Wing Clipper

Trace Maru's page

5 posts. Alias of Patrick Bailey.


Full Name

Trace Maru

Race

Human

Classes/Levels

Oracle 4th level

Gender

Male

Size

Medium

Age

24

Alignment

Lawful Good

Deity

Mengkare

Location

Current: Brevoy, the Stolen Lands. Previous: Hermea.

Languages

Common, Draconic, Celestial

Occupation

Seeker, Continuation of the Glorious Endeavor

Strength 10
Dexterity 15
Constitution 12
Intelligence 15
Wisdom 10
Charisma 15

About Trace Maru

Statistics:

Trace Maru
Human,
Male,
Medium size
5'11
180 lbs.

Str. 10
Dex. 15
Con. 12
Int. 15
Wis. 10
Cha. 15

Automatic Bonus Progression:
Saving Throws: +1
Armor attunement+1
Weapon attunement+1

HP: 36/36
Bab: +3
Cmb: +3
CMD: 16
Speed: 20 ft. (15 ft. in armor)
Initiative: +4 (Roll twice)

Defense:

AC. 10+7+2+1= 20
Touch. 13
Flat footed. 17

Fort: 1+1+1= +3
Refl: 4+2+1= +7
Will: 4+0+1= +5

Offense:

Bab:+3
Melee: +3
(+1) MW. Longspear, +4 attack, 1d8+1 damage, x3 critical, Brace/reach
MW. Longsword, +4 attack, 1d8 damage, 19/20 x2 critical

Ranged: +5
Mw. Longbow, +6 attack, 1d8 damage, x3 critical 100 ft. range,
- x20 arrows

Racial abilities:

+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Eye for Talent: Humans have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character's choice.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Oracle Class abilities:

Level: 4th
Mystery: Battle
Oracle's curse: Lame
- One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. Your speed is never reduced due to encumbrance. At 5th level, you are immune to the fatigued condition (but not exhaustion). At 10th level, your speed is never reduced by armor. At 15th level, you are immune to the exhausted condition.
Orisons
Spells
Revelations
1. Skill at Arms: You gain proficiency in all martial weapons and heavy armor.
2. War sight: Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

Feats:

Combat reflexes
Dodge

Skills:

16 class +8 intelligence +4 human +3 favored class = 31 ranks
Armor check Penalty: -3

Diplomacy: 4+2+3= +9
Heal: 4+3= +7 (+9 with a healers kit)
Knowledge Planes: 2+2+3= +7
Knowledge Religion: 2+2+3= +7
Perceptions: 4+3= +7
Profession (Scribe): 4+3= +7
Ride: 3+2+3-3= +5
Sense Motive: 4+2+3+1= +10
Spellcraft: 4+2+3= +9

Background:
Knowledge History: 4+2+3= +9
Knowledge Geography: 4+2+3= +9

Spells:

Caster level 4th,
Concentration: +6
Dc. 12+ level

0th: 6 known
Light
Create water
Detect Magic
Spark
Stabilize
Detect Poison

1st: 7/day
Enlarge Person
Cure Light wounds
Bless
Ant Haul
Align Weapon
Sanctuary

2nd: 4/day
Fog cloud
Cure moderate wounds
Bulls Strength

Traits:

Suspicious: +1 trait bonus to Sense motive and sense motive is always a class skill.
Trace, like most of the inhabitants of the isle of Hermea, had never wanted for much growing up. But that didn't mean that all was well within the isle itself. He found himself the target of lies and his good nature was taken advantage of from his friends and family. After eventually catching several people in direct lies, some regarding himself, he began to grow suspicious of everyone's motivations.

Exile: +2 initiative.
Years after discovering more about the outside world during his travels to recruit exceptional individuals, Trace found himself unable to sit and remain within the confines of the island. He needed to do more, so he petitioned the enlightened council to leave the island. They were not pleased that he wanted to go but Mengkare, the patron of the Island listened to what he had to say. After a long meeting with him, Trace was granted his reprieve from the island and went into a sort of conditional exile. He's had to be more aware on the outside now that the's no longer under the protection of Mengkare.

Gear:

carrying capacity
Light:1-33 lbs.
Medium: 34- 66 lbs.
Heavy: 67- 100 lbs.

With Pack:
1-38 lbs.
39-76 lbs.
77-115 lbs.

Over head: 100 lbs.
Off ground: 200 lbs.
Push/Drag: 500 lbs.

- Never encumbered due to weight.

Combat gear:
Mw. Breast Plate 350gp.
Mw. Longspear 302gp.
Mw. Longsword 302gp.
Mw. Longbow 400gp.
- arrows x20 1gp.
Wand of Cure light wounds (x50 charges) 750 GP.

Carried gear:
MW backpack 50 gp.
Bedroll 1 sp.
Metal canteen 1 gp.
compass 10 gp.
Daily Trail rations x5 1 gp.
Silk Rope x50 ft. 10 Gp.
Tent 10 gp.
Explorer's outfit -
Chiurgeon's Kit: This sturdy leather case straps to the waist or thigh, or can be slung over a shoulder. 400 gp.
- a leather pouch,
- a healer's kit, (x10 uses)
- a bottle of strong brandy,
- a potion of cure light wounds,
- a vial of smelling salts,
- 2 doses each of alchemist's kindness,
- antiplague,
- antitoxin,
- bloodblock,
- soothe syrup.

Chronicler's Kit: 40 gp.
- a map case,
- two vials of ink,
- two inkpens,
- 10 sheets of paper,
- two blank journals,
- a pound of fine powder for drying ink,
- a 20-foot measuring cord.

Mount:
Combat trained Horse (300 gp.)
Military saddle 30 gp.

330 gp.

Total spent:
2,957 GP, 1 SP,

(Wealth in pouch)
42 Gp. 9 SP.

Fluff Requirements

Description:

1. Trace has wavy brown hair that juts out wildly over his head. His face is smooth and flanked by immaculately groomed mutton chops and his eyes are dark brown. He dresses primarily in red shirts with opposing light blue slacks or trousers. He Prefers to also wear a white cloak on the outside. He generally wears a suspicious neutral expression with an upraised eyebrow. He carries himself with an air of methodical contemplation and he wants to be seen as thinking through things.

Personality:

2. Trace has always been enamored with historical battle and the more romantic notion of lines of well dressed soldiers fighting with each other. He has been burned before by those he trusted to mentor and direct his actions and his necessity to maintain some semblance of assured control to himself is absolute. He wants to help others become better and he believes that the world can be brought forward into a more perfect semblance of itself under his guidance. That way however, is through warfare.

He will never actively force anyone into a situation where they must do something that he himself would never willingly do. He wants to believe in people but he can't anymore. His past has taught him to be watchful, especially to those who smile too easily.

He likes to fiddle with science and historical debates from time to time, coming up with "What if..." scenarios.

He travels to battlefields After a battle, he tends to take some sort of trophy from those he defeats. Or if not in a serious fight, he likes to wager something to make everyone more eager.

Background:

3. Trace was born and raised on the "Utopian" isle of Hermea. His upbringing was one of ease with regards to needs, his birth had been difficult for his mother, requiring the aid of divine magics to help him and he suffered from an accident early on which limited his overall mobility growing up, but it also seemed to trigger something within him and unlocked his ability to cast divine magic. As he got older and was sent to the training yards to test for his martial aptitudes, it quickly became apparent that he innately understood battle with a clarity that few could match at such a young and untested age. This caused him to be the target of some jealousy for while he was among the more perfect society, he wasn't as perfect as many others. This caused him to have to fight for his place and fighting was seen as a valid way to earn one's place on the island.

Despite his powers, Trace was never more than passably interested in religious matters in regards to gods, in fact he found science to be more welcoming and intuitive. He just assumed his powers were due to his proximity with Mengkare, although he could neither explain nor understand the battle intuition he had.

After years of honing his skills and mock fights and strategy conditioning, Trace began to want more. He saw how small and confined the Glorious Endeavor was on the island of Hermea. He understood that while this place was powerful in its own right, the only reason it could stay neutral the way it did was largely because of Mengkare's power.

He petitioned to join the Seekers in order to find those of outside societies who were stronger and more battle hardened members of their societies. Using his studies of war history and geographical locations he devised plans for where to go on such hunts to find those places where they would most likely succeed. He didn't always succeed but he did increase the odds of finding such members and the more experience he had doing this, he developed a keen eye for talent and his ability to hunt and gather information began to develop in better methods.

When he returned from one such hunt he began to devise a new strategy; if Mengkare refused to meet and side with nations beyond Hermea's borders, instead deciding to pick and choose select members, then perhaps the dragon would side with a new nation that began from the island itself. Trace believed he could expand it's boundaries and began to study his maps in earnest which eventually led him to discover Brevoy and the Stolen Lands. What better place to expand than a new country who's laws have yet to be written?

Occupation:

4. Trace began as many youngsters do, as someone who was always fascinated to hear tales of bravery, war, and romance before dreaming of such things. When he heard others speak of tales from long ago he became fascinated with the world gone by and began to peruse books in his leisure hours when word of mouth could not suffice. Eventually he started spending more and more time in the libraries of of Hermea until eventually he'd become something of an amateur and eventual expert on the histories of the world and of different locales that come with it. His fascination with the outside world's different cultures and people eventually grew strong enough that he petitioned to become a seeker in the society. Someone who would occasionally leave the island to seek heroes of the modern day and invite them to come to the island at Mengkare's invitation.

Destiny/Motivation:

5. Mengkare is known to reach out to those under his care from time to time and assist them in decision making with regards to their own destinies. In Trace, Mengkare saw ambition and an opportunity, he was someone who would never truly be happy or reach his own potential by remaining on the island and so the dragon took a gamble. By using his own divine rights, he bestowed upon Trace a sliver of his power and gave him a seemingly daunting task. Expand the Glorious Endeavor

Trace takes his identity as part of the Glorious Endeavor with pride. He sees himself at the forefront of its expansion and although he dare not say it aloud, eventually he believes he will surpass even the mighty gold dragon Mengkare in his desires. For while the dragon holds to his plateau by limiting the population with great care, he does not allow it to grow. Which is where Trace will expand.