About Markellus Severian
Statblock Summary from Myth-Weavers:
Male LG Human Paladin, Level 1, Init +5, HP 11/11, Speed 30 ft.
AC 17, Touch 13, Flat-footed 14, Fort +3, Ref +3, Will +2, Base Attack Bonus +1
Longbow (Durable Arrows (25)) +4 (1d8, 20 x3)
Rapid Shot w/ Longbow (Durable Arrows (25)) +2/+2 (1d8/1d8, 20 x3)
Spear +2 (1d8+1, 20 x3)
Chain Shirt (+4 Armor, +3 Dex)
Abilities Str 13, Dex 16, Con 12, Int 10, Wis 10, Cha 14
Smite Evil: 0/1
Aura of Good: The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil: At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil 1/Day: Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
DM Boon: Fancy Hat: This hat is so eye catching it ocassionally hurts. Once per day, as a swift action, Markellus may throw it into the air, distracting all enemies around. This effects all enemies within 30 ft with one of two effects. AC: Lowers all creatures ACs by 1 for one round. Attack: Lowers all creature's attack bonuses by 1 for one round. Alternatively, he can throw the hat directly at a creature to force it to make a concentration check as if attacked with a hit for 1 damage. This uses the hat for the day. The hat may have further uses Markellus hasn't uncovered.
Feats and Traits:
Trait 1: Caravan Guard: You gain a +1 trait bonus on Survival checks, and Survival becomes a class skill for you.
Trait 2: Reactionary You gain a +2 trait bonus on Initiative checks
Campaign Feat: Country Born: Once per day, when an effect would normally leave you fatigued or exhausted, you may ignore the fatigue or exhaustion effect. This ability activates the first time you are affected by fatigue or exhaustion in a day — you cannot “save” it to apply it to a specific effect. Your traditional upbringing has sharpened your Willpower as well, granting a +1 bonus on Will saves.
Divine Hunter: Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Human Bonus: Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
1: Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.
Note: Due to Armor Check Penalty, subtract 2 from each Str/Dex based skill not on this list. The penalty is factored in for any relevant skills listed below.
Sense Motive: +4
Equipment and Monies:
Durable Arrows (20)
Markellus is a well-muscled, roughly average-sized human, standing at 5’10” and weighing about 190 lbs. He has dark black hair that he wears long, and a neatly maintained moustache that he trims daily. His skin is pale, as with most Chelaxians, but his most striking feature is his purplish-blue eye color—a sure sign that his family has Azlanti roots that have been maintained over the years.
Markellus dresses for comfort and ease of movement more than anything else. Currently, he is wearing his well-maintained chain shirt over a long-sleeved leather jerkin and a white linen shirt. His pants are dark grey linen, and he has a fairly large quiver on his back. A well-used longbow is slung over his shoulder, a dagger is sheathed in his belt, and he is using a hunting spear like a walking stick. He wears a leather bracer on his right forearm that has the holy symbol of Erastil embossed on the outside edge of it. He wears a wide-brimmed, floppy leather hat on his head to guard his face from the sun.
Markellus was born the middle of three sons to a family of good Chelish stock in the Varisian town of Nybor. The Severians had been one of the great noble families of Cheliax before the death of Aroden, and fought against House Thrune in the civil wars that followed it. They fled Cheliax in defeat shortly before the Thrune Ascendency, and Markellus’ great-grandfather, Quaestus eventually settled in Magnimar, believing that it was far enough away from Cheliax to escape the Thrune’s wrath and let him rebuild the trading empire that the Severians had previously had.
Quaestus did not flee far enough, however. Spurred on by House Thrune, bounty hunters eventually found and killed him, forcing his family into flight again and dismantling any dreams of a prosperous existence away from Cheliax. This time, they fled to the small town of Nybor, where they settled down as farmers and took on the surname “Egorax.” Nybor was far enough away from the major cities to escape the notice of any remaining pursuers, and the family took up their old name again after Severian’s grandfather passed twenty years later.
Markellus father, Maxentius, has done well in keeping the family farm running, and in preparing his first son, Theon, to take it over. Markellus, however, never took to life as a farmer, much preferring to wander in the forest or go hunting with his friends. Growing up, he planned on moving to the town and apprenticing himself to a trapper, but this was not to be.
When he was fourteen, Markellus went on a hunting trip in Sanos forest with his close friend, the Half-Orc Gorthax. The two boys wandered too deep into the forest, and stumbled upon a potal to the fey. Several days later, Markellus wandered out of the forest, shivering and covered in scratches, babbling about monsters and green lights. His family took him to the local priest of Erastil and, after a few days, Markellus recovered. He never remembered anything but the occasional terrifying image and feeling that he should have done something for Gorthax, who never reappeared. Shortly after this, he dedicated himself to Erastil’s service, feeling a calling to serve the god and protect the innocent.
After undergoing his required time as an acolyte in Nybor, Markellus was sent to train as a paladin under a Varisian named Alescu in the town of Ilsurian. Alescu taught him to use his bow for more than simply hunting animals, and took him on patrols in the Ashwood to toughen him up. Alescu also strengthened Markellus’ understanding of the Parables of Erastil, and taught him a bit of rhetoric as well. In time (a mere six months ago), he judged Markellus worthy of the full title and responsibilities of a Paladin of Erastil. Since then, following a short visit home, Markellus has been wandering westward, interested in seeing what Magnimar is like and in seeing how he can serve Erastil in his travels.