Harrower

Zeke Magravi's page

271 posts. Alias of TrinketMike.


Full Name

Zeke Magravi

Race

| HP: 35/35 Temp hp 0/1 | AC 19 (T12, FF 17) | CMB: +5 CMD: 17 | F:+6* R:+4 W:+8 | Init +2 | Perc +9, SM +8, Diplomacy +6

Classes/Levels

| Speed 20 ft. | Spells: 2nd: 3/4, 1st: 5/5 | Channel Energy: 4/5, Deflection Aura: 1/1, Touch of Good: 6/6 | Active Conditions: None

Gender

Male Varisian Cleric of Arqueros

Size

Medium

Age

21

Alignment

NG

Deity

Arqueros

Location

Trunau

Languages

Common, Varisan

Occupation

Soldier

Strength 14
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 16
Charisma 14

About Zeke Magravi

Statistics:

Zeke Magravi
Male Human (Varisian) Cleric of Arqueros 4
NG Medium Humanoid (human)
Init +2; Senses Perception +9

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DEFENSE
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AC 19, touch 12, flat-footed 17 (+6 armour, +2 Dex, +1 shield)
...Without shield: AC 18, touch 12, flat-footed 16

hp 35 (4d8+13)
Fort +6, Ref +4, Will +8
…+4 Endurance (see feat)

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OFFENSE
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Speed 30 ft. (20 ft. with armour)
Melee morningstar +6 (1d8+2) (B+P)
…dagger +5 (1d4+2/19-20) (P or S)
Ranged light crossbow +5 (1d8/19-20) range 80ft
sling +5 (1d4+2) (B) (50 ft. range)
…dagger +5 (1d4+2/19-20) (P or S) (10 ft. range)
...javelin +5 (1d6+2[/dice] (30 ft.)

Spells Prepared (CL 4th, Concentration +7)
2nd—barkskin*, lesser restoration, spiritual weapon, burst of radiance
1st—shield*, bless, protection from evil, shield of faith, summon monster I
0—guidance, light, stabilize, virtue
(* denotes domain spell)

Spell-like Abilities
6/day—touch of good

Supernatural Abilities
1/day—deflection aura

Special Attacks channel energy (5/day, DC 14, 2d6)

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STATISTICS
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Str 14, Dex 14, Con 12, Int 10, Wis 16, Cha 14
Base Atk +3; CMB +5; CMD 17
Traits armour expert, seeker
Feats endurance, selective channeling, toughness
Skills Diplomacy +6, Heal +9, Knowledge (history) +4, Knowldge (religion) +5, Perception +9, Profession (soldier) +7, Sense Motive +8
(3 points; 2 class, 0 INT, 1 race, 0 favoured class) (Check Penalty: -3 due to medium load)
Abilities Aura (powerful LG aura), channel energy (5/day, DC 14, 2d6), domains (good, protection (defense)), domain powers (deflection aura, touch of good), orisons, spontaneous casting (cure spells)
Languages Common, Varisian

Special Abilities:

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SPECIAL ABILITIES
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Armour Expert (trait): You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Domain Powers: You receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Deflection Aura (Su): Once each day, you can emit a 20-foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (6/day, +1)

Domain Spells
Good 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).
Protection (defense) 1st—shield, 2nd—barkskin, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—deflection, 8th—mind blank, 9th—prismatic sphere.

Endurance (feat): You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

Seeker (trait): You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear masterwork morningstar, dagger, javelin (4), holy water (5), light crossbow, crossbow bolts (16), adamantine crossbow bolts (13), sling, sling bullets (10), acid (2), alchemist's fire (5), antitoxin (2), potion of bull's strength, potion of cure light wounds, potion of resist electricity, tangleburn bag, tanglefoot bag (2), thunderstone, pellet grenade (cold iron), pellet grenade (adamantine), smokestick, scroll of remove fear, scroll of spear of purity, scroll of tongues, soothe syrup (2), wand of cure light wounds (40 charges), wand of cure light wounds (50 charges), wand of inflict moderate wounds (7 charges)
Possessions masterwork backpack, masterwork breastplate, masterwork quickdraw steel shield, wooden holy symbol of Arqueros (gauntlet and briars painted purple and gold), armour ointment (3), explorer’s outfit (purple with gold trim), a single harrow card (The Trumpet), hopeknife, Varisian scarf (amber), ball (2 inch), bedroll, flint and steel, sack, scroll case, tent, waterskin, grappling hook, silk rope (50 ft.), rations (2 days+more)

Carrying Capacity
Light 0-66 lb. Medium 67-133 lb. Heavy 134-200 lb.
Lift Over Head 200, Lift Off Ground 400, Push/Pull/Drag 1000
Current Load Carried 74.5 lbs.
Money 288 GP 9 SP 2 CP

Armour Ointment: This thick lubricant makes the joints of armor move more freely. Applying the ointment takes 1 minute and reduces your armor’s armor check penalty by 1 (to a minimum of –1) for 8 hours.

Background:

Zeke was born and raised in Trunau. He was raised to worship Arqueros the Golden Bulwark, Empyreal Lord of protection and watchfulness. His ancestors were from Kaer Maga, the City of Strangers, while the rest of his Clan is spread throughout Varisia. Both of his parents live in Trunau, as do all four of his siblings. They share a big house together in the lower quarter. Zeke is a full-time member of Trunau’s militia, and typically works patrolling the walls, or manning the watchtowers. Once a week, he trains other citizens in the Commons, in order to inspire them to defend themselves and their town.

Each morning he gets up early and sits beside the Hopespring. There he holds his heavy shield over his head for an hour while reciting prayers to Arqueros, and meditating on how best to protect the people around him. Upon completion, he straps on his shield and continues on with his day. He typically removes his armour only to bathe, and always keeps his well-used morningstar and shield close at hand. He believes that it is important to be vigilant, and ready for battle at all times.

Once a year his relatives in Kaer Maga host a week-long celebration, full of songs, tales, liquor, family and friends. There the Magravi Clan and its branches remember the lives of those who’ve passed on, celebrate the births and marriages of the year, and select a time for the next year’s celebration.

One such celebration has recently come to an end, and the Magravi family has arrived back in Trunau after over a month away from home. The sun is setting and Trunau looks great in the fading light. Zeke is happy to be back. The family is happily unpacking and they settle back in their crowded but cozy home. Zeke's mother prepares a hearty meal to celebrate their return home.

Parents
...Lukain, Father, retired militia member who lost a leg in a skirmish against orcs just outside town a few years ago. He is often found sitting in a chair at the front gate, where he watches the comings and goings with a watchful eye and a friendly smile

...Denessia, Mother, makes bead and stone jewelry which she sells at the Barterstones, happily takes her shifts patrolling the town walls


Siblings
...Kostin, eldest brother, is an entertainer, enjoys gambling, worships Arqueros

...Malena, elder sister, is a seamstress who sells her wares at the Barterstones, worships Desna

...Bavolio, younger brother, is a carpenter, maintains the walls and bulwarks around Trunau, worships Arqueros

...Vili, youngest brother, is secretly a member of the Sczarni, always looking for easy coin, often in trouble

Appearance and Personality:

Zeke is 5’10” tall, with black hair and brown eyes. He's clean shaven. He’s strong and fit. He weighs 170 lbs, and is 21 years old. He has a large tattoo on his back of a golden eagle. A holy symbol of a gauntlet and briars is attached to a cord which is wrapped around his right wrist like a bracelet. He wears a amber Varisian scarf around his neck.

When he is not on watch or training others, Zeke is often found training in the Commons. He has a hearty appetite, but never drinks alcohol or engages in other vices.

Zeke is dedicated, protective, brave and selfless. He’s friendly, and tries to inspire others to follow his example. However, other people find him a little strange, due to his beliefs. He is well known to other regular members of the militia, the town council, and has a distant but prefoessional relationship with the leaders of the local churches of Iomedae and Abadar.