Orkoral

Markis Alvento's page

108 posts. Alias of Stalwart.


Full Name

Markis Alvento

Race

Human

Classes/Levels

Oracle 8

Gender

Male

Size

Medium

Age

27

Alignment

CN

Deity

none

Languages

Common

Strength 12
Dexterity 14
Constitution 10
Intelligence 8
Wisdom 8
Charisma 22

About Markis Alvento

Fifteen years ago, a group of adventurers rooted out a cult devoted to Lamashtu and a number of other demon lords. While they slaughtered the demoniacs and disrupted any number of foul and profane rituals, those adventurers also found and rescued a number of innocents. Many had been the subject of torture or vile experiments, or had been penned up for future sacrifice. One, however, was a 12 year old boy who had his own cell, locked but otherwise clean and he hadn't apparently been the subject of the predations that the other prisoners had. However, he refused to speak of his experiences, nor could those adventurers find his parents. Their greatest fear was that he was actually the child of one of the followers of Lamashtu -- the mother of monsters.

The lad was placed in an orphanage, though he was put out before long when strange things began happening around him. Known first as a klutz, and then worse as a bad omen, things constantly broke around him and replacing all the cookware, household items, even just doorknobs threatened the mission of the orphanage. They put him out early, and he had a hard go of it on the streets.

His powers manifested soon afterward, and hurting people or spreading madness seemed to come to him naturally, though it horrified him. He tried steering his gifts toward helping others, but his unconscious ability to destroy put him at a disadvantage.

Haunted, cursed and wielding powers for which he did not ask, Markis eventually heard about the monasteries of Irori, where control of self was taught. Not content to go to simply any random temple, he decided to go to Jalmeray, where the monasteries are said to be legendary.

Male Human Oracle 8
CN Medium humanoid (human)
Init +4; Perception -1
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DEFENSE
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AC 21, touch 13, flat-footed 19 24 with Shield of Faith
(armor +6, Dex +2, Insight +1, Nat. +2)
hp 54 (8d8+3)+8 35/54
Fort +4, Ref +4, Will +5 (+2 vs charm and compulsion)
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OFFENSE
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Spd 40 ft.
Melee: Unarmed Strike +8/+3 (1d3+1)
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STATISTICS
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Str 12 (+1), Dex 14 (+2), Con 10 (0)12 (+1), Int 8 (-1) 10 (0), Wis 8 (-1), Cha 22 (+6) 24 (+7)
Base Atk +6; CMB +7; CMD 20
Feats: Extra Revelation (Rift Magic); Spell Focus: Necromancy; Improved Unarmed Strike; Weapon Focus (Unarmed Strike); Dazzling Display
Skills: Diplomacy +11, Disable Device +13, Fly +9, Intimidate +14, Knowledge (arcana) +7, Knowledge (planes) +7, Knowledge (religion) +7, Knowledge (nature) +8
Special: Mystery: Outer Rifts; Oracle's Curse: Breaker; orisons; Revelations: Demonhide, Planar Haze (2/day), Rift Magic, Wings of Terror
Traits: Birthmark, Reactionary
Languages: Common Draconic
Gear: Headband of mental prowess (+2 Cha and Int); belt of mighty constitution +2; amulet of natural armor +2; dusty rose ioun stone; boots of striding and springing
Backpack, adventurer's kit, 5 days rations, rambling journal, ink, quills. 450 gp +893gp, 7sp, 5cp

Spells:

0-level:
create water, detect magic, detect poison, guidance, light, purify food and drink, read magic, stabilize

1st level (8/day) (DC 18):
bane, cure light wounds, doom (DC 19), endure elements, entropic shield, inflict light wounds (DC 19), murderous command, protection from law, shield of faith

2nd level (8/day) (DC19):
cure moderate wounds, hold person, inflict moderate wounds (DC 20), resist energy, restoration (lesser), shatter, sound burst

3rd level (7/day) (DC20):
bestow curse (DC 21), dispel magic, inflict serious wounds (DC 21), prayer, vermin shape 1

4th level (4/day) (DC21):
chaos hammer, confusion, inflict critical wounds (DC 22)

Revelation: Outer Rifts:
Marked by the Abyss in some way, Oracles with this mystery are infused with chaotic energy.

Markis has the following revelations:

Demonhide (Su): You alter your flesh to be as tough as a demon's hide, granting you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor also grants you DR 5/cold iron. You can use this revelation for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.

Planar Haze (Su): You can fill an area with the smoky miasma of the Outer Rifts. Once per day when you cast a spell that has an area, as a swift action you may also fill that area iwth a thick haze that acts as obscuring mist, except it originates at the center of your spell effect and cannot expand beyond the spell's area. At 10th level, the haze functions as fog cloud. You may use this ability one additional time per day at 7th level, and one additional time per day at 14th level.

Rift Magic (Su): Your spells gain a +4 bonus on caster level checks made to overcome the spell resistance of chaotic outsiders and evil outsiders.

Wings of Terror (Su): You can manifest a pair of enormous, batlike demon wings that grant you a fly speed of 60 feet with average maneuverability and a +4 bonus on Intimidate checks. At 10th level, your speed increases to 90 feet, your maneuverability increases to good, and the bonus increases to +8 on Intimidate checks. You can use these wings for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. You must be at least 7th level to take this revelation.

Oracle Curse Wrecker:
The destructive power of the Abyss seeps from your very pores. Held objects gain the broken condition when you use or equip them but regain their actual condition if employed by anyone else. If a held item is restored to unbroken condition, it becomes broken again the following round. Disable Device becomes a class skill for you and you can make Disable Device checks to destroy nonmagical traps as a move action without the need to use tools or take any action beyond simply touching it. At 5th level, whenever you attempt to damage an object with a melee attack, reduce its hardness by an amount equal to your oracle level before determining the damage you deal with that attack. At 10th level, any attacks you make against objects and constructs automatically bypass any damage reduction they may possess except epic. At 15th level, whenever you are dealt damage by an attack with a manufactured weapon, you can require the weapon's wielder to make a Reflex save (DC 10 +1/2 your oracle level + your Charisma modifier) to avoid having the weapon collapse into dust immediately after striking you (magical weapons receive an additional saving throw against this effect).