Pathfinder Society -hahmot

Brother Marek Blakros

Arendius does nothing. Therefore, it falls to me.

Male elf wizard (wood elementalist) 10
N Medium humanoid (elf)
Player NiTessine
Xp 29
Faction Grand Lodge
Prestige/Fame 14/50


Init +8
Senses low-light vision; Perception +11


AC 16, touch 16, flat-footed 12 (+2 deflection, +4 Dex)
hp 60 (9d6+13 plus 15 from flexible enhancement)
Fort +8, Ref +8, Will +12; +2 vs. enchantment spells and effects
Immune sleep


Speed 30 ft.
Melee dagger +4 (1d4-1/19-20)
Ranged mwk longbow +10 (1d8-1/x3; 100 ft. range increment)


Arcane School Supernatural Abilities (CL 10th; concentration +16)
1/day — cooperative defence
9/day — splintered spear (+9, 1d6+5 plus bleed 2; 20 ft. range increment)
Wizard Spells Prepared (CL 10th; concentration +16)
5th — command plantsB (DC 22), cone of cold (2; DC 21), feeblemind (DC 22)
4th — black tentacles, crushing despair (DC 21), dimension door, greater invisibility, liveoakB
3rd — cloak of windsB, deep slumber (DC 20), fly, dispel magic, empowered magic missile
2nd — bull's strength, cat's graceB, false life, resist energy, scorching ray (2), see invisibility
1st — animate rope (DC 17), charm personB (DC 18), enlarge person, feather fall, mage armor, magic missile, shock shield
0 (at will) — detect magic, disrupt undead, light, read magic
Prohibited School metal


Str 8, Dex 16 (18), Con 12 (14), Int 22 (18), Wis 14, Cha 12
Base Atk +5; CMB +4; CMD 17
Feats Empower Spell, Extend Spell, Greater Spell Penetration, Improved Initiative, Maximize Spell, Persuasive, Point Blank Shot, Spell Penetration, Spell Focus (enchantment)
Skills Acrobatics +14 [10], Appraise +8 [1], Bluff +13, 5, 6, Diplomacy +16 [10]2, 3, 5, 6, Intimidate +3 [0]2, 3, 5, 6, Knowledge (arcana) +14 [7], Knowledge (dungeoneering) +10 [3], Knowledge (engineering) +8 [1], Knowledge (history) +10 [3], Knowledge (local) +9 [2], Knowledge (nature) +9 [2], Knowledge (nobility) +11 [2], Knowledge (planes) +9 [2], Knowledge (religion) +17 [10], Linguistics +13 [6], Perception +11 [7], Ride +5 [1], Sense Motive +125 [10], Spellcraft +171 [10]
Traits Storyteller, Treerazer's Bane (+2 to weapon damage vs. demons, evil fey and plants and animals corrupted by evil)
Languages Abyssal, Aklo, Ancient Thassilonian, Azlanti, Common, Draconic, Elven, Hallit, Kelish, Orcish, Osiriani, Sylvan, Tian, Undercommon
SQ Absalom townhouse (Ivy District), Blakros family member, bonded object (ring of protection +2), flexible enhancement, honorific, storyteller


On person masterwork longbow (3 lb.), quiver with 20 arrows (3 lb.), dagger (2 lb.), masterwork backpack (2 lb.), spell component pouch (2 lb.), 2 vials of holy water (2 lb.), wand of burning hands (6 charges), headband of vast intelligence +4 (Sense Motive, Knowledge [religion]; 1 lb.), belt of dexterity +2 (1 lb.), cloak of resistance +3, ring of protection +2, potion of fly, explorer's outfit (8 lb.)
In handy haversack spellbook (3 lb.), 50 ft. of silk rope, Pathfinder's kit [bedroll, belt pouch, clay mug, 2 fishhooks, flint and steel, sewing needle, signal whistle, 50 feet of string, 50 feet of thread, waterskin, week’s worth of trail rations, whetstone, total of 20 lb.]
Other light horse, riding saddle, saddlebags, courtier's outfit with jewels (6 lb.), cold-weather outfit (7 lb.), 12 201 gp
Spellbook 5th-level: break enchantment, command plants (DC 22), cone of cold (DC 21), feeblemind (DC 22); 4th-level: acid pit (DC 20), black tentacles, charm monsterS (DC 21), confusion (DC 19), crushing despair (DC 21), dimension door, emergency force sphere, greater invisibility, ice storm, liveoakS, phantom chariot, stoneskinO, summon monster IV, telekinetic charge; 3rd-level: aqueous orb, cloak of windsS, communal resist energy, daylight (DC 19), deep slumber (DC 20), dispel magic, fireball (DC 19), fly, gentle repose, haste, heroism, hold person (DC 20), lightning boltO (DC 19), slow (DC 19), stinking cloud (DC 19), summon monster III, tiny hut, tonguesS, water breathing; 2nd-level: blur, bull's strength, cat's graceS, chill touch, create pit (DC 18), darkvision, entangleS (DC 18), false life, force sword, glitterdustO (DC 18), invisibility, levitate, protection from arrowsS, resist energy, rope trick, scorching ray, see invisibility, make whole, webS (DC 18), whispering windS; 1st-level: alarm, alter windsS, animate ropeS, ant haul, anticipate peril, charm personS (DC 18), color spray (DC 17), comprehend languages, crafter's fortune, deja vu, disguise self, endure elements, enlarge person, expeditious retreat, feather fall, grease, heightened awareness, identify, jump, mount, mage armor, magic missile, mirror image, obscuring mist, protection from evil, ray of enfeeblement, shield, shock shield, silent image (DC 17), sleep, summon monster I, technomancy, vanish; 0-level: all
Encumbrance 26 lb. without backpack, 51 lb. with backpack (30 lb. light/31-60 lb. medium/61-90 lb. heavy)


Absalom Townhouse (Ex) You gain a +4 circumstance bonus, usable once per game session, on any Knowledge (local) check or Diplomacy check made to gather information regarding your home district, and a permanent +2 circumstance bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made against residents of that district.
Cooperative Defence (Su) Whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must make this choice individually before the rolls are made. Using this ability is an immediate action.
Flexible Enhancement (Su) A master of the wood element is able to bend like bamboo when stressed and snap back into place. You gain a +1 enhancement bonus to your Dexterity, Constitution, or Wisdom ability score. This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two of these ability scores of your choice.
Splintered Spear (Su) As a standard action, you can create a wooden shortspear appropriate to your size, which hurls itself as a ranged attack against one target within 100 feet (range penalties apply), using your Intelligence modifier as an attack bonus instead of your Strength or Dexterity modifier. The spear deals normal damage according to its size, plus your Intelligence modifier, then breaks into countless splinters; the target takes 1 point of bleed damage each round on its turn. At 6th-level and every 6 levels thereafter, the spear gains a +1 enhancement bonus and the bleed damage increases by +1. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Storyteller (Ex) The long travels between the Inner Sea and Tian Xia have exposed you to a wide variety of campfire tales. Once per scenario, you can make a Knowledge skill check with a trait bonus equal to your Intelligence modifier plus 3 (minimum +1). You can make this check even if you do not have ranks in the required Knowledge skill.

1 +2 to Spellcraft checks to identify magic items.
2 +4 circumstance bonus on Diplomacy and Intimidate checks when dealing with members of the Pathfinder Society of your level or lower.
3 +2 circumstance bonus on Bluff, Diplomacy and Intimidate when dealing with other members of high society in Absalom. 4 +3 bonus on Diplomacy checks against other Pathfinders.
5 +2 circumstance bonus on Bluff, Diplomacy, Intimidate, and Sense Motive against residents of Absalom's Ivy District.
6 +2 circumstance bonus on Bluff, Diplomacy and Intimidate against members of the Red Mantis.

Tausta

Marek Mustalehvä on Celwynvianin metsähaltioita. Mustalehvän klaani on tuottanut sukupolvien saatossa lukuisia seikkailijoita ja sekä suuria sotureita että mahtavia velhoja. Marekin kohtalo näyttää määränneen jälkimmäiseen kastiin. Vaikka hän opiskeleekin velhojen taikuutta, hänellä on yhteys luontoon ja elolliseen, etenkin metsän puihin, joka muistuttaa enemmän druidien kykyjä.

Celwynvianin vaarojen keskellä kasvaneena Marek saapui Absalomiin veljensä Arendiuksen kanssa ja läpäisi Tiennäyttäjien pääsykokeet helposti, toimittaen loppukokeessaan Dekamviraatin holveihin muutaman muinaisen ruukun. Arendius taas... no, se on toinen tarina.

Marek on tottunut olemaan älykkäin ihminen huoneessa, mikä useimmiten ei tee hänestä sen viehättävintä asukkia. Kärkevästä kielestään huolimatta hän on kuitenkin kunniallinen tiennäyttäjä ja oikeasti uskoo järjestön asiaan. Hänen läheistä suhdettaan kapteeni Amara Lihin ja tianilaiseen Lyhtyloosiin on hankalampi selittää, mutta voi olla, että tianilainen filosofia vetoaa kärsivälliseen ja pitkäikäiseen haltiaan.

Pelisessiot

  1. 28.1.2012 Intro 1: First Steps, Part I – In Service to Lore
  2. 28.1.2012 Intro 2: First Steps, Part II – To Delve the Dungeon Deep
  3. 29.1.2012 Intro 3: First Steps, Part III – A Vision of Betrayal
  4. 4.2.2012 Crypt of the Everflame
  5. 23.2.2012 #3-07: Echoes of the Overwatched
  6. 18.3.2012 Masks of the Living God
  7. 21.2.2013 #3-16 The Midnight Mauler (GM Reward)
  8. 22.4.2013 #4-05 The Sanos Abduction
  9. 31.7.2013 #4-21 Way of the Kirin
  10. 24.2.2014 City of Golden Death
  11. 17.10.2014 #5-24 Assault on the Wound
  12. 28.11.2014 #4-17 Tower of the Ironwood Watch
  13. 30.11.2014 #20 King Xeros of Old Azlant
  14. 19.7.2015 #6-20 Returned to Sky
  15. 20.7.2015 #6-02 The Silver Mount Collection
  16. 24.3.2016 #6-13 Of Kirin and Kraken
  17. 24.10.2017 #2-26 The Mantis's Prey
  18. 11.11.2017 #36 Echoes of the Everwar, Part I: Prisoner of Skull Hill
  19. 11.11.2017 #42 Echoes of the Everwar, Part II: The Watcher of Ages
  20. 11.11.2017 #44 Echoes of the Everwar, Part III: Terror at Whistledown
  21. 11.11.2017 #53 Echoes of the Everwar, Part IV: The Faithless Dead
  22. 12.11.2017 #22 Fingerprints of the Fiend

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