Maruk

From RPGnet
Jump to: navigation, search

Those Who Hunt Dragons

Maruk: Character in Those Who Hunt Dragons

(Wiki Page)

Character[edit]

  • Maruk
  • Chaotic Good Human Healer 10
  • Experience:

Abilities[edit]

Ability Score Modifier
Strength 12 +1
Dexterity 12 +1
Constitution 18 +4
Intelligence 12 +1
Wisdom 22 +6
Charisma 12 +1

Combat[edit]

  • Hit Points: 120
  • Initiative: +1,
  • Speed: 30 ft (run x4),
  • AC: 18 (+1 Dex, +6 Defense, +1 Deflection), touch 18, flat-footed 17;
  • Fort +13, Ref +7, Will +16,

Melee[edit]

Base Atk/Grapple +5/+6,

  • +7 One-handed (1d8+3;20/x2, +1 Heavy Mace)

Ranged[edit]

  • +7 Two-handed (1d10+1;19-20/x2, +1 Heavy Crossbow)

Skills[edit]

Skill Ranks Ability Modifier Misc Total
Concentration 13 Con +4 0 +17
Heal 13 Wis +6 0 +19
Intimidate 13 Chr +1 +10 +19
Knowledge(nature) 13 Int +1 +2 +16
Knowledge(religion) 13 Int +0 +1 +14
Sense Motive 13 Wis +6 0 +19
Survival) 13 Wis +6 +1 +19


Languages: Common, Sylvan

Feats[edit]

  • Augment Healing (1st Level, CD 79)
    • Healing spells cure additional +2/Spell level
  • Goad (1st Level Bonus, CAd 109)
    • DC 21 Will save, subject must only make melee attacks against Maruk
  • Mitigate Suffering (3nd Level Bonus, CC 61)
    • Standard action, cure 2 +(Level of highest restoration-type spell) ability damage for 10 minutes.
  • Healing Devotion (3rd Level, CC 59)
    • Fast Healing 3 for 1 minute, 1/day, as Immediate action. May transfer to ally as Full Round action.
  • Touch of Healing (6th level, CC 62)
    • +1 Caster Level to Healing spells, may heal 3/Level of highest Healing spell as a standard action, if subject is at less than half full HP.
  • Companion Spellbond (9th Level, PH2 77)
    • Share spells at up to 30', cast Touch spells at companion up to 50'.
  • Reach Spell (Bonus, CD 84)
    • +2 spell levels, touch spell becomes ray with 30' range.

Class Features[edit]

  • Healing Domain (Ex): You have the granted power of the Healing Domain, and count as having the domain for feats and PrCs.
  • Healing Hands(Ex): Whenever you cast a spell that cures hit point damage, you add +6 to the amount of damage healed. This bonus applies only to spells of the healing subschool that you cast as a healer.
  • Sacred Boost (Ex): 9/day as standard action, place an aura of positive energy upon each creature within 60-ft. burst. Any cure spell cast on one of these creatures before the end of your next turn is automatically maximized.
  • Effortless Healing(Ex): You may cast spells of the healing subschool without provoking attacks of opportunity. This applies only to spells of the healing subschool that you cast as a healer.
  • Unicorn Companion(Ex): You've gained a celestial unicorn as a mount and aide. The unicorn serves you willingly and unswervingly.
  • Cleanse Spirit(Su): Once per day you have the ability to restore a creature to health, as if casting a greater restoration spell.

Spells[edit]

  • Spells/Day: 6/8/7/6/5/5
  • 0 Level: create water, cure minor wounds, deathwatch, detect magic, detect poison, light, mending, purify food and drink, read magic, shield of faith.
  • 1st Level: bless water, cure light wounds, delay disease, goodberry, healthful rest, protection from evil, remove fear, remove paralysis, sanctuary, speak with animals, lesser vigor.
  • 2nd Level: calm emotions, close wounds, conduit of life, cure moderate wounds, delay poison, gentle repose, healing lorecall, remove blindness/deafness, remove disease, lesser restoration, stabilize, shield other.
  • 3rd Level: close wounds, create food and water, cure serious wounds, neutralize poison, remove curse, restoration, status, vigor, mass lesser vigor, protection from energy.
  • 4th Level: cure critical wounds, death ward, freedom of movement, mass cure light wounds, panacea, positive energy aura, revenance, seed of life, freedom of movement.
  • 5th Level: atonement, break enchantment, darts of life, healing circle, mass cure moderate wounds, raise dead, rejuvination cocooon, revivify, stone to flesh, true seeing, greater vigor.

Equipment[edit]

  • Cloak of Charisma +4 and Resistance +3 (25,000 GP)
  • Amulet of Health +2 (4,000 GP)
  • Boots of Swift Passage (5,000 GP, MiC 78)
  • +1 Mace (2,000 GP)
  • +1 Heavy Crossbow (2,000 GP)
  • Ring of Protection +1 (2,000 GP)

Description[edit]

  • Age: 55
  • Height: 6'1"
  • Weight: 190 lbs.

Maruk doesn't carry himself like an old man. He is, to be sure -- at fifty-five summers, what little hair he has left is the color of iron, and he moves rather more slowly than he used to.

But his back is still straight, his arm still strong, and his eyes are as keen as ever.

He speaks in a harsh and rasping voice, one that carries easily across even the loudest battlefield. Maruk seems incapable of speaking at anything less than a shout; he doesn't respond well when people ask him to lower his voice.

History[edit]

He was sixteen when he went to war, driven by visions of glory and heroism. He was eighteen when he saw a man he's come to think of as a brother fall, head nearly severed from his body, and brought him back from the brink of death with no more than a touch.

Maruk had never asked for the Healer's gift. Never wanted it. He liked hitting things, hurting people who deserved it. But it was never the same after he watched Aril's wound knit together beneath his fingers.

When the gods call, what man can deny them? He made his talents known, threw himself into training, learned how to spit in the Reaper's eye. It made him angry, and more than a little bitter, to discover how little it all left, how few he could actually manage to save.

But he marched, and he served, and he did his duty. He learned a little bit of contempt for the weak; it was easier than mourning them. Maruk got older, and greyer, and almost infinitely bitter. They were all so stupid, so fragile! What was the point of saving them on the battlefield, when they'd get themselves gutted in a bar-room brawl the very next night?

Technically, he's AWOL now. He thinks of it as his retirement, though. Dragon-hunting is a lot more sane than war, and involves a lot less tedium. He's kept busy, keeping these jackasses breathing, but he's had little chance to become bored.

But gods above! How they whine!

Companion[edit]

Grimm

Celestial UnicornCompanion

  • Size/Type: Large Magical Beast
  • Hit Dice: 4d10+20 (60 hp)
  • Initiative: +3
  • Speed: 70 ft. (14 squares)
  • Armor Class: 24 (-1 size, +3 Dex, +6 Armor, +6 natural), touch 12, flat-footed 21
  • Base Attack/Grapple: +4/+13
  • Attack: Horn +11 melee (1d8+8)
  • Full Attack: Horn +11 melee (1d8+8) and 2 hooves +3 melee (1d4+2)
  • Space/Reach: 10 ft./5 ft.
  • Special Qualities
  • Saves: Fort +9, Ref +7, Will +6
  • Abilities: Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24
  • Skills: Jump +21, Listen +11, Move Silently +9, Spot +11, Survival +5
  • Feats:
    • Powerful Charge (MH 27)
    • Reckless Charge (MH 27)
  • Magic Items:
    • +2 Chain Barding (4,600 GP)
    • Horseshoes of Speed (3,000 GP)

Grimm is a fearsome looking beast; 18 hands high, razor-sharp hooves and horn, and an almost evil glint in his one remaining eye. His tail, mane, and coat are generally tangled and dirty, somewhat obscuring his Celestial heritage. His horn is the only thing that he bothers to keep clean, and it gleams like mithril.

The unicorn is fond of Maruk, in his way, if only because the old bastard gives him plenty of opportunities to stab things. Elysium is lamentably free of bastards to impale.