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Marak Quan's page

146 posts. No reviews. Alias of Set.

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Full Name

Marak Quan

Race

Human

Classes/Levels

3rd Cleric

Gender

M

Size

M

Age

22

Special Abilities

Channel positive energy, Domains: Knowledge, Magic

Alignment

Neutral

Deity

Nethys

Location

Sandpoint

Languages

Common (Taldane), Thalissonion

Occupation

Scribe/Illuminator

Strength 12
Dexterity 13
Constitution 14
Intelligence 13
Wisdom 18
Charisma 12

About Marak Quan

Marak Quan
Human male Cleric 3, N, Nethys
Attributes

Spoiler:
Str 12 (+1), Dex 13 (+1), Con 14 (+2), Int 13 (+1), Wis 18 (+4), Cha 12 (+1)
(2 + 3 + 5 + 3 + 10 + 2 = 25, +2 Wis for Human bonus)

Combat

Spoiler:
HP: 35 (+1 hp / level for FC, +6 hp for human, 10 at 1st, 8 at 2nd, 8 at 3rd), AC: 19 (+4 armor, +2 shield, +1 Dex), Spd 20 ft., Init +1, Saves: Fort +5, Ref +2, Will +7, BAB +2, Grapple +3, Atk: +3 Dagger (1d4+1 P), +3 Sling (1d4+1 damage, 20 crit, 50’ range), +6 Morning Star with Hand of the Acolyte (1d8+1)

Class Abilities

Spoiler:
bonus proficiency in Quarterstaff, Channel Positive Energy 6/day to heal 2d6 damage, Knowledge Domain (Lore Keeper - all Knowledge skills are class skills, touch a creature and gain knowledge about it as if getting a 22 on whatever Knowledge check is relevant to that creature), Magic Domain (Hand of the Acolyte (melee weapon makes one attack at up to 30 ft. range adding +4 to hit up to 7/day)

Racial Abilities

Spoiler:
+2 one attribute, bonus feat, bonus skill point per level.

Feats

Spoiler:
Spell Focus (conjuration), Augment Summoning, Varisian Tattoo (conjuration)(B), Extra Turning (2 extra Channel Energy uses / day)

Languages and Skills

Spoiler:
Common (Taldane), Thassilonian
Skills (4 +4 +4):
Concentration (Con) 1 (+6),
Craft (alchemy) 1 (Int, +5),
Diplomacy 0 (Cha, +1),
Heal (Wis) 1 (+8),
Knowledge (arcane) 2 (Int, +6),
Knowledge (architecture & engineering) 1 (Int, +5),
Knowledge (history) 1 (Int, +5),
Knowledge (religion) 1 (Int, +5),
Knowledge (the planes) 1 (Int, +5),
Profession (Scribe/Illuminator) 1 (Wis, +8),
Spellcraft 2 (Int, +6)

Spells

Spoiler:
(can spontaneously change any to Cure Wounds):
0 (4) – Detect Magic, Guidance, Mending, Stabilize
1st (2+1) – Bless, Summon Monster I, Comprehend Languages*
2nd (1+1) - Shield Other, Detect Thoughts*

Equipment

Spoiler:
Morning Star (8 gp, 6 lbs, 1d8 B/P), Dagger (2 gp, 1 lb), Sling (-, -) w/10 stones (5 sp, 5 lbs), Chain Shirt (+4 armor, 100 gp, 25 lbs, +4 MDB, -2 ACP, 20% ASF), darkwood shield (257 gp, +2 shield bonus, 5 lbs), Backpack (2 gp, 2 lbs), Bedroll (1 sp, 5 lbs), Rations x5 (2.5 gp, 5 lbs), Waterskin (1 gp, 4 lbs), Flint & Steel (1 gp, -), Signal Whistle (8 sp, -), Belt Pouch (1 gp, ˝ lb), silver holy symbol (25 gp, 1 lb), 1 flask Holy Water (25 gp, 1 lb), 2 flasks Alchemist's Fire (40 gp, 2 lbs), 1 Everburning Torch (110 gp, 1 lb), Wand of Cure Light Wounds (CL 1, 25 charges, 375 gp, 1 lb), 2 Map/Scroll cases (2 gp, 1 lb), 10 sheets paper (4 gp, -), 5 pieces of Charcoal for rubbings (5 cp, -), Heward'd Handy Haversack (5 lbs), Healing Belt (700 gp, +2 heal checks, 2d8 cure wounds on self as standard action 3/day?)

1 scroll of Align Weapon, 2 Tanglefoot Bags, 1 book (from anti-gravity room), +1000 gp

Misc

Spoiler:
Encumbrance (Lt 38 lbs, Med 39-76 lbs, Hvy 77-115 lbs): 65.5 lbs carried
Cash Spent: 1663 gp, 9 sp, 5 cp Cash Remaining: 236 gp, 5 cp, ‘Day Job check’: Profession (scribe/illuminator) +8
Favored Class: Cleric (extra hp chosen at 1st, 2nd and 3rd level)

Current adjustments

Spoiler:
-7 hit points, -1 use of Channel Energy, Shield Other has been cast (on Muchorak)

Born to a Varisian scribe and a Taldan merchant in the cosmopolitan city of Absalom, Marak spent his young years seeking out the source of the strange markings on his skin, markings that have since developed along with his mystical training into full-fledged tattoos, in the Varisian style, marking him as having great potential in the arts of Conjuration. His mother, having long departed the city, had no explanations for him, and his father would not speak of such things, growing sullen at any mention of his departed wife, so Marak was forced to seek out tutelage where he could, and discovered that the only source of such esoteric information that he could afford was that provided by pledging service in the temple of Nethys. Now an acolyte of that faith, Marak worked off his debt as a scribe and illuminator of holy texts for the lore and research required to master his tattoo’s power.

A new development has given him cause for concern, as more markings have begun to appear on his flesh, usually after strange dreams of great obelisks, covered with similar markings that glow like fire in time with those on his skin. The wise men at the temple began to look at him askance with this new development, and he realized that he was on the brink of going from acolyte to research subject.

Spending his hoarded savings on protective gear (armor, shield, weapons), Marak booked passage to the wilderness of Varisia, country of his long-vanished mother, to see if he can find these haunted columns that plague his dreams, and discover the source and meaning of these arcane markings that have seared themselves into his skin, and upon his very soul.

Marak's complexion favors his fathers paler Taldane tones, but he has his mothers long, black hair and dark eyes. He's always been 'big-boned,' and, until his recent trek half-way around the world, was somewhat overweight, again, like his father. A bout of illness that left him shuddering on the floor throughout his entire sea voyage to Sandpoint helped him to lose the last of his baby fat, and he's come to regard that illness, as awful as it was, as something of a mixed blessing. His clothes are still a bit loose, as they were purchased when he was heavier. His most visible tattoo travels along his left arm, with runic characters starting on the back of his hand and moving in three rows all the way up to his shoulder. Much paler, so faint as to not be decipherable, similar track of different runes can be seen on his right arm, on both legs and crossing his chest and belly.

When he uses his Acid Splash power from his Varisian Conjuring Tattoo, the runes flare up a dazzling green, running in the moment of casting from his shoulder to his hand, as if the acid is moving beneath the skin.



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