Kullen

Marduk the Pale's page

929 posts. Organized Play character for Chyrone.


Full Name

Marduk the Pale (PFS # 119488-1)

Race

Half-Orc

Classes/Levels

Monk of the 4 winds/QingGong lvl 4 HP 39/39 AC: 17/17/12 F.+6 R.+8 W.+5 Perc+6 Init+4, speed 40ft

Gender

M

Size

Medium. 6ft 5

Age

18

Alignment

LN

Deity

Irori

Languages

Common, Draconic, Goblin, Orc

Occupation

Traveling Monk

Strength 14
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 13
Charisma 7

About Marduk the Pale

PFS sessions

Spoiler:

Completed:
-Mists of Mwangi. [GM G]
-Frostfur Captives. [GM G]
-Rise of the goblin guild. [GM G]
-Scars of the 3rd crusade [GM BPC]
-Before the dawn 1, bloodcove. [GM BPC]
-Before the dawn 2, rescue at Azlant ridge. [GM G]

Character sheet

Spoiler:

--------------------
DEFENSE
--------------------
AC: 17,17,11 flat-footed
hp 39 (4d8+4+8+4)
--------------------

OFFENSE:
Melee:
Unarmed strike : +7(1d8+2)
Flurry of blows : +6(4 BaB monk + 4 Dex -2 flurry)
Whip : +7(1d3+2 NL)
Cestus : +7(1d4+2)
Mwk. Temple sword: +6(1d8+2) (1d8+3 if 2-H)

Ranged:
Shuriken : +7(1d2+2)
--------------------
Initiative +4 Perception +5 Intimidate +2 racial
--------------------
Save rolls: Fort: +6, Ref +8, Will +5 (+2 vs enchantment spells & effects)
--------------------
Movement speed: 40ft
--------------------
STATISTICS
--------------------
Half orc: +2 stat of choice. Chosen:
Str 14, Dex 18 (16+2racial), Con 14, Int 12, Wis 13, Cha 7
Base Atk +3 (+1 to flurry of blows per monk lvl)
CMB +5; CMD 19

Feats: Toughness, Dodge(lvl-1), Deflect Arrows (lvl-2), Weapon Finesse (lvl 3)

Traits:
Martial Manuscript: Benefit: You gain a +2 trait bonus on rolls to confirm critical hits when you're using an unarmed strike or monk weapon.
Vengeful: Benefit(s): Whenever you strike the last creature that damaged you in the past 24 hours, you gain a +1 trait bonus on damage rolls against that creature.

Trained class Skills:
Acrobatics +11(4rank+3class+4dex),
Climb +6 (1rank+3class+2str)
Escape Artist +8(1rank+3class+4Dex)
Intimidate +6(2rank+3class-1cha+2racial)
Kn. Religion +5 (1rank+3class+1int)
Linguistics +3 (2rank+1int)
Perception +7(3rank+3class+1Wis),
Profession: Sparring partner +6(2rank+3class+1wis),
Sense Motive +6(2rank+3class+1Wis)
Stealth +9(2rank+3class+4dex)

Skillpoints per lvl 5(4+1 int)

Languages: Common, Draconic, Goblin, Orc.

Combat Gear: Cestus, Whip, Fists.
Encumbrance: 17 1/2 lbs
Starting money: 150gp average.
Money left: 131
Favored Class Bonus: Monk (+1HP)

--------------------
Special Abilities
--------------------
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Elemental Fist (Su)

At 1st level, a monk of the four winds gains Elemental Fist as a bonus feat, even if he does not meet the prerequisites. At 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on).

Bonus Feat

At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list:

Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.

Evasion:
At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Lvl 4 archetype:
Barkskin power instead of Slow fall

Standard Racial Traits

Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. (+2 dex)
Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Half-orcs have a base speed of 30 feet.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Offense Racial Traits

Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
City Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.

Senses Racial Traits

Darkvision: Half-orcs can see in the dark up to 60 feet.

Other Racial Traits

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Appearance:

Spoiler:

Marduk is a 6ft 5inch tall half-orc with striking pale skin, making his skin more human colored than most halforcs. Despite being a half-orc, he is more athletic built than bulky. Due to his time in the monastary, he is bald and has a marking on his forehead. He walks in simple traveler's clothing, contrary to a usual monk's outfit.

Personality

Spoiler:

Marduk is not as fearsome as most orcs or half-orcs can appear. His modest demeanor and often optimistic attitude makes him a..."likable"..fellow for one of his race. He values discipline and honosty. He strives for personal perfection, both physical and mentally.

Campaign Inventory

Spoiler:

Starting wealth 150gp.

Purchased at start (mists of mwangi):
Cestus x2 10 gp 2 lb
Shuriken x20 (18 left) 4 gp 2 lb
Waterskin 1 gp 4 lbs
Trail rations x2 10 sp 2 lbs
Backpack, common 2 gp 2 lbs
Pouch, belt 1 gp 1/2 lbs
Whip 1 gp 2 lbs
Potion of CLW x1 50 gp
Default at start :
Outfit, Traveler's 5 lbs
{Personal: Amulet of Irori}
Total wealth left :80 gp
Total weight : 19 1/2 lbs
Encumberment (14str): Light (1-58)

Usage:
Potion of CLW.
10 shurikens

Gains:
Mists of Mwangi: 509 gp, new wealth 589 gp.
-2 Prestige Points.
Frostfur captives: 502 gp, new wealth 1091 gp
-2 Prestige points, new total 4.
Rise of the goblin guild: 520 gp, 10 day job, new wealth 1621 gp.
-2 Prestige Points, new total 6.
Scars of the 3rd crusade: 510gp, 5 day job, new wealth 2136 gp
-2 prestige points, new total 8.

Background:

Spoiler:

Marduk the Pale, appropriately with his skin, a color more human than most of his half-orc kin have.
He was born to half-orc parents in the city of Kalmharn, in the mahajanapada of Hal'Han, one of the many semi-kingdoms within the Vudra peninsula.
Life for half-orcs was awkward when they had to deal with the human community within Kalmharn. Some humans see them as a lesser citizen, despite tolerating them.
Despite that, Marduk was a curious lad, raised to be a cattlehandler for the market commune. At the age of 5, he had picked up the basics handling a whip for handling stubborn cattle.

At the age of 7, young Marduk was at the market square with his father, when he saw a young human girl get bullied over a marking on her forehead. Disregarding better logic, he intervened on the girl's behalf.
He took the whip from the cart and used it, along with some wild punching, fending off the 3 bullies. Despite a victory, he got bruised and beaten up pretty badly. A monk who saw the young lad took him to the temple of Irori.
There he got treatment after which he was called for by one of the senior monks. It seemed the girl was the senior's granddaughter, who also happened to be a pupil at the temple.
Upon showing his gratitude for Marduk's help, Marduk expressed he felt sorry for not being able to do it properly.
The monk asked why and he replied "on my way here i saw monks making fighting moves that are so elegant and firm."
The old man smiled and asked him what Marduk knew of Irori. Being so young, he only knew Irori was a god worshiped in Vudra. Marduk was told the story and filosophy of Irori.
With an interest rare among your average half-orc, Marduk listened to all of it. With an intrigue on his face the monk asked him an unexpected question.
"If you are interested and yearning for personal perfection, would you like to become a pupil within our temple?"
With the question in mind, he returned home at the end of the day. The more he thought about it, the more he was drawn to it. He told his parents about him wanting to join as a pupil, to which they objected at first.
However in the end they agreed and Marduk once again came before the old monk.

For the next 10 years, Marduk had been training at the temple to Irori, becoming a monk.
During the training, each of the group had to choose a path as a personal means to perfection.
Reading the texts within the temple, Marduk's choice came upon the discipline of the 4 winds.
Aside from the intrigue of it, it may have had a bit to do with the granddaughter having chosen that path too.
So at the age of 18, Marduk earned his amulet of Irori. Marduk felt joining the society would offer him plenty of chance for achieving his goal and joined the lodge.

Wealth through sessions.

Spoiler:

Mists of Mwangi: Start-80 gp, bonus 509gp
-Bought cold weather outfit for 8gp
Frostfur captives: Start-581gp