Tongues(1)

5. Passwall(1),Teleport(1)

6. Disintegrate(1)

Gold:
7,402k

Party Treasure:
In order to enter further, each of us needs an envoy. Within the chamber stands a basin containing a small number of special ioun st ones called eraminho. These stones act as vessels for the souls of the Society’s most trusted protectors, some even former members of the Decemvirate. By activating these stones, we can connect with the spirits to gain access to the inner chambers. Once inside, we should seek out the ambassador rooms first. They'll have methods of communication we can use to make contact with whatever allies of the Society we each may have outside the Ten themselves. These rooms are the only neutral rooms within the upper tower, so even if Adril has seized command of Skyreach, the ambassador rooms will remain somewhat of a blind-spot. After that, we need to get to Shemis and protect her at all costs. All set?"

XP:
0

Macros:

[dice=Ranged Touch 1]1d20+9[/dice] [dice=Acid Ray]4d6+8+7[/dice]
[dice=Ranged Touch 2]1d20+9[/dice] [dice=Acid Ray]4d6+8[/dice]
[dice=Ranged Touch 3]1d20+9[/dice] [dice=Acid Ray]4d6+8[/dice]

[dice=MM]1d4+7[/dice]
[dice=MM]4d4+4[/dice]

[dice=Intensified Acidball]15d6+37[/dice]

[dice=Empowered, Intensified Acidball]15d6+37[/dice] x1.5=

1. The order of their saves in order from highest to lowest. (e.g. Fort - Will - Ref)
2. Elemental resistances and immunities
3. Special attacks
4. Special defenses
5. Do they have combat reflexes or any other ability that will let them make attacks of opportunity.