Forwell Hog

Martin Lorrimor's page

14 posts. Alias of mourge40k.


Full Name

Martin Lorrimor (Greedle)

Race

Human

Classes/Levels

Witch 1

Gender

Male

Size

Medium

Age

24

Alignment

Neutral Good

Strength 10
Dexterity 13
Constitution 14
Intelligence 18
Wisdom 13
Charisma 9

About Martin Lorrimor

Martin Lorrimor
Human Witch 1; Favored Class Bonus - +1 HP
NG Medium humanoid (Human)
Init +1; Perception +3

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Defense
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AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural)
HP 9 (1d6+3)
Fort +2, Ref +1, Will +3

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Offense
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Speed: 30 ft.
Ranged: +1 Light Crossbow (1d8; 19-20/x2)
Melee: +0 Dagger (1d4; 19-20/x2)

Spells (CL 1st, concentration +5)

Cantrips: Arcane Mark, Bleed, Dancing Lights, Daze (Prepared), Detect Magic (Prepared), Detect Poison, Guidance, Light Prepared, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark (Prepared), Stabilize, Touch of Fatigue
1st-level: Cure Light Wounds (DC 15) (Prepared), Ear-Piercing Scream (DC 15), Peacbond (DC 15), Hex Vulnerability, Mage Armor (Prepared), Ray of Enfeeblement, Identify

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Statistics
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Str 10, Dex 13, Con 14, Int 18, Wis 13, Cha 9
Base Atk +0; CMB +0; CMD 11
Languages: Common, Ancient Orision, Azlanti, Celestial, Aklo

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Feats
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Extra Hex (Flight)
Skill Focus (Knowledge - Arcana)
Alertness
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Traits and Drawbacks
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Extra Skill
Extra Feat
Teacher's Pet: +2 trait bonus to Knowledge (Dungeoneering), Knowledge (Dungeoneering) is class skill.
Pragmatic Activator: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier

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Skills
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Appraise +5
Knowledge (Arcana) +11
Knowledge (Dungeoneering) +10
Knowledge (History) +8
Knowledge (Local) +8
Knowledge (Nature) +8
Knowledge (The Planes) +8
Spellcraft +8
Use Magic Device +8

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Gear
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Dagger
Crossbow
20 bolts
backpack
bedroll
belt pouch
candles (10)
chalk (10)
flint and steel
ink
inkpen
iron pot
mess kit
soap
spell component pouch
torches (10)
trail rations (5 days)
waterskin
Familiar Satchel
65 gp

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Special Abilities
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Weapon and Armor Proficiency Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch's gestures, which can cause her spells with somatic components to fail.

Hexes Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. A witch cannot select an individual hex more than once. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier.
-Healing A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.
-Flight At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.

Time Patron At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.
Patron Spells: 2nd—ventriloquism, 4th—silence, 6th—haste, 8th—threefold aspect, 10th—teleport, 12th—disintegrate, 14th—expend, 16th—temporal stasis, 18th—time stop.

Gamera the Turtle Familiar:
N Tiny animal Init –2; Senses low-light vision; Perception +4
DEFENSE AC 17, touch 10, flat-footed 17 (–2 Dex, +7 natural, +2 size) hp 4 Fort +1, Ref +0, Will +1

OFFENSE Speed 5 ft., swim 20 ft. Melee bite –2 (1d3–4) Space 2-1/2 ft.; Reach 0 ft.

STATISTICS Str 3, Dex 6, Con 8, Int 6, Wis 12, Cha 3 Base Atk +0; CMB –4; CMD 2 (6 vs. trip) Feats: Skill Focus (Perception) Skills: Perception +4, Swim +10

SPECIAL ABILITIES
Familiar: The master of a turtle familiar gains a +1 natural armor bonus to AC.

Shell Retreat (Ex): A turtle can retreat within its shell as a swift action, gaining a +2 enhancement bonus to its existing natural armor. While in its shell, a turtle cannot take any action except to end the retreat. The turtle can end its retreat with a free action on its turn.

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.

Backstory:
Martin was born out of wedlock in the town of Illmarsh. From what little details he was able to gather, his father was an adventurer who took interest in a young woman from the Greedle family, and settled down in the town with her. However, something happened to them one day, leaving his father dead and his mother mad. But rather than leaving the toddler to be cared by his uncle Early, he was instead adopted by Professor Lorrimor when he was in town. He had apparently been a close friend of Martin's father, and Early was more than happy to saddle someone else with his sister's bastard. And so he was shipped out of town with the Professor, with nothing more than his pet turtle and the clothes on his back. And so Petros took in Martin, raising the child alongside his daughter Kendra. He gave the boy a prime education, and he got to travel far more than most other people would ever get the chance to. From Cheliax to Absalom to Varisia to Nex, Martin got to see a great many sights that people many times his age would never have the opportunity to, and learned a great deal from his adoptive father. However, they eventually came back around to Ustalav, and the Lorrimors lived in Liepstadt for a time. It was there that Martin became the assistant to the professor of antiquities, and helped inspect and catalog the many artifacts that the university recieved. When the Professor decided to move to Ravengro, Martin opted to stay in Liepstadt and continue to work as an assistant, and maybe eventually become a professor himself. It was this job that made Martin's life change forever. He was assigned to look over some of the university's prior exhibits, including a odd statuette known as the Seasage Effigy. While he was inspecting it, he somehow activated some sort of latent magical property that had been unknown prior to then. A ray of sickly green energy fired out and struck both Gamera and Martin. An otherworldly voice spoke to Martin through his pet then, telling him many things both wondrous and horrible. The experience was terrifying, and Martin immediately quit his job the next day. For a few months, he lived off the savings he had accumulated, unable to escape the voice that spoke through his pet. What he was able to do was listen to it, and what he heard was nothing short of amazing. While he had dabbled with the idea of wizardry before, the secrets that the voice taught him were just as fascinating, if not more so. And so he took to listening to the voice, practicing with the magic it gave him, and trying out the mystic "tricks" he learned from it. All this was going well, until just a few short days ago. He recieved a letter from his sister. Apparently Petros Lorrimor had died. After years of exploring musty tombs and facing many dangers, Petros Lorrimor had met his end in the ruins of an abandoned prison. Now Martin has to leave Liepstadt, and must attend the funeral of his father in Ravengro....

Appearance:
Martin is wan-looking and pale. His hair tends to be stringy and greasy-looking due to lack of care, and his skin is somewhat blotchy. Even with the glasses he wears, he often squints, and has a somewhat pronounced stutter. All in all, he's not exactly what most people would call good looking, and his slovenly manner of dress doesn't exactly help.