Rohkar Cindren

Brother Markus's page

23 posts. Alias of Bathmat Djinn.


Full Name

Brother Markus Fairlight

Race

Human (Chelaxian)

Classes/Levels

LN Inquisitor 1

Stats:
| AC14 T11 FF13 | HP9/9 | F+3 R+3 W+5 | Init+1 | Perc+ 9

Gender

Male

Size

Medium

Age

28

Alignment

Lawful Neutral

Deity

Nethys

Location

Cheliax

Languages

Common

Occupation

Inquisitor of Nethys

Strength 16
Dexterity 13
Constitution 12
Intelligence 10
Wisdom 16
Charisma 10

About Brother Markus

Markus had always been more interested in the past than the present. His obsession with lost knowledge and magic led him to the service of Nethys, the God of Magic.

While devout to Nethys, Markus' loyalty to the church lies mainly in its enthusiastic willingness to send him off to explore ancient ruins so as to gather knowledge and power before it falls into the wrong hands.

The gruff inquisitor's journey now brings him to Sargava where his cover is to preach to the Mwangi, but his true mission remains the same: Explore Sargava, see if the rumors of magical power are true, and deal with them if so.

The Mathy Stuff:
Brother Markus Fairlight
Male Human (Chelaxian) Inquisitor 1
LN Medium humanoid (human)
Init +1; Senses Perception +9
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Defense
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AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 9 (1d8+1)
Fort +3, Ref +3, Will +5
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Offense
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Speed 30 ft.
Melee quarterstaff +3 (1d6+4/×2)
Ranged heavy crossbow +1 (1d10/19-20/×2)
Special Attacks Judgement of Sacred Destruction +1, judgement of justice, judgement of piercing, judgement of smiting
Inquisitor Spells Known (CL 1st; concentration +4):
1st (2/day)—cure light wounds, wrath
0 (at will)—acid splash, detect magic, detect poison, light
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Statistics
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Str 16, Dex 13, Con 12, Int 10, Wis 16, Cha 10
Base Atk +0; CMB +3; CMD 14
Feats Alertness, Lightning Reflexes
Traits boarded in cheliax, scholar of ruins
Skills Heal +7, Intimidate +5, Knowledge (arcana) +4 (+7 to identify the abilities and weaknesses of creatures), Perception +9, Sense Motive +10, Spellcraft +4, Stealth +4, Survival +7 (+9 to avoid becoming lost when using this)
Languages Common
SQ domains (magic), hand of the acolyte, judgement 1/day), monster lore +3
Combat Gear Healer's kit, Oil (2); Other Gear Studded leather armor, Crossbow bolts (30), Heavy crossbow, Quarterstaff, Backpack (4 @ 3.94 lbs), Compass, Flint and steel, Lamp, Rope, Trail rations (14), Waterskin, 89 GP, 7 SP, 1 CP
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Special Abilities
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Boarded In Cheliax +2 Knowledge (Geography) in the Mwangi Expanse.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Hand of the Acolyte (6/day) (6/day) (Su) Throw the melee weapon you are holding 6/day.
Inquisitor Domain (Magic) Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.