Armistril's Shield

Marrulurk, Agents of the Hand's page

126 posts. Alias of Tacticslion.


Full Name

Fi'dho, the First Responder (current)

Race

marrulurk

Classes/Levels

monstrous humanoid (marru, aquatic) 3, fighter 2, LA +1; Hp 24/24 AC 23/15/19 Init +4 (Listen +11, Spot +7; Fort +8, Ref +7, Will +6); Currently: Fi'dho

Gender

male

Size

small

Special Abilities

Loyalty (Ex): (1/day) re-roll a save against any long-term magical controlling effect, such as Domination or similar effects.

Alignment

LG

Deity

the Throne (oh, and, uh, Altua, Heironeous, and Wee Jas; yes, them.)

Location

Delin's Ferry (to meet with an official at Sorana)

Languages

Common, Marru, Ancient Suloise

Occupation

murderin': for great justice

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

About Marrulurk, Agents of the Hand

Marrulurk, Agents of the Hand
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marrulurk (amphibious): +2 STR, +4 DEX, CON, CHA; +6 WIS

* Fi'dho, First Responder ("tricks": defend, guard): STR 18, DEX 18, CON 18, INT 10, WIS 16, CHA 15
- Total Skill Modifiers: Bluff +4, Hide +6, Listen +7, Move Silently +6, Spot +5
- Ranks: Bluff +2, Hide +2, Listen +4, Move Silently +2, Spot +2
- Equipment: mithril chain shirt; mithril tower shield
- Level: Fighter level 1 [+1 bab, +2 fort, +2 skills, bonus feat, d10]

* Gir'ar'd, the Finder ("tricks": hunt, track): STR 15, DEX 20, CON 16, INT 14, WIS 16, CHA 14
- Total Skill Modifiers: Bluff +4, Hide +9, Listen +9, Move Silently +11, Spot +9
- Ranks: Bluff +2, Hide +4, Listen +6, Move Silently +6, Spot +6
- Equipment: studded leather [mithril scale breastplate?]
- Level: Ranger level 1 [+1 bab, +2 fort, +2 reflex, +6 skills, favored enemy +2, track, wild empathy, d8]

* Rough, the Hushpuppy ("tricks": flank, sneak): STR 15, DEX 17, CON 16, INT 16, WIS 16, CHA 16
- Total Skill Modifiers: Bluff +9, Hide +9, Listen +9, Move Silently +9, Spot +9
- Ranks: Bluff +6, Hide +6, Listen +6, Move Silently +6, Spot +6
- Equipment: leather
- Level: Rogue level 1 [+0 bab, +2 reflex, +11 skills, sneak attack +1d6, trapfinding, d6]

* Barbara, the Bulldog ("tricks": attack, menace): STR 20, DEX 14, CON 17, INT 10, WIS 16, CHA 14
- Total Skill Modifiers: Bluff +2, Hide +4, Listen +5, Move Silently +6, Spot +7
- Ranks: Bluff +0, Hide +2, Listen +2, Move Silently +4, Spot +4
- Equipment: breastplate [mithril full plate?]
- Level: Barbarian level 1 [+1 bab, +2 fort, +4 skills, fast movement, race 1/day, d12]

* Yipyip, the Master ("tricks": manuever, seek): STR 16, DEX 18, CON 14, INT 10, WIS 20, CHA 18
- Total Skill Modifiers: Bluff +6, Hide +6, Listen +9, Move Silently +6, Spot +7
- Ranks: Bluff +2, Hide +2, Listen +4, Move Silently +2, Spot +2
- Equipment:
- Level: Monk level 1 [+0 bab, +2 all saves, +4 skills, bonus feat, flurry of blows, unarmed strike <1d4>, d8]
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Statistics of Fi'dho, First Responder:

Fi'dho
Monstrous Humanoid 3, Fighter 2, LA +1 [total level: 6]
LG Medium monstrous humanoid (aquatic, marru)
Init +4; Perception Listen +11, Spot +7 (Darkvision 60 ft.)
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Defense
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AC 23, touch 15, flat-footed 19 (+4 armor, +4 Dex, +4 shield, +1 size)
HP 24 (3d8 plus 2d10+16)
Fort +8, Ref +7, Will +6
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Offense
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Speed 20 ft. , swim 20 ft.
Melee dagger +10 (1d3+4/19-20), mwk morningstar +11 (1d6+4), mwk glaive +11 (1d8+4/x3), ranseur +10 (1d8+4/x3), heavy flail +10 (1d8+6/19-20), halberd +10 (1d8+4/x3), medium-sized +1 short sword +6 (1d6+5/19-20)
Ranged dagger (thrown, 10 ft.) +10 (1d3+4/19-20), mwk composite longbow {+4} (ranged 110 ft.) +11 (1d6+4/x3)
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Statistics
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Str 18, Dex 18, Con 18, Int 10, Wis 16, Cha 15
Base Atk +5; Grapple +5
Languages Common, Marru
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Feats
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(rb) Point Blank Shot
(rb) Rapid Shot
(1) Open Minded
(3) Able Learner
(1f) Improved Rapid Shot
(2f) Improved Diversion
(6) Placeholder, 'cause I dunno, yet!
(9) Placeholder, 'cause I dunno, yet!
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Template
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Amphibeous
Size and Type The creature gains the aquatic subtype, but its creature type and other subtypes are unchanged. Size is unchanged.
Speed An amphibious creature gains a swim speed equal to half the normal land speed of the base creature (not including any adjustments for feats, class features, or other effects).
Special Qualities An amphibious creature retains all the special qualities of the base creature and also gains the following special quality.
- Amphibious An amphibious creature can breathe air and water equally well.
Abilities Adjust from the base creature as follows: Dex –2. Amphibious creatures are less agile and flexible than their surface kin.
Skills: An amphibious creature has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can move through water at its swim speed without making Swim checks. The creature can always choose to take 10 on a Swim check, even if distracted or endangered. The creature can use the run action while swimming, provided it swims in a straight line.
Environment Any (usually aquatic).
Level Adjustment +0.
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Skills
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Bluff +4 (CHA +2, +2 rank)
Climb +6 (STR +4, +2 rank); -1 while actively using the tower shield
Hide +19 (DEX +4, +7 rank, +4 racial, +4 size, +2 tool); +12 while actively using the tower shield
Listen +11 (WIS +3, +4 rank, +4 racial)
Move Silently +15 (DEX +4, +7 rank, +4 racial, +2 tool); +8 while actively using the tower shield
Spot +7 (WIS +3, +2 rank, +2 tool)
Swim +12 (STR +4, +8 racial); +5 while actively using the tower shield
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Gear
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Carrying Capacity: Light (75 lbs.), Medium (150 lbs.), Heavy/Lift Overhead (225 lbs.), Lift (450 lbs.), Drag (1,125 lbs.)
Total Weight: 55 lbs.
mithril chain shirt [+4 AC, +6 max DEX, 0 acp, 10% asf, 6.25 lbs, 1,250g, normal speed]
mithril tower shield [+4 AC, +4 max DEX, -7 acp, 40% asf, 11.25 lbs, 1,180g, normal speed]
* Outfit (Explorer's, Traveler's)
* Bag, Waterproof (5 s, 1/2 lbs)
- - Journal (10 g, 1 lbs)
* Handy Haversack (2,000 g, 5 lbs.) <ignore weight in this bag>
- - Backpack (2 g, 2 lbs)
- - Bedroll (1 s, 5 lbs)
- - Rations (x5) (5s/day, 1 lbs/day)
- - Flint and Steel (1 g, -)
- - Chalk (x2) (2 c, -)
- - Charcoal (5 s, -)
- - Ink, Ink Pen (8 g, -; 1 s, -)
- - Paper (x10) (4 s, -)
- - Soap (1 c, 1 lb.)
- - Rope, Silk (x3) (30 g, 15 lbs.)
- - Crowbar (2 g, 5 lbs.)
- - Chain (10 ft.) (30 g, 2 lbs.)
- - Hammer (5 s, 2 lbs.)
- - Grappling hook (1 g, 4 lbs.)
- - Caltrops (x5) (5 g, 10 lbs.)
- - Acid (flask) (x20) (200 g, 20 lbs.)
- - Magic: Magic Weapon (oil) (x5) (250 g, -)
- - Magic: Cure Light Wounds (potion) (x8) (400 g, -)
- - Magic: Cure Moderate Wounds (potion) (x1) (300 g, -)
- - Magic: Elixir of Truth (x2) (1,000 g, -)
- - Magic: Medium-sized +1 short sword
Magic: Hat of Disguise (x5) (1,800 g, -)
Masterwork Hide Tool [cloak] (50 g, 1 lbs.)
Masterwork Move Silently Tool [boots/rags] (50 g, 1 lbs.)
Masterwork Spot Tool [goggles] (50 g, 1 lbs.)
Masterwork Bluff Tool ['official documentation'] (50 g, 1 lbs.)
* Waterskin (1 g, 4 lbs)
* Dagger [1d4, 19-20/x2, 10 ft., 1/2 lb, P or S, 2g] <to use in crafting>
* Mwk Morningstar [1d6, x2, 3 lbs, B and P, 312g]
* Mwk Glaive [1d8, x3, 5 lbs, S, reach, 375g] <to keep foes at bay>
* Ranseur [1d6, x3, 6 lbs, P, reach, 5 g] <to keep foes at bay>
* Heavy Flail [1d8, 19-20/x2, 4 lbs, B, 15g]
* Halberd [1d8, x3, 6 lbs, P or S, 10g]
* Mwk Composite Longbow {+4 STR} [1d6, x3, 110 ft., 1.5 lbs, P, 800 g]; 20 arrows
Coin (Copper Piece) (x7)
Coin (Silver Piece) (x3)
Coin (Gold Piece) (x5)
Coin (Platinum Piece) (x4)
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Special Abilities
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Bonus Feat Marrulurks gain Point Blank Shot and Precise Shot as bonus feats. Fighters recieve a bonus feat at first level and ever even level thereafter.

Weapon Proficiency Marrulurks are proficient with all medium or lighter armors, all shields, and all simple weapons. Fighters are proficient with all simple and martial weapons, all armors and shields.

Discerning Hearing (Ex) +4 Listen; auto-detect presence of most creatures by sound of breathing, heartbeat, or movement in 30 [not constructs, undead, or others lackin metabolism unless they move]; not auto-locate unless within 5 ft, just recognize (move action auto-locates within full 30 ft.)

Resistance to Dessication (Ex) resistance to dessication damage 10; takes no nonlethal or lethal damage from failing CON checks to avoid becoming dehydrated, though still may become fatigued (only requires a mouthful of water to recover from dehydration, regardless of source); only requires half water for it's size

Resistance to Fire (Ex) 5

Low-light Vision (Ex) basic

Death Attack (Ex) If a marrulurk studies a victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (marrulurk’s choice). The save DC against a marrulurk’s death attack is 13, and the save DC is Charisma-based. This ability otherwise functions like the assassin’s death attack ability described on page 180 of the Dungeon Master’s Guide and is subject to the same limitations.

Nauseating Breath (Su) Once per day, a marru lurk can breathe a 10-foot cone of nauseating gas as a free action. All creatures except other marrulurks within the area must succeed on a DC 13 Fortitude save or be nauseated 1 round. The save DC is Constitutionbased. See page 301 of the Dungeon Master’s Guide for a description of the nauseated condition.

Poison Use (Ex) A marru lurk is skilled in the use of poison and never risks accidentally poisoning itself when applying poison to a weapon. A marrulurk typically carries 2d4 doses of Large monstrous scorpion venom (Fort DC 14; 1d4 Con/1d4 Con), applying it to its crossbow bolts and scimitars.

Sneak Attack (Ex) A marrulurk deals extra damage when it is flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. See the rogue class feature, page 50 of the Player’s Handbook.

Skills Marrulurks have a +4 racial bonus on Hide and Move Silently checks.
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Spells
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None at present.

History of the Hand:
History goes here.

Code of the Hand:
Code goes here.

Other:

Other goes here.

Future Choices:

Although not one of the Marrulurks, it's worth noting that eventually the Hand is likely going to send a different sort of special agent - a beguiler - if several of the 'lurks aren't doing so well.

Round 8: Hoisting his heavy flail, he quietly slides around to flank (5ft. step K-47, [dice=Hide]1d20+19[/dice], [dice=Move Silently]1d20+15[/dice], starting from concealment due to the fog, ending at I-49) and then swings for the goblin between him and Borum!

[dice=20% Miss Chance!]d%[/dice], [dice=Blade Bearer 3 Attack!]1d20+10[/dice], [dice=Damage]1d8+6[/dice] [dice=Sneak Attack]2d6![/dice]

AVENGER PrC!