| Full Name |
Incantator Maro |
| Race |
Human |
| Classes/Levels |
1st Cleric |
| Gender |
M |
| Size |
5' 11", 180 lbs |
| Age |
19 |
| Special Abilities |
spellcasting, channel negative energy, bleeding touch, copycat |
| Alignment |
N |
| Deity |
Belsameth |
| Location |
New Venir |
| Languages |
Common, Goblin |
| Occupation |
Priest of Belsameth / chirurgeon |
| Strength |
13 |
| Dexterity |
12 |
| Constitution |
14 |
| Intelligence |
10 |
| Wisdom |
14 |
| Charisma |
16 |
About Incantator Maro
Incantator Maro
Male human Cleric of Belsameth 1
N Medium humanoid
Init +1; Senses Perception +2
DEFENSE
AC 16, touch 12, flat-footed 13
(+3 armor, +2 shield, +1 Dex)
hp 10 (1d8+2)
Saves Fort +4, Ref +1, Will +4
OFFENSE
Spd 30 ft.
Melee +1 longsword (1d8+1 S/19-20)
Ranged +2 thrown dagger (1d4 P/19-20)
Special Attacks channel energy 1d6 (Will DC 13) 6/day
Spells CL 1st (-/2+1)
Spells Prepared
1st- cure light wounds x2, cause fear*
0- guidance, light, stabilize
STATISTICS
Str 13, Dex 12, Con 14, Int 10, Wis 14, Cha 16
(3 + 2 + 5 + 0 + 5 + 5 = 20, +2 Cha)
Base Atk +0; CMB +1; CMD 12
Traits
Feats Selective Channeling (B), Command Undead (will DC 13)
Skills (2 +1 (human), +1 (favored class)) Appraise 0 (+0), Bluff 0 (+3), Craft (alchemy) 0 (--), Craft (boneworking) 0 (--), Diplomacy 1 (+7) , Disguise 0 (+0), Heal 1 (+7), Knowledge (arcana) 0 (--), Knowledge (history) 0 (--), Knowledge (nobility) 0 (--), Knowledge (planes) 0 (--), Knowledge (religion) 1 (+4), Linguistics 1 (+4), Perception (CC) 0 (+2), Profession (-) 0 (--), Sense Motive 0 (+2), Spellcraft 0 (--), Stealth 0 (+1), Survival (CC) 0 (+2); armor check penalty -3
Languages Common, Goblin
SQ orisons, channel negative energy (1d6, Will DC 13 for ½ damage) 6/day, spontaneous cure spells, move action to create 1 mirror image that lasts 1 round / level, 6 / day, bluff, disguise and stealth are cleric class skills, 5/day make a melee touch attack that causes a foe to bleed for 1d6 damage (Heal DC 15 to treat) for 1 round per 2 Cleric levels (minimum 1 round)
Load 48.5 lbs; Lt 0-50 lbs., Med 51-100 lbs, Hvy 101-150 lbs.
Combat Gear
Other Gear studded leather (25 gp, 20 lbs, -1 ACP), heavy wooden shield (7 gp, 10 lbs, -2 ACP), longsword (15 gp, 4 lbs), 2 daggers (4 gp, 2 lbs, P or S, 10 ft. range), clerics vestments (0 gp, 6 lbs), silver holy symbol (25 gp, 1 lb), spell component pouch (5 gp, 2 lbs), healer's kit (50 gp, 1 lb), backpack (2 gp, 2 lbs), belt pouch (1 gp, ½ lb),
Spent 134 gp out of 170 gp (rolled 4d6 x10 gp, got 4, 1, 6, 6)
Racial +2 Charisma, +1 Feat, +1 skill point / level, Favored Class: Cleric (bonus taken for skill points), bonus martial weapon proficiency (longsword)
Appearance Maro (a name chosen when he finished his training) has the rank of Incantator (one who speaks, one who honors or one who sings praises, depending on the translation), and wears his black hair long and straight, sweeping down past his shoulders like a lion’s mane. His skin is naturally pale, but he further accentuates this with powder to cut down its shine, giving his face the appearance of a mask, at times. He keeps his vestments of black, gold and purple spotless, as much as possible, and his armor is dyed dark as well. While his overall appearance is not terribly impressive, being somewhat thin for his above-average height, his voice has the stirring conviction of a born fanatic, and he uses his height to advantage, moving right up into people’s faces to look down at them. He is well aware that Belsameth is not regarded as a gentle creature, and subtly intimidates the faithful, pressing up against them and placing his hand on their shoulder while they speak on matters of faith. Because of this tendency to speak directly into other people’s faces, he has taken to chewing on chicory root, to give his breath a distinctive smell, not unlike some not-entirely-unpleasant combination of licorice and mint.
History Incantator Maro (Incantator to the faithful, ‘just Maro,’ to his companions) is an acolyte of Belsameth, convinced that the old ways have proven a failure, all-but surrendering the nation of New Venir to the forces of Chardun. Concentrating too much on keeping the Belsameth-worshipping nobility pleasured in their decadence, while ruling the common folk through fear, it was inevitable that the common folk would turn to the harsh, but ultimately fair, sense of security brought to them by the steel-fisted Dragoon Knights. He makes no pretense that Belsameth is a kind or loving goddess, but portrays her as a monster among monsters, a killer of killers, who has stepped into the abyssal night, dagger in hand, like an enraged mother defending her endangered children.
Raised by devout parents, he had no thought but to join the clergy as a young man, and finds this ‘New’ New Venir, with its subjugation under the Calastian jackboot, to be insufferable. His final training occurred in a hidden shrine, beneath the streets of the city, to avoid persecution and harassment by the local Chardunite authorities. Having to skulk about in the presence of goblins and other ‘lessers’ wounded his pride, and shook his faith, leading to his conviction that the way things ‘have always been done’ cannot be the way things must continue, unless the church of Belsameth means to fall completely into irrelevance. He finds himself plagued by an inability to articulate his vision for a new church of the night, but his words are persuasive and his ambition shines from him like a torch. His mentors in the clergy have cut him loose, allowing that his foolish notions will succeed or fail, but that they have neither the time nor the inclination to listen to his wild fancies any longer.