Man with a Pickaxe

Hiram Morrow's page

147 posts. Alias of Ptolmaeus Arvenus.


Full Name

Hiram Morrow

Race

Human

Classes/Levels

Fighter (Tactician 17/Champion 10) [ HP 340/340 | AC 38 Tch 26 FF 33 | Fort +25 Ref +19 Will +21 | CMD 47 | Init +22 Perc +31 | Effects: ]

Gender

Male

Size

Medium

Age

122

Alignment

Neutral Good

Languages

Common, Jistka, Azlanti, Draconic, Elven, Dwarven, Giant, Sylvan, Goblin, Orc, Aklo, Undercommon, Hallit, Shoanti, Skald, Tien, Varisian, Kelish, Polyglot, Vudrani, Gnome, Halfling

Occupation

Architect and Professor

Strength 34
Dexterity 26
Constitution 26
Intelligence 34
Wisdom 26
Charisma 15

About Hiram Morrow

Hiram Morrow, The Lord High Marshal of Cheliax, Defender and Wise Councillor of the Crown, Hero of the August Conflicts, Slayer of Bazzalth the Dreaded, Wrestler of Giants, The Hand and The Fire, a Duke-In-Absentia of Taldor, Honored of Osirion, a Count-in-Absentia of Mendev, Professor of Mechanics, History and Linguistics of the College of Magnimar, Terror of Kaoling, Friend of the Grandfather, Honored Youxia, Most Serene and Venerable Architect, Scourge of Eox, Guardian of Arsis, Champion of the Crimson Forum, Wanderer of Apostae, and Associate in Good Standing of the Society... of course, he never uses any of these titles.
Fighter (Tactician 17/Champion 10)

Medium
Initiative: +22
Senses:
Land Speed: 60ft
Age: 122
Languages: Common, Jistka, Azlanti, Draconic, Elven, Dwarven, Giant, Sylvan, Goblin, Orc, Aklo, Undercommon, Hallit, Shoanti, Skald, Tien, Varisian, Kelish, Polyglot, Vudrani, Gnome, Halfling

HP: 340/340 17d10 (4 HP per level, 8 con, 1 Favored Class) (+5 per tier)

STR 34 (+3 Level, +4 Mythic, +6 enhancement)
DEX 26 (+2 Racial, +1 level, +2 Mythic, +6 enhancement)
CON 26 (+2 Mythic, +6 enhancement, +4 Inherent)
INT 34 (+1 Level, +4 Mythic, +3 Age, +6 enhancement, +1 Inherent)
WIS 26 (+4 Mythic, +3 Age, +6 enhancement, +1 Inherent)
CHA 15 (+3 Age)

Defense:
AC: 38 (10, +9 dex, +5 natural, +5 Deflection, +11 Armor, +1 Insight, +1 Luck)
Touch: 26 (10, +9 dex, +5 Deflection, +1 Insight, +1 Luck)
Flat-Footed: 33 (10, +5 natural, +5 Deflection, +11 Armor, +1 Insight, +1 Luck)
Fort: 25 (+12 base, +8 con, +5 Resistance)
Ref: 19 (+6 base, +8 ref, +5 Resistance)
Will: 21 (+6 base, +8 wis, +1 Tait, +6 Resistance)
CMD: 47 (10, 17 BAB, 12 str, 8 dex) (Mythic Bull Rush: 54)
Spell Resistance: 19

Offense:
BAB: 17/12/7/2
CMB: 29/24/19/14 (17 BAB, 12 str) (Mythic Bull Rush/Impact: 41)

Weapons:
Heroes’ Song (+5 Adamantine, Thundering, Called, Heartseeker, Holy Falcata) (Impact, Intelligent)
Attack: 41/36/31/26 (36/31/26/21)
Damage: 2d6+29 (+15)
-Vital Strike: 8d6+122 (+60)
Crit: 17-20x4, 8d6+3d8+116 (+120)
-Vital Crit: 14d6+3d8+227 (+165)

Inspire Courage and Inspire Greatness as bard of wielder’s level
68/68 rounds a day
Upgradable
Powerful
Shape Change
Rejuvenating
Foe-Biting
Eternal Bond
Legendary Power 4/4

Skills:
(Class+Bonus+Ranks+Misc)
Acrobatics: 25 (0+8+17)
Bluff: 37 (0+12+17+8)
Climb: 32 (3+12+17)
Craft (Cooking): 34 (3+12+17+2)
Diplomacy: 30 (3+2+17+8)
Heal: 20 (0+8+10+2)
Intimidate: 22 (3+2+17)
Knowledge (Dungeoneering): 27 (3+12+12)
Knowledge (Engineering): 32 (3+12+17)
Knowledge (Geography): 25 (3+12+10)
Knowledge (History): 29 (0+12+17)
Knowledge (Local): 20 (0+12+8)
Knowledge (Nobility): 25 (0+12+10)
Linguistics: 32 (3+12+17)
Perception: 31 (0+8+17+6)
Sense Motive: 28 (3+8+17)
Survival: 26 (3+8+15)
Swim: 20 (3+12+5)
Use Magic Device: 22 (3+2+15)

Sundry Items:
Gold:
230.8

Mithral Breastplate +5, Spell-Resistance (19), Determination
AC: +6
Max Dex: +8

Wand of Fly: 50/50
Wand of Cure Lesser Restoration 50/50
Wand of Cure Light Wounds 50/50
Cape of Free Will +5/+6
Belt of Physical Perfection +6
Headband of Mental Prowess (Int/Wis) +6 (Knowledge (Dungeoneering), Acrobatics, UMD)
Amulet of Natural Armor +5
Ring of Protection +5
Dusty Rose Prism Ioun Stone
Cracked Dusty Rose Prism
Scarlet and Green Cabochon
Jingasa of the Fortunate Soldier
Darklands Goggles
Gloves of Dueling
Quick Runner’s Shirt
Manual of Bodily Health +4
Tome of Understanding +1
Tome of Clear Thought +1
Ring of Foe Focus
Bag of Holding IV
Tengu Drinking Jug
Decanter of Endless Water
Masterwork Artisan’s Tools, cooking
Grooming Kit
Healer’s Kit (10/10)
Pathfinder’s Kit
Shaving Kit (50/50)
Small Tent
Pavilion Tent
Hanging Tent
Collapsible Bathtub
Cot
Blankets x10
Folding Chair x5
Fishing Tackle
Spider silk rope 200ft
Star Charts
Heatstones x4
Compass
Air Bladders x20
Insectbane Candles x10
Firewood x20
Abacus
Astrolabe
Portable Bridge
Flint and Steel
Glass Cutter
Grappling Hook
Portable Ram
Folding Ladder
Shovel
Mess Kits x5
Climber’s kit
Hot Weather Clothes
Cold Weather Clothes
Pocket Watch
Noble’s Outfit
-Jewelry
Signet Ring
Ice Skates
Snowshoes
Neck Guard
Chronicler’s Kit
Forger’s Kit
500gp in food and the like

Class Abilities:
Tactical Awareness: +4 to initiative
Armor Training 3: Move at full speed in heavy armor, +3 to max dex, armor check reduced by 3
Weapon Training: Bonus to attack, damage, and CMD vs disarm and sunder
+3 Heavy Blades
+2 Bows
+1 Light Blades
Tactician: Bonus teamwork feat, standard action, grant to allies within 30ft for 11 rounds (3+1 per 2 class levels), three times a day.
Cooperative Combatant: Aid Another affects a number of creatures equal to intelligence modifier, can choose bonuses separately
Battle Insight: 3+Int per day, swift action, give ally int mod as insight bonus to attacks until end of tactician's next turn.

Feats and Traits:

Traits:
Clever Wordplay (Bluff) use int mod as opposed to cha mod
Indomitable Faith: +1 to Will saves

Feats:
1st: Exotic Weapon Proficiency: Falcata
Focussed Study: Skill Focus: Perception
2nd: Combat Expertise
3rd: Improved Called Shot
4th: Power Attack
5th: Improved Feint
Tactician: Escape Route
6th: Greater Called Shot
7th: Vital Strike
8th Weapon Focus
Focussed Study: Skill Focus: Bluff
9th Improved Critical
10th Devastating Strike
11th Greater Feint
12th Improved Vital Strike
13th Greater Weapon Focus
14th Weapon Specialization
15th Equipment Trick (Heavy Blade Scabbard)
16th Greater Weapon Specialization
Focussed Study: Skill Focus: Diplomacy
17th Greater Vital Strike

Ioun Stone Feats:
Endurance

Mythic:
Path: Champion
Trickster Attack: Fleet Charge
Champion’s Strike: Sudden Attack
Base Abilities:
Hard to Kill
Mythic Power: 23/23
Surge: 1d12
Amazing Initiative
Recuperation
Force of Will
Unstoppable
Immortal
Legendary Hero
Legendary Champion

Tier 1:
Power: Extra Mythic Feat (Improved Critical)
Feat: Mythic Power Attack

Tier 2:
Power: Impossible Speed
+2 Con

Tier 3:
Power: Lesson Learned
Feat: Mythic Vital Strike

Tier 4:
Power: Legendary Item I
+2 Dex

Tier 5:
Power: Enhanced Ability: STR
Feat: Mythic Improved Bull Rush

Tier 6:
Power: Enhanced Ability: WIS
+2 Int

Tier 7:
Power: Extra Mythic Feat: Mythic Weapon Focus
Feat: Dual Path (Trickster)

Tier 8:
Power: Legendary 2
+2 Wis

Tier 9:
Power: Enhanced Ability: INT
Feat: Mythic Weapon Specialization

Tier 10:
Power: Shatter Spells
+2 Str

Racial:
Silver Tongued: +2 to Bluff and Diplomacy, shift attitudes three places when using diplomacy.
Focussed Study: Skill Focus as a bonus feat at 1st, 8th, and 16th level

Hiram's Histories:
Hiram Morrow has nearly seen it all at this point. A foundling, taken in by humble woodcutter in 4590 AR on the edge of the Ravounel Forest. The babe soon grew into a strong, smart and restless boy. Life with his adoptive father was good in a quiet way but Hiram longed to see the larger world from himself. His greatest joy were the the two trips a year his father took him to Kintargo to trade and visit family. It was the biggest city he had seen and the ships of the Chelish Navy and the traders alway brought stories of exotic lands.

As he grew up he took to wandering Ravounel Forest in his spare time, learning the area and the trees. It was on one of these expeditions, at the age of sixteen, that he ran into a something terrible in a very old stretch of forest. Hookclaw had been there for as long as anyone could remember. The terrible old Tatzlwyrm never strayed far from his territory but it seemed that he made an exception for Hiram. Hookclaw was cunning for a Tatzl and had a taste for fresh meat. Before the young Hiram knew what was happening he had been bound and was being drug back to Hookclaw's lair under a ruined watchtower.

The creature kept him dosed on paralytic poisons so he was too weak to struggle while it worked its way through its larder. It looked like the end of Hiram's short life until a stray kick revealed a dull shine in the dirt floor of the cave. Positioning himself over the object he began to dig at it. When he cut a finger on the edge, hope grew within his breast. He started feigning cooperation, with downcast eyes and hammy acting but the Tatzlwyrm was dumb enough to buy it even as the boy quietly spat the doses of poison into the corner of his make-shift cell. Hookclaw, did not catch on until Hiram was on him with the sword, a falcata as it turned out. In the struggle, Hiram dealt Hookclaw a mortal blow but the crafty wyrm managed to dose him with something vicious.

In 4606 AR, as the world was rocked by the death of Aroden, Hiram Morrow struggled in the forgotten basement in a forgotten corner of Cheliax against a terrible poison that should have sent his soul to the Spire. He saw things in that fevered delirium, dark things, people speaking in languages he did not understand, and fire. If he were the superstitious sort, he would have called them visions. Something, whether part of him or the madness that rocked the world, preserved his life and he awoke in his father's care.

The death of Aroden changed many things in Cheliax, four years later he left to join the fight against the Thrune forces. He started as an untrained auxiliary, wielding his Falcata like a cleaver but before long, other talents shone through. With some cunning, he found himself in possession of a title. He was soon prompted to sergeant then captain and on he climbed. Eventually, after gaining the rank of Lord High Marshal from the King Gaspodar he was faced with another challenge. That of the King's assassination. The following chaos saw the rise of House Thrune and the descent of Cheliax into damnation.

In disgust and in front of the gathered nobles of Cheliax, Hiram pulled his chain of office from his neck, clove it in twain and threw one half to the feet of the newly crowned Queen Abrogail Thrune the First.

"Keep an eye on that, I'll want it back one day." Were his parting words to the gathered nobility. Abrogail took the threat very seriously and sent assassins and bounty hunters after him only to have them return bloodied, maimed, and broke, if at all. Eventually, his name passed into urban legend, though none have tried to take his place as Lord High Marshal of Cheliax to this day.

Despite the rumors of death and decrepitude, Hiram Morrow was still as vital at fifty as he was when he first signed up to defend the throne. Having little to restrain him, Hiram Morrow wandered the world learning much and finally fulfilling his dreams of travel and adventure. That is not to say his travels were entirely trouble free. In Taldor he made the mistake of spurning the advances of a dragon in human form, the resulting battle is still sung by bards throughout the nation. In Tian Xia, he routed an invasion of the Successor States by Kaoling with perhaps the most questionable group of renegades, mercenaries, monsters, farmers, and outlaws that he could scrounge up.

Recently, he has decided to try the quiet life, despite the fact that he is still lacks any physical indication of his true age. So, apart from consulting on various matters for the Pathfinder Society and doing some field work. Hiram has taken a position in the College of Magnimar, teaching linguistics, engineering and history. So far he has been enjoying the simple life that his father had tried to get him to settle for those hundred odd years ago. A decent morning breakfast, flirting with the lovely elven lady that runs the flower shop down the street, tea in the afternoon and occasionally plumbing ancient ruins in search of danger and lost secrets. If he ever truly gets bored... well... there is always the Starstone, isn't there? Or his promise to Cheliax for that matter.

Hiram's Heart:
After living one hundred and twenty two years. Hiram has racked up quite a bit of experience. He does not dwell on his physiological quirks much nor does he tolerate much investigation by interested parties. He know everything he needs to about his strange nature. As far as he knows, barring violence or terrible illness, he will live forever. It was not something he planned on in his youth but it has given him an interesting take on life. He is, perhaps, one of the most talented combatants in a given nation at a given time. What were once hobbies have now become forms of art.

People’s first impression is usually somewhat dismissive, mostly because he rarely dresses like a figure infamous enough to be written out of history books. One the job, he is a different creature entirely. Focused, cunning and remarkably deadly.