Valeros

Marhok's page

648 posts. Alias of Rocan.


Full Name

Marhok

Classes/Levels

Unchained Barbarian (Titan Mauler) 2

Gender

Status Marhok:
HP: 28; AC: 20, T: 14, FF: 16; CMB: +7; CMD: 21; Fort: 6, Ref: 4, Will: 3 (+2 in Rage); Init: +8; Perception: +8; Speed: 30 feet

Age

27

Alignment

CG

Deity

Cayden Cailean

Languages

Common, Celestial, Dwarven, Halfling

Occupation

Fighter in service of the crusade

Strength 20
Dexterity 18
Constitution 17
Intelligence 13
Wisdom 16
Charisma 10

About Marhok

Marhok:

Marhok
Human male Unchained Barbarian (Titan Mauler) 2
CG Medium Humanoid (Human)
Init +8; Senses: Perception +8 (Low-Light Vision)

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DEFENSE
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AC 20, touch 14, flat-footed 16. . (+4 Dex, +6 Armor)

HP: 28 (12+9+6+1(FCB))
Fort +6, Ref +4, Will +3 (+2 when raging)

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OFFENSE
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Speed 30 ft. (Light Armor)
Melee: mwrk ranseur +8 (2d4+7/x3) (+2 to Disarm maneuvers)
With Power Attack +7 (2d4+7+3/x3)
With Rage +9 (2d4+7+3+2/x3)

Melee: Greatsword +7 (2d6+7/19-20x2)
With Power Attack +6 (2d6+7+3/19-20x2)
With Rage +8 (2d6+7+3+2/19-20x2)

Ranged: longbow +6 (1d8/x2) (20 arrows)

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STATISTICS
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Str 20 (18+2), Dex 18, Con 17, Int 13, Wis 16, Cha 10
Base Atk +2; CMB +7; CMD 21 (10 +5 Str +4 Dex +2 BAB)
Feats: Power Attack (-1+2)(EitR), Combat Reflexes (Human), Improved Initiative (1st),

Traits: Stolen Fury;
Today, when you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver checks against demons.
Demon Smiter
Benefit(s): Once per day when fighting demons, you gain a +4 trait bonus on a single attack roll.
Blood of Dragons Gain Low-Light Vision

Drawback: Foul Brand (chest) Needs reflavouring, bleed damage for x rounds when confronted with a particular powerful demon?
4th Trait: Blessed (1/day +1 to saving throws for 1 round)

Skills: Acrobatics 2 ranks (+9), Climb 1 ranks (+9), Perception 2 ranks (+8), Knowledge (Nature) 2 ranks (+6), Survival 2 ranks (+8), Swim 1 rank (+9)
Languages: Common, Celestial
Combat Gear: Greatsword, mwrk Ranseur, mwrk Breastplate, longbow
Other Gear: Fighter's Kit: 9 gp (backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, hemp rope (50'), torches (10), trail rations (5 days), waterskin), Grappling Hook, Potion of Cure Light Wounds x2
Encumbrance: , (Light Load up to 133lbs, Medium up to 266lbs, Heavy up to 400 lbs) (Before combat, drop backpack as a free action; backpack contains: bedroll, medium Tent, 2 blankets, trail rations, Flint and Steel, Soap.)
Combat load: 85 lbs; Light Load
Money Left: 80 gp

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SPECIAL ABILITIES
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Racial Traits
Heart of the Fields Humans born in rural areas are used to hard labor. They gain a racial bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces skilled.

Rage (Ex)
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.
(9/rounds/day, 4 +3CON +2(levels after first))

Big Game Hunter (Ex)
A titan mauler gains a +1 bonus on attack rolls and a +1 dodge bonusto AC in melee with creatures larger than themselves.
This ability replaces fast movement.

Jotungrip (ex):
At 2nd level, a titan mauler may choose to wield a two-handed melee weapon in one hand with a –2 penalty on attack rolls while doing so. The weapon must be appropriately sized for her, and it is treated as one-handed when determining the effect of Power Attack, Strength bonus to damage, and the like.
This ability replaces uncanny dodge.

Rage Powers:
Superstition:
The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

Favored class (Barbarian) (+1 hp and 1/3 Supserstition bonus)

Background:
Born as a Kellid of Sarkorian descent, hailing from the region around the Worldwound himself, Marhok has not been a stranger to the sudden appearance of demons along his village boundaries. All of the attacks had been safely repelled until one evening when Marhok was fourteen, the weather had been fair at first, but turned gloomy and misty later on. Amidst the fog, mist and darkness, a group of lesser demons attacked. The men and fighters of the village engaged in the fight, Marhok had to stay back still as he was too young to risk his life.

What nobody knew was that a group of cultists entered the village under the cover and distraction, Marhok was quickly overtaken before he had any notion of what was going on.
He awoke only to feel himself bound in a ritualistic circle, quick glances to the side confirmed his suspicions, he was lying in a pentagram. The cultists around him were mumbling in some strange language he did not understand, though the meaning of the large knife he understood all too well.
The knife wasn’t plunged into his flesh, but a smaller pentagram was cut on his chest, the blood collected in a chalice. Just as the head cultist was about to go further with the ritual, something went horribly wrong for them, though it was the best news Marhok coudl get.
As the leader started to chant, Marhok’s eyes suddenly seemed to glow a pale white while the darkness grew around them. Fire burned and brimstone filled the air, but Marhok could see better than he ever had. As the demon summoning by the cultists continued, Marhok felt his energy drain away until suddenly, a whitish dragon-like spirit appeared hovering above him, drawn from his own blood. From that moment on everything went awry for the cultists, the dragon spirit made the ritual backfire on the scared group of ritualists, killing them for their own ritual. Then the dragon locked eyes with Marhok, saw his life’s energy drifting away to the failed demon summoning. It drew upon the power of the ritual, sealing away a good portion of the energy in Marhok’s body, then it withdrew into Marhok’s blood and flesh thereby sealing and healing the wounds on his chest, the only reminder of the evening his memories and the pentacle on his chest.
With the cultists dead and the dragon gone, Marhok worked himself loose from his bonds, feeling reinvigorated fors ome odd reason. Although the demon was never summoned, Marhok still felt some of his energy surging around him, mostly its hatred and anger.
When Marhok returned his parents were lated, but noted the change in their son’s demeanor, his ascendancy to adulthood through this trial. Following these events, Marhok was take into training and night patrols, trained in the fight against the demons and taught to use his new-found rage in an inspring display of mastery of arms for such a young one. As he grew up, Marhok and several of his fellow Kellid brethren in arms turned to journey to Kenabres, making sure that they resumed their training there and join up with the crusaders around the Worldwound.
Marhok returned each year during winter to his village, but came back to Kenabres for training and festivals like Armasse there.
It is at Armasse when he was 24 that he met Edric; a loyal friend and spiritual guide. Born as the youngest son of a minor noble in Kenabres, Edric was supposed to be a fighter, but his easy speech and quick wits on top of his weaker physical build in relation to his brothers made him more of a scribe or acolyte. Though the two are vastly dissimilar, Edric looks up to Marhok as another older brother and Marhok enjoys the free-talking spirit and devotion Edric brings to the table. Now, they’re friends and brothers for over a year, they’ve seen the demons together. But recently something warns Marhok, something deep in his blood, a pulsing sensation, that something or someone is coming. He hasn’t been able to quite shake the feeling and Edric knows it, they both seem a little anxious about it.

Flaw:
Marhok has had some serious troubles with demons in the past, having been ineffectively used as a sacrifice in a ritual to a demon lord (perhaps Kostchie, Orcus or Baphomet, GM discretion) And this has left its mark. A sign of a demon lord was carved in his flesh and it throbs now and then when confronted with particular worshippers of this demon lord or a powerful demon itself. It starts to bleed and burn, leaving Marhok gritting his teeth as he bites through the pain.

Personality:
Marhok is a man who, out of combat, is a relatively easygoing and friendly man, always in for some banter and simple conversation. Though he has a keen enough mind, which often surprises people, he doesn't like complex subjects to talk about. Some things are just straight and simple like, the next fight or mission in front of you. While in combat, the man changes completely. More serious, but also angry and quite explosive in demeanor. Great feats of strengh indeed, but quite capable of lashing out verbally at others if things go sour. People that come to know him, see it in his eyes, the change of a little white glow, to a more reddish hue.
During Combat he could snap at people, not physically hurt his allies, but appear demeaning and condescending. Which totally contradicts his easy-going demeanor out of combat.
Despite that though, he is a fierce protecor of friends, family and anyone he considers part of his group

Edric Morell:
Edric Morell, son of Archibald Morell, lieutenant of Kenabres.
DEFENSE
AC 23, touch 11, flat-footed 22 (+10 armor, +1 Dex, +2 Shield)
hp 69 (7x8+7+6)
Fort +7, Ref +4, Will +9
OFFENSE
Speed 30 ft.
Melee +1 Heavy Mace +3 (1d8)
Ranged light crossbow +5 (1d8/19-20) with +1 bolts (12) att = +6 and +1 damage.
Special Attacks channel positive energy 9/day (DC 15, 4d6)
Domain Spell-Like Abilities (CL 1st; concentration +3)
5/day-inspiring word (1 round)
Clerk Spells Prepared (CL 1st; concentration + 3)
1st-cure light wounds, longstrider" , protection from good
0 (at will)-detect magic, mending, read magic
D Domain spell; Domains Nobility, Travel

STATISTICS
Str 8, Dex 12, Con 13, lnt 10, Wis 18 (16+2), Cha 18
Base Atk +5; CMB +4; CMD 15
Feats Selective Channeling, Weapon Focus (Light Crossbow), Alignment Channel, Skill Focus (Intimidate), Persuasive, Extra Channel, Quick Channel (Story Bonus Feat after book 1)
Skills Appraise +5, Diplomacy 7 ranks +16, Knowledge
(religion) 5 ranks +8, Spellcraft 7 ranks +10, Intimidate 5 ranks (+15), Knowledge Planes 2 ranks +2 Story Bonus (+8)
Languages Common
SQ aura, +10 base speed from Travel
domain, agile feet (5/day)
Combat Gear potion of cure light
wounds, tanglefoot bags (2); Other
Gear +1 Full Plate, light crossbow with
18 bolts, +1 Heavy Mace, silver holy
symbol, mwrk Heavy shield, 1 Flask of Alchemist's fire 22 gp, mwrk dagger

Artifacts and such:

Sacred Weaponry: Three times per day as a standard action,
a scale can be used to cast align weapon, but only to make a
weapon lawful or good. Unlike a normal align weapon spell,
this effect can be cast on an unarmed strike or natural weapon. CL 19