Ekaym Smallcask

Simon Demarkus's page

761 posts. Alias of wesF.

Full Name

Simon Demarkus


AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33


eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1








HP Damage taken 0/64


Spells Used Today: 1: 0/8 2: 0/7 3: 0/5

Strength 10
Dexterity 22
Constitution 14
Intelligence 14
Wisdom 21
Charisma 10

About Simon Demarkus

Simon Demarkus
Male aasimar eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1 (Pathfinder Campaign Setting: Inner Sea Magic; Pathfinder Player Companion: Animal Archive; Pathfinder RPG Advanced Race Guide 84; Pathfinder RPG Ultimate Combat 60; Pathfinder RPG Ultimate Magic 70)
NE Medium outsider (native)
Hero Points 0
Init +6; Senses darkvision 60 ft.; Perception +23
AC 33, touch 23, flat-footed 27 (+4 armor, +2 deflection, +6 dexterity, +2 natural, +4 shield, +5 untyped bonus)
hp 64 (7d10+1d8+1d6+18)
Fort +8, Ref +10, Will +11
Resist acid 5, cold 5, electricity 5
Str 10, Dex 22, Con 14, Int 14, Wis 21, Cha 10
Base Atk +7; CMB +7; CMD 30

Speed 30 ft.
Melee +1 agile glamered sword cane +15/+10 (1d6+9) or
unarmed strike +13/+8 (1d6)
Special Attacks flurry of blows

Spells and Spell-like abilities:

Spell-Like Abilities (CL 9th; concentration +9)
3/day—dancing lights
Sorcerer Spell-Like Abilities (CL 9th; concentration +14)
8/day—heavenly fire (1d4 divine energy)
Sorcerer (Tattooed Sorcerer, Wildblooded) Bloodline Empyreal

Spells Known (CL 9th; concentration +14)
0 (at will)—arcane mark, detect magic, detect poison, disrupt undead, mage hand, message, prestidigitation
1st (8/day)—ant haul{super}APG{/super} (DC 16), feather fall, mage armor, shield, vanish{super}APG{/super} (DC 16)
2nd (7/day)—aram zey’s focus, mirror image, rope trick, scorching ray
3rd (5/day)—battering blast (DC 18), haste

Feats and Traits:

Feats Combat Casting, Combat Reflexes, Disruptive, Extend Spell, Heavenly Radiance[ARG], Improved Unarmed Strike, Varisian Tattoo[ISWG], Weapon Finesse, Weapon Focus (sword cane), Weapon Specialization (sword cane)
Traits magical knack, wayang spell hunter


Racial Modifiers +2 Diplomacy, +2 Perception
Acrobatics +12
Appraise +6
Climb +2
Diplomacy +3
Disable Device +17
Escape Artist +10
Fly +10, Heal +7
Knowledge (arcana) +6
Knowledge (history) +6
Knowledge (religion) +8
Linguistics +6
Perception +23
Ride +10
Sense Motive +9
Sleight of Hand +10
Spellcraft +6
Stealth +20
Survival +9
Swim +4
Use Magic Device +4

Languages Celestial, Common, Draconic, Dwarven, Elven


cat burglar's boots
elixir of spirit sight
holy weapon balm (6)
+1 agile glamered sword cane
amulet of natural armor +2
belt of incredible dexterity +4
eyes of the eagle
headband of inspired wisdom +4
page of spell knowledge (rope trick)
ring of protection +2
thieves' tools, masterwork


GP- 220

Tracked Resources
Cat burglar's boots (1/day) - 0/1
Dancing Lights (3/day) - 0/3
Daylight (1/day) - 0/1
Elixir of spirit sight - 0/1
Heavenly Fire (1d4 divine energy, 8/day) (Sp) - 0/8
Heavenly Radiance (Sunbeam, 1/day) - 0/1
Holy weapon balm (10 uses) - 0/10
Special Abilities:

SQ bloodline tattoos, devoted guardian, familiar tattoo, hero points
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Cat burglar's boots (1/day) Has pocket to hold thief tools. Reroll a failed Acrobatics/Climb/Stealth check.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devoted Guardian +0 (Ex) At 1st level, a sohei can always act in a surprise round even if he does not notice his enemies, though he remains flat-footed until he acts. In addition, a sohei gains a bonus on initiative rolls equal to 1/2 his monk level. At 20th level, a sohei's
Disruptive +4 DC to cast defensively for those you threaten.
Elixir of spirit sight This elixir seems to be made of thick vapor rather than liquid, and constantly emits soft whispers when uncorked. For 1 minute, the drinker gains the ability to see invisibility (as the spell), and his weapons and armor are treated as if they had the ghost touch special ability.

Requirements Craft Wondrous Item, plane shift, see invisibility; Cost 500 gp
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empyreal Your heavenly power derives from insight rather than force of personality.

Associated Bloodline: Celestial.

Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to m
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Flurry of Blows +6/+6/+1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Heavenly Fire (1d4 divine energy, 8/day) (Sp) Ranged touch attack harms evil and heals good. Neutral unaffected.
Heavenly Radiance (Sunbeam, 1/day) Gain an additional use of daylight sla, and also the ability to use another chosen spell in place of it.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Magical Knack (Sorcerer [Tattooed Sorcerer, Wildblooded]) +2 CL for a specific class, to a max of your HD.
Page of spell knowledge (rope trick) This page is covered in densely-worded arcane or divine magical runes. It contains the knowledge of a single arcane or divine spell (chosen by the creator when the item is crafted). If the bearer is a spontaneous spellcaster and has that spell on her class spell list, she may use her spell slots to cast that spell as if it were one of her spells known. A page of spell knowledge is priced based on the spell's cleric or sorcerer/wizard spell level, unless the spell doesn't appear on either of those spell lists, in which case it is based on the highest spell level as it appears on any other spell list. For example, a spell that is on the 4th-level inquisitor list and the 2nd-level paladin list is priced as a 4th-level spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
Wayang Spell Hunter (Battering Blast) Reduce spell level increase from metamagic for chosen spell by 1.



Female raven (Pathfinder Player Companion: Animal Archive; Pathfinder RPG Bestiary 133)
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +16
AC 15, touch 14, flat-footed 13 (+2 dexterity, +1 natural, +2 size)
hp 32 (1d8-1)
Fort +5, Ref +6, Will +8
Speed 10 ft., fly 40 ft. (average)
Melee unarmed strike +11/+6 (1-4 nonlethal) or
bite +11 (1d3-4)
Space 2 ft.; Reach 0 ft.
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +7; CMB +7; CMD 13
Feats Skill Focus (Perception), Weapon Finesse[B]
Skills Acrobatics +6, Appraise -1, Diplomacy -1, Disable Device +8, Escape Artist +3, Fly +10, Linguistics -1, Perception +16, Ride +3, Sense Motive +3, Sleight of Hand +3, Spellcraft -1, Stealth +22, Survival +3, Swim +6, Use Magic Device -1
Languages Common
SQ improved evasion
Tracked Resources
Special Abilities
Flight (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Background story:

My name is Simon. I’m a killer for hire. I don’t really care who the target is if the price is right, but mages are my specialty. You’d be amazed what people will shell out for a dead mage. Most people think it’s hard, but not as much as you might think. Most of them are arrogant prats who think they’re above the rest of us. Hubris is far more their killer than I. I’m just the one who brings it to their attention. For a moment anyway, just before they go to the Boneyard.

See, the trick is to get close and keep them from getting a spell off in your face. When you look like I do and are as seemingly unarmed as I am that first part is easier than you think. Thanks to my bastard parentage I look goodly and nice. People will take a lot on face value. “You look angelic, so you must be nice.“ Trusting idiots, but it makes my job easier so who am I to complain?

I don’t know who my parents are, but whoever they are doesn’t matter. I was left on the doorstep of a monastery in the Minata islands. The monks raised me and taught me to fight. When I was old enough to ask questions the sensei told me I had blood of angels in me. Well, that’s nice and all, but it’ll only take you so far. I guess I enjoyed it while I was there, but once I got old enough to start understanding how the world really worked I had to go. Plus my magic started manifesting and there may have been an incident with an incinerated initiate. I decided it’d be better for me to leave in the middle of the night. Of course I made the body look like it was me and that the other kid ran off. Wouldn’t want a bunch of monks tailing me my whole life. Anyway, I digress. We were talking about killing mages.

The second part to killing mages is a little trickier, but again not as much as you’d think. Once you get in close and they decide they want to cast a nasty something-or-other in your face you punch them in the throat. It’s crude, but effective. You can also slice across a hand, box their ears, a sharp punch to the gut, break their nose, or that sort of thing. The throat punch is my favorite though. They never see it coming and the look on their face is priceless as their magic fizzles. Then you run them through with your blade a few times and that’s that. Search through their belongings, because mages carry some seriously good s**t on them, and go collect your money.

That brings us to how I ended up in this Gorum’s a**hole of a prison. Well, the details aren’t that important. Lets just say one of the downsides of killing mages is that sometimes they organize. Killing a cabal is much harder than killing one at a time when they’re not expecting it. Long story-short I killed the kin of one of this cabal and they came after me in a big way. The fight ended up leveling part of this city and a bunch of people died. Of course those Jacka**es blamed the whole thing on me. It wasn’t my fireballs that blew up the orphanage, but whatever. They convinced the magistrate that I tricked them into doing it, which is technically true, but I wasn’t the one who threw the fireball. That was actually kinda funny. I got the one mage to fireball his buddy on accident. The fact that it was an orphanage and caught fire was just a bonus. Anyway, as I was saying, they blamed the whole thing on me and called it “crimes against humanity” or some such. I’m not even really human so that shouldn’t even apply. Pansies. They were just afraid that if I were killed I’d get myself resurrected and come after them. So they stuck me in this cesspool instead. Charming, right? So here I am. Sitting in this cell talking to you. You’re not great company, but a man’s gotta keep himself busy somehow.