Viselys Mortaum
VISELYS.bmp

Viselys is a junior guardsman of the Cudgel District City Watch. His father has been the captain of the Cudgel District Watch and commander of Kalmadar Taskerhill's personal guard for many years now. Viselys takes his honor and profession very seriously. Therefore, he wears the insignia of House Taskerhill proudly on his tunic as well as a smaller emblem of his father’s House Mortaum beneath it. He walks erect and proud of his post and his successes thus far and his confidence can be seen in his face. Viselys can rarely be seen without his favorite longsword at his side in which sometimes he is observed whispering to before it's use. He is tall, strong, attractive, and has an ease around people of all standing. Viselys provides proper tutelage to those who wish it and expects progress for those following in his footsteps.

Recent information has led several party members to suggest that Viselys and the rogue, Adameus, might be related, possibly brothers; a notion Viselys dismisses out of hand. Adameus, himself, has offered no clarification on the matter one way or the other, and, although Lavinia has been present when such speculation has been voiced, she has been conspicuously silent, as well.

Viselys has been a mess of contradictions. While he is a hawk when in comes to the enforcement of law, he is a dove when it comes to the possibility of reforming criminals. One such project has been the afore-mentioned Adameus. He also took the would-be assassin, Diamondback, under his wing. Most recently, he has done the same with the pirate, Lefty.

Viselys has been actively pursuing a romantic relationship with Lavinia Vanderboren, though he has, thus far, enjoyed no obvious progress in this regard. On the other hand, Diamondback has recently confessed her feelings for Viselys, causing him to reevaluate his feelings for her.

As a result of several perceived failures in the role of leader, Viselys is undergoing a crisis of faith, but a recent, apparently prophetic, dream may be a signpost pointing to some answers for the marshal kensai.

RPG STATS


CR 18
Male Human marshal 8 / kensai 10
LG medium humanoid (human)
Init +2; Senses Listen +10, Spot +12,
Languages Common, Elven, Halfling


AC 39, touch 15, flat-footed 38, Combat Expertise
hp 255 (18HD)
Fort +20, Ref +11, Will +17


Speed 30 ft. (6 squares)
Face5 ft.Reach5 ft.
Base Atk +13; Grp+18
Atk Options Combat Expertise, Combat Reflexes, Improved Disarm, Power Attack,
Melee holy whirling vicious sword of mortaum+21/+16/+11 (2d6+10/17-20)
Melee dagger +1+19/+14/+9 (1d4+6/19-20)
Ranged dagger +1 (thrown)+16/+11/+6 (1d4+6/19-20)
Melee dagger (silver)+18/+13/+8 (1d4+5/19-20)
Ranged dagger (silver/thrown)+15/+10/+5 (1d4+5/19-20)
Ranged longbow +1 (composite +2 str)+16/+11/+6 (1d8+4/x3)
Known Marshal Spells (CL 8th):
1st (101/day) - motivate ardor (DC ) , resilient troops (DC )
0th (99/day) - force of will (DC ) , master of opportunity (DC ) , motivate charisma (DC ) , motivate dexterity (DC )


Abilities Str 21, Dex 14, Con 24, Int 14, Wis 10, Cha 21
Special Qualities Humanoid Traits, Human Skill Bonus, Imbue Signature Weapon, Instill, Ki Projection, Ki Warlord, Power Surge, Withstand, Aura Major, Aura Minor, Grant Move Action,
Feats Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Expertise, Combat Reflexes, Deft Opportunist, Goad, Improved Critical (Longsword), Improved Disarm, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Skill Focus (Diplomacy), Weapon Focus (Greatsword)
Skills Appraise +2, Balance -4, Bluff +21, Climb +2, Concentration +26, Craft (Untrained) +2, Diplomacy +34, Disguise +6, Disguise (Act in character) +8, Escape Artist -3, Forgery +2, Gambling +2, Gather Information +19, Handle Animal +6, Hide -4, Intimidate +32, Jump +8, Knowledge (Arcana) +3, Knowledge (Geography) +3, Knowledge (History) +4, Knowledge (Local) +9, Knowledge (Nature) +3, Knowledge (Nobility and Royalty) +6, Knowledge (The Planes) +3, Listen +10, Move Silently -4, Ride +7, Search +7, Sense Motive +13, Spot +12, Survival (Find or follow tracks) +2, Swim -6, Use Rope +2,


Possessions
amulet of natural armor +4
gargoyle crown
bracers of health +6
gauntlets of ogre power +6
holy whirling vicious sword of mortaum
ring of protection +4
signet ring of fire troll
cloak of charisma +2
full plate +5 (sonic resistance)
outfit (explorer's)
vest of resistance +4
boots of striding and springing
shield +5 (heavy/metal)
Backpack [ Case (Map or Scroll); Redcap Tooth; Sack (x6); Pouch (Belt) (x5); Potion Belt (Masterwork); Cloak of the Manta Ray; Armbands Of Elusive Action; Shield (Heavy/Metal); Buckler +1; Leather +1; Dagger +1; Portable Hole; Robe of Silk (Rowyn); Smokestick; Sunrod; Potion Bottle (Empty) (x2); Comb of Disguise; Bag of Holding (Type 4); ]
Bag of Holding (Type 4) [ Sack; Pouch (Belt); Universal Solvent; ]
Pouch (Belt) [ Sapphire Ring; ]
Pouch (Belt) ; Pouch (Belt) ; Sack [ Potion of Cure Moderate Wounds; Potion of Cure Serious Wounds (x2); ]
Sack ; Sack [ Coin (Gold) (x3171); Coin (Platinum) (x48); Coin (Silver) (x987); ]
Case (Map or Scroll) [ Duplicate map of Lotus stronghold; Letters to Bressa from Vanthus; Paper (Sheet) (x2); ]
Portable Hole [ Sack; ]
Potion Belt (Masterwork) [ Potion of Cure Serious Wounds (x10); ]
Potion Belt (Masterwork) [ Potion of Bull's Strength; Potion of Neutralize Poison; Potion of Remove Curse; Potion of Remove Fear; Potion of Cure Serious Wounds (x5); Potion of Haste; ]
Money Belt [ Coin (Copper) (x5); Coin (Platinum) (x5); Coin (Silver) (x20); Coin (Gold) (x20); ]
Sheath (Boot) [ Dagger (Silver); ]
Longbow +1 (Composite +2 Str) ; Quiver [ Arrow (x20); ]


**Humanoid Traits ** Humanoids eat/sleep/breathe
**Humanoid Traits **
**Human Skill Bonus ** Humans gain 1 extra skill point per level.
**Imbue Signature Weapon (Su) ** Ability to imbue a weapon with your power.
**Instill (Ex) ** Once per day, with a full-round action to make a Concentration check (DC10 + target's HD or character level), to give 10 attack bonus or any or all of your save bonuses to an ally. You lose the transfered bonus from your attack bonus and/or saves until one hour after transfer. If ally dies, a Fortitude save (DC15 + target's HD or character level) is required or you die as well.
**Ki Projection ** Adds 10 to Bluff, Diplomacy, Gather Information or Intimidate. If Bluff fails, subject gains a +10 bonus on any use of Bluff, Diplomacy, Gather Information, or Intimidate against the character. Trust can be regained by changing attitude from Unfriendly to Friendly.
**Ki Warlord ** Allies within 30' gain a +1 morale bonus on Will saves, Concentration checks, and attack rolls. Lawful allies gain a +2 morale bonus instead.
**Power Surge (Ex) ** DC 15, increases by 5 for every time after first in 24 hours, Concentration check as a move action to gain +8 Strength for 10 rounds.
**Withstand (Ex) ** Make a Concentration check instead of Reflex check to avoid taking full damage from area of effect.
**Aura Major (Sp) ** A major aura, in addition to a minor aura, lets allies add +2 to certain rolls. Applies to all allies in 60' radius of the you. Projecting an aura is a swift action and remains in effect until the you use a free action to dismiss it or activates another aura of the same kind (major or minor). You can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before you takes your first turn.
**Aura Minor (Sp) ** A minor aura lets allies add your Charisma bonus (if any) to certain rolls. Applies to all allies in 60' radius of the you. Projecting an aura is a swift action and remains in effect until the you use a free action to dismiss it or activates another aura of the same kind (major or minor). You can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before you takes your first turn.
**Grant Move Action ** 2/day, as a standard action, you may grant an extra move action to any or all of your allies within 30 feet, but not to yourself. The extra move action is immediate, acting in their current iniative order; the round continues normally after the your turn is over. If an ally chooses not to take the extra move action, it is lost.
**Negative Levels ** 0 negative level(s) (-0 effective level(s) and loses access to 0 spell(s) from the highest spell level castable)


Sanity Points - Total: 50 Current: 49


PREVIOUS


Male Human Marshal 5/Kensai 5
LG Medium Humanoid
Init +2; Senses Listen +6, Spot +9
Languages Common, Elven, Halfling


AC 25, touch 12, Flat-footed 18
hp 103 (10HD)
Fort +9, Ref +4, Will +8


Spd 40/30 ft.
Melee Holy Whirling Sword of Mortaum +14/+9 (d10+5/19-20/x2)(+2d6 to evil creatures; 3/day whirlwind attack)
Ranged //weapon? +?; (?/x?)
Base Atk +8/+3; Grp +11
Combat Gear ?


Abilities Str 16, Dex 14, Con 18, lnt 14, Wis 10, Cha 18
SQ ?
Feats Weapon Focus (longsword), Combat Reflexes, Skill Focus (Diplomacy), Combat Expertise, Deft Opportunist, Improved Disarm, Goad
Skills Balance +5, Bluff +12, Climb +7, Concentration +16, Diplomacy +20, Disguise +7, Handle Animal +4, Hide +4, Intimidate +17, Jump +7, Knowledge (arcane) +3, Knowledge (geography) +3, Knowledge (history) +4, Knowledge (local) +9, Knowledge (nature) +3, Knowledge (nobility) +6, Knowledge (religion) +3, Listen +6, Profession (Scribe) +1, Ride +7, Search +6, Sense Motive +8, Spot +9, Swim +5, Tumble +4
Possessions combat gear, brooch of shielding (28 of 101), belt of ogre power +2, armband of allusive action, cloak of charisma +2, redcap tooth, boots of striding and springing, gargoyle crown

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