Holy Vindicator

Markan Arrnaur's page

2 posts. Alias of Bificommander.


About Markan Arrnaur

MARKAN ARRNAUR
Male Half-elf Gestalt Bloodrager 2 + Oracle (Arcane Lorekeeper) 2
CE Medium Humanoid (Half-elf)
Init +2; Perception
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DEFENSE
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AC 12, touch 12, flat-footed 10. (+2 Dex)
hp 24 (2d10+4)
Fort +5 (+2 vs disease & poison), Ref +2, Will +2
Defensive Abilities None
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OFFENSE
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Spd 30 ft. (30 ft base - 10 ft (Lame) + 10 ft (Fast Movement))
Melee Unarmed strike +5 1d3+3

Ranged +4 N/A

Special Attacks Bloodrage 10 rnds/day
Spells
Oracle spells (CL2th)
1st (5/day, DC 13) Cure light wounds, Face of the Devourer, Cause Fear, Mending (Arcane Lorekeeper)
0th (At will, DC 12) Create water, Detect Magic, Enhanced diplomacy, Light, Read Magic

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STATISTICS
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Str 17, Dex 14, Con 14, Int 10, Wis 8, Cha 14
Base Atk +2; CMB +5; CMD 15
Feats Power attack, Skill Focus (Intimidate), Command Undead
Traits Gifted Adept (Animate Dead), Extremely Fashionable
Skills Bluff +6, Diplomacy +6, Intimidate +9, Perception +5, Survival +3, Acrobatics +6, Climb +7, Stealth +6
(Knowledge & Craft only: Knowledge (religion) +4, Craft (weapon) +4, Craft (Clothing)+4, Craft (Jewlery) +4
Languages Common, Elven
SQ
Thinblood resilience (+2 vs disease & poison, don't poison self)
Adaptability
Keen Senses (+2 to perception)
Low Light Vision (See twice as far in dim light)
Elf Blood (Count as Elf and Human)
Fey Thoughts (Stealth & Use Magic Device are class skills)
Favoured class: Oracle
Represented elements: Fire/Water

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SPECIAL ABILITIES
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BLOODRAGER SPECIAL ABILITIES
Bloodline (Black Blooded)
Bloodline Power (Black Blood) You are immune to the effects (both beneficial and destructive) of black blood. You have this benefit constantly, even while not bloodraging. When you take damage from a slashing or piercing attack while bloodraging, as an immediate action you can grant your melee attacks the frost weapon special ability for 2 rounds.
Bloodrage At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
You can use this ability three times per day.
Fast Movement A bloodrager's land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's land speed.
Uncanny DodgeAt 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

ORACLE SPECIAL ABILITIES
Oracle Curse (Lame): One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.
Mystery(Juju)
Revelation (Undead Servitude) You gain Command Undead as a bonus feat. You can channel negative energy a number of times per day equal to 3 + your Charisma modifier, but only to use Command Undead. You can take other feats to add to this ability, such as Improved Channel, but not feats that alter this ability, such as Alignment Channel.
Mystery spells (Mending)

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EQUIPMENT
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Person:
Nothing

Description:
A tall man, with short hair, long slender limbs and a pale skin. He prefers to wear long hooded robes in dark colors, decorated if at all possible with silver thread or small rubies. Without his robe, it is easy to understand his preference: His left leg sports a ghastly black taint, originating just below the knee but with black strands extending nearly a foot up and down his leg. The injury doesn't appear to hurt him or impair his speed as much as might be assumed, his bad leg's movements during walking does appear slightly off.

Personality:
First impressions are not a good way to judge Markan. Upon meeting him as he travels from village to village, he seemed to many of the locals like a pleasant man, a devout follower of Sarenrae always happy to provide magical assistance for little more than a meal or a place to stay. In personal converstations, he acts polite and friendly, with the worst that can be said of him that he appears a bit aloof and distracted at times.

But there is a reason he never stays long, and often left quickly at night if he did. Markan is truely vicious once he feels someone has acted badly. Once someone has roused his fiery anger, he does not feel any inhibitions to unleash whatever foul powers are at his disposal.

Almost as frightening at his fury and malice towards those he sees as enemies are the gentle and articulate justifications for his actions he provides if anyone he did not deem an enemy witnessed his actions. His quick tongue and soothing voice has tricked a few uneducated peasants into believing his theological justifications, often centered around Sarenrae's act of forging the eternal fires that torment Rovagug. As Markan is eager to explain, this means that some evil is simply past redemption in this life. However, he feels that such beings might be redeem themselves after death, in undead servitude to a man with the moral fortitude to create and command them to make ammends for their actions. And while he would never say he is such a man, the message is implied.

In truth, these stories are as much for his own benefits as for those of others. He very much wants to think he is a redeemed man, devoted to Sarenrae. And he takes the powers that were bestowed upon him as a sign of blessing for his quest to crush evil with any means neccesary. No one knows what foul power is truely behind granting him his powers, himself least of all.

Significant item:

The holy symbol of Sarenrae of the priest that tried to put Markan on the right path after his terrible childhood in the Underdark.

He might have succeeded, but he met his end at the hands of other evil men he wanted to redeem, with his lessons only half-sunken into Markan's head. Markan became obsessed with avenging his mentor. Added to that was his reluctance to accept his earlier deeds as ultimately foolish and futile wrongs, done in reponse to sensless inflicted on him during his childhood.

And without the active council of the one man he'd begun to trust, Markan set out on a quest for brutal vengance that would've horrified his teacher had he been here to see it. Markan has killed two of the ones responsible already, but they had been locally hired weaklings. The leader and his lieutenant are still alive, and Markan's wanderings, while not being free of other acts of "justice" along the way, has been aimed at gaining power to defeat these two, and information about there wereabouts.

Just last month, a sailor had mentioned a man of both orcish and elven descent, with a description matching the lieutenant's, making a name in the criminal underground of a city far across the sea. As this was possibly a valuable clue, and in any case as good a chance to gain more power as any, Markan booked a passage on a ship