Royster McCleagh

Walter G. Carter's page

84 posts. Alias of GrinningJest3r.


Full Name

Walter Gilman Carter

Race

Human

Classes/Levels

Expert 2 Marshal 1 [HP: 20, Init: +1, Perc: +7, AC: 11, Tch: 11, Flt: 10, Fort: 2 (+4 vs environment and suffocation), Ref: 1, Will: 3]

Gender

Male

Size

Medium 5'8" 155lbs

Age

26

Alignment

True Neutral

Deity

The God and Goddess of Wicca

Location

Miskatonic

Languages

English, Hieroglyphics, Latin, Norse, Slavic

Occupation

former military, current student at Miskatonic University

Strength 12
Dexterity 12
Constitution 14
Intelligence 18
Wisdom 11
Charisma 10

About Walter G. Carter

Walter Carter was a resident of Miskatonic, MA and is the eldest of four children - he has two younger sisters and a younger brother. His family has been very militarily oriented for the past several generations and he followed that trend enthusiastically, though his more studious mind practically forced him into an intelligence-based MOS. While enlisted, he continued his own studies on the side, initially planning on going through with a degree in Mathematics, though deployments preempted any attempts at seriously pursuing a degree.

Friends of his family were a major influence regarding his outlook regarding religion and the supernatural and he is a Wiccan by belief even though he has never taken part in the ritualistic portions of the religion. After finishing his term of service, he returned to his hometown and applied to Miskatonic University, where he is majoring in Theoretical Physics and minoring in Mathematics. During his off-time, he enjoyed applying theoretical principles to the established curriculum, convinced that his thoughts regarding Non-Euclidean Calculus would bring out a massive change in the world.

Human Expert 2
LN Medium humanoid (human)
Init +1; Senses Perception +6
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 20 (2d8+4)
Fort +2 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +1, Will +3
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Offense
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Attacks
At Will - Read Magic, Arcane Writing

Level 0 (recharge 1d4+1)
Ray of Fire 30' (1d3)
Arcane Mark [R:Gen] (Touch, to 6 chars/1'sq., visible/invisible)
Detect Charm [R:Gen] (60' range, 60' area)
Detect Magic [R:Gen] (60' cone, conc/1 min/Lvl)
Dim [R:1hr] (Touch, 10 min, 100' radius)
Light [R:1hr] (object touched, 10 min/Lvl)
Mage Hand [R:Gen] (to 5lbs, 25'+5'/2Lvls, 15' per MA, conc)

Level 1 (recharge 1d4+1)
Magic Missile [R:Gen] (To 100'+10'/Lvl, 1d4+1 with SR)
Alarm [R:Gen] (25 ft. + 5 ft./2 levels)

Speed 30 ft.
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Statistics
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Str 12, Dex 12, Con 14, Int 18, Wis 11, Cha 10
Base Atk +1; CMB +2; CMD 13
Feats Alertness, Endurance, Diehard
Traits home port, world traveler
Skills Climb +5, Diplomacy +5 (+2 to gather information in Arkham), Intimidate +5, Knowledge (arcana) +9, Knowledge (engineering) +8, Knowledge (history) +9, Knowledge (planes) +6, Knowledge (religion) +9, Perception +7, Sense Motive +8, Survival +5, Swim +6 (+4 to resist nonlethal damage from exhaustion), Use MAgic Device +2
Languages English, Hieroglyphics, Latin, Norse, Slavic
Other Gear The Book of Eibon, Mage Card, 150 GP
Intelligent Cloak of the Hedge Wizard of Spellcasting (Sleep, Grease, Mage Armor, Shocking Grasp, Chill touch)
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Special Abilities
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-Alertness
-Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
-Diehard When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.
-Home Port (Arkham) You have a fondness for a particular port, and the people who live and do business there return the sentiment. You gain a +2 trait bonus on Diplomacy checks to gather information in your chosen home port.
Granted via the Book of Eibon
-Select acid, cold, electricity, or fire. You can make a ranged touch attack as a standard action that deals 1d3 points of damage of the chosen energy type. This ability has a range of 30 feet.
-You use read magic at will.
-You write with a touch. This functions as an arcane mark, except you can write entire words and sentences solely by touch. You can write as many words as you could send via a message spell as a standard action.
-The presence of a spirit distorts reality around you. This anomaly grants you a +2 insight bonus on saving throws against spells and spell-like abilities.
Granted via Mythic Tier 1
-Hard to Kill: Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
-Mythic Power: Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
-Surge 1d6: You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Granted via Marshal Mythic Path
Marshal's Order: Advance: As a swift action, you can expend one use of mythic power to inspire a tactical advance on the field of battle. This allows you and each of your allies within 30 feet to take either a single move action of the character's choice or a 5-foot step, as long as you or your ally has the ability to take such an action (for example, an unconscious character still can't take an action). The action granted by this ability doesn't count toward the number or type of actions a creature is allowed to take on its turn.
Path Abilities
Legendary Item: You gain a legendary item. This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact.
Intelligent Cloak of the Hedge Wizard of Spellcasting (Sleep, Grease, Mage Armor, Shocking Grasp, Chill touch)
Mythic Sustenance (Universal): Your mythic power is enough to sustain you. You no longer need to eat, drink, or breathe to live. You're immune to inhaled poisons and any spell or effect that requires breathing, though you are still affected by any food or drink you intake.