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Morghrim Maestros's page

592 posts. Alias of Alexander Kilcoyne.


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Full Name

Morghrim Maestros

Classes/Levels

HP 45/45, AC- 21, Flat-Footed- 20, Touch- 11 CMD 18, Fort- +8, Reflex- +5, Will- +9, Perception- +12, Init- +5, AOO- +8 (1d10+5), Judgement 2/2, Bane 5/5

Size

Medium

Age

62

Special Abilities

Judgements, Spells

Alignment

Neutral Good

Deity

Shelyn

Location

Westcrown

Languages

Common, Dwarven, Undercommon

Occupation

Suspicious Inquisitor, seeking corruption to root out

Strength 17
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 16
Charisma 5

About Morghrim Maestros

Morghrim Image:

http://img28.imageshack.us/img28/5941/morghrimscan.jpg

Vital Statistics:

Name: Morghrim Maestros
Race: Dwarf
Gender: Male
Age: 62
Homeland: Cheliax (A Dwarven Clanhold)
Height: 4"
Base Weight: 178 lbs
Size: Medium
Hair: Black.
Eyes: Grey
Favoured Class: Inquisitor
Levels: Inquisitor 5
XP- Unknown.
Alignment: Neutral Good
Deity: Shelyn
Carrying Capacity: Light Load: 100 lbs or less, Medium Load: 101-200 lbs, Heavy Load: 201-300 lbs.
Languages: Common, Dwarven, Undercommon

Ability Scores

Strength- 17
Dexterity- 14
Constitution- 14
Intelligence- 12
Wisdom- 16
Charisma- 5

HP, Speed & Initiative:

Max HP: 45 (8,5,6,5,6 + Con + Favoured Class)
Death Value: -14
Speed: 20 feet
Initiative: +5

Skills, Feats, Traits, Racial & Class Features::

Class skills: Bluff, Climb, Craft, Diplomacy, Disguise, Heal, Intimidate, Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Nature), Knowledge (Planes), Knowledge (Religion), Perception, Profession, Ride, Sense Motive, Spellcraft, Stealth, Survival, Swim

Armour Check Penalty: -5 in armour, -6 with buckler, -7 with heavy wooden shield

Skill Modifiers
Acrobatics= +2 (+2 Dexterity)
Appraise= +1 (+1 Intelligence)

Conditional- See Greed in Racial Features
Bluff= -3 (-3 Charisma)
Climb= +3 (+3 Strength)
Craft= +1 (+1 Intelligence)
Diplomacy= -3 (-3 Charisma)
Disguise= -3 (-3 Charisma)
Escape Artist= +2 (+2 Dexterity)
Fly= +2 (+2 Dexterity)
Heal= +3 (+3 Wisdom)

Conditional- +2 when using a Healer's Kit

Intimidate= +3 (+1 Rank, +3 Competence, -3 Charisma, +2 Morale)
Knowledge (Arcana)= +6 (+2 rank, +3 Competence, +1 Intelligence
Knowledge (Dungeoneering)= +9 (+5 rank, +3 Competence, +1 Intelligence
Knowledge (Nature)= +8 (+4 rank, +3 Competence, +1 Intelligence
Knowledge (Planes)= +8(+4 Rank, +3 Competence, +1 Intelligence)
Knowledge (Religion)= +7(+3 Rank, +3 Competence, +1 Intelligence)

Conditional +3 (Wisdom Bonus) when identifying the weaknesses and abilities of creatures.

Linguistics= N/A
Perception= +12 (+5 rank, +3 Competence, +3 Wisdom, +1 Trait)

Conditional- Free check within 10 feet of trap within stonework and when faced with unusual stonework anywhere. +2 on these checks. See Stonecunning

Profession= N/A
Ride= +2 (+2 Dexterity)
Sense Motive=+13 (+5 Rank, +3 Competence, +3 Wisdom, +2 Morale)
Sleight of Hand= N/A
Stealth= +10 (+5 Rank, +3 Competence, +2 Dexterity)
Survival= +11 (+5 Rank, +3 Competence, +3 Wisdom)

Conditional- +2 when following or identifying tracks
Swim= +3 (+3 Strength)

Class Features:
Simple Weapon Proficiency
Inquisitor Weapon Proficiency (Bows, Crossbows and Repeater Crossbow + Deity's Favoured Weapon)
Armour Proficiency (Light, Medium)
Shield Proficiency
Domain (Protection)

Judgement-

Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. The bonuses granted by the judgment continue to improve on following rounds, reaching a maximum bonus that lasts until the judgment ends.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end.

The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in
the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target?s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor?s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor?s weapons in a divine light. The inquisitor?s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor?s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor?s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor?s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Monster Lore- The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze- Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Track: 1/2 level to Survival checks made to follow or identify tracks.

Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Racial Features:

# Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.

# Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

# Darkvision: Dwarves can see in the dark up to 60 feet. See Vision and Light.

# Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

# Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

# Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

# Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

# Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

# Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

# Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word ?dwarven? in its name as a martial weapon. Also, proficient with Repeater Crossbows in new APG.

Feats:
Steel Soul
You are especially resistant to magic.
Prerequisites: Dwarf, hardy racial trait.
Benefit: You receive a +4 racial bonus on saving throws
against spells and spell-like abilities. This replaces the
normal bonus from the dwarf ?s hardy racial trait.
Normal: Dwarves normally receive a +2 racial bonus on
saving throws against spells and spell-like abilities.

Power Attack: -1/+2 or -1/+3 currently.

Heavy Armour Proficiency

Precise Strike (Teamwork Feat): +1d6 damage when flanking, can be switcharooed 3/day to another teamwork feat.

Traits:
Heirloom Weapon- You start with a masterwork weapon (you still pay the base cost of the weapon), and you gain a +1 bonus to attack rolls with this weapon.(Glaive chosen)

Conspiracy Hunter (Campaign Trait)- +1 to Perception.

Spells Known/Spells per Day:

Spells Known
Level 0= Detect Magic, Detect Poison, Guidance, Brand, Read Magic, Acid Splash
Level 1= Cure Light Wounds, Shield of Faith, Divine Favor, Wrath
Level 2= Flames of the Faithful, Weapon of Awe, Death Knell

Spells per Day
Level 0= Infinite
Level 1= 4/day
Level 2= 3/day

Brand
School transmutation; Level inquisitor 0
Casting Time 1 standard action
Components V, S, DF
Range touch
Target creature touched
Duration 1 day/level
Saving Throw Fortitude negates; Spell Resistance yes
Brand etches an indelible rune or mark of no more than 6
characters onto a creature, inflicting 1 point of damage. The
mark may be placed on any exposed portion of the creature,
typically the head or forearm. A brand can be hidden by
clothing or removed by scraping it away (causing 1d6 points of
damage), though the brand returns if the damage is healed.

Wrath
School enchantment (compulsion) [mind-affecting];
Level inquisitor 1
Casting Time 1 standard action
Components V, S, M (a thorny vine)
Range personal
Target you
Duration 1 minute
You focus your anger against an enemy. Choose one
enemy creature that you can see. You gain a +1 morale
bonus on attack rolls and weapon damage rolls against that
designated creature for every three caster levels you have (at
least +1, maximum +3). You also receive this bonus on caster
level checks made to overcome the creature?s spell resistance, if
any. At 12th level, you gain the benefits of the Improved Critical
feat on attack rolls made against the designated creature. This
effect doesn?t stack with any other effect that expands the threat
range of a weapon.

Offense:

BAB: +3
CMB: +6 (+3 BAB, +3 Strength)

Common Attack Rolls

"Shelyn's Kiss" (Heirloom +1 Glaive)- +8 (+3 BAB, +3 Strength, +1 Masterwork, +1 Trait) 1d10+5 20x3 slashing (reach weapon).

+1 Heavy Mace- +7 (+3 BAB, +3 Strength, +1 Masterwork) 1d8+4 (+5 two handed) 20x2 bludgeoning

Masterwork Alchemical Silver Battleaxe- +7 (+3 BAB, +3 Strength, +1 Masterwork) 1d8+2 (+3 two handed) 20x3 slashing

Light Crossbow- +5 (+3 BAB, +2 Dexterity) 1d8 19-20x2 80 feet range, piercing damage

Defence:

AC (Glaive Fighting): 21 (+10 full plate, +1 dexterity)
Flat-Footed (Glaive Fighting: 20 (+10 full plate)

AC (Glaive Fighting with Buckler): 22 (+10 full plate, +1 dexterity, +1 buckler)

Flat-Footed (Glaive Fighting with Buckler): 21 (+10 full plate, +1 buckler)

AC (Heavy Mace and Shield Fighting): 23 (+10 full plate, +1 dexterity, +2 heavy steel shield)

Flat-Footed (Heavy Mace and Shield Fighting): 22 (+10 full plate, +2 heavy steel shield)

AC (Crossbow and Buckler): 22 (+10 full plate, +1 dexterity, +1 buckler)
Flat-Footed AC (Crossbow and Buckler): 21 (+10 full plate, +1 buckler)

Touch: 11 (+1 dexterity)

CMD: 18 (+3 BAB, +3 Strength, +2 Dexterity)
Conditional CMD: See stability in racial features. +2 to resist trip and bull-rush.
Fort: +8 (+4 Base, +2 Constitution, +2 Resistance)
Reflex: +5 (+2 Dexterity, +1 Base, +2 Resistance)
Will: +9 (+4 Base, +3 Wisdom, +2 Resistance)
Conditional- +4 versus spells and spell like abilities

Equipment:

+1 Heirloom Glaive: Worth 2,308gp, 8gp paid. Weighs 10 lbs.
Masterwork Backpack: WOrth 50GP, weighs 2 lbs.
Scale Mail: Worth 50gp, weighs 30 lbs.
Masterwork Breastplate: Worth 350GP, weighs 30 lbs.
Heavy Steel Shield: Worth 20gp, weighs 15 lbs.
Masterwork Buckler: Worth 165GP, weighs 5 lbs.
+1 Heavy Mace: Worth 312GP, weighs 8 lbs.
Masterwork Alchemical Silver Battleaxe: Worth 400GP, weighs 6lbs.
Light Crossbow: Worth 35GP, weighs 4 lbs.
Sack: Worth 5SP, weighs 2 lbs.
Two sets of caltrops: Worth 4gp, weighs 8 lbs.
Bullseye Lantern: Worth 12gp, weighs 3 lbs.
10 pints of Oil: Worth 1gp, weighs 10 lbs.
Waterskin: Worth 1gp, weighs 4 lbs.
Silk Rope (50 feet): Worth 10gp, weighs 5 lbs.
Healers Kit (10 uses remaining): Worth 50gp, weighs 1lb.
2 potions of cure light wounds
+1 Full Plate
Cure Serious Potion
Ring of Feather Fall
Cash- 205 gp, 151 sp, 161 cp

Background:

Morghrim Maestros was always something of a black sheep among his clan; gruff even by Dwarven standards. Morghrim fought in the tunnels of his clan for a time, but was known to use any means necessary to ensure victory was his. Despite his natural aptitude for combat, Morghrim was detested by his fellows, and eventually growing bitter at their attitudes towards him, Morghrim left his stronghold and left to wander the lands of Cheliax.

As he wandered the lands, a mercenary for hire, a labourer here and there; always drifting and seeking new experiences, Morghrim began to develop a keen appreciation for fine music, beauty, art and philisophy; concepts that his clan would have looked down on for 'lacking purpose'. It was this appreciation that eventually led him to become an Inquisitor of Shelyn, inspired by the Goddess to seek out evil and confront it by any means necessary. He has been travelling around small villages of Cheliax for a year now, righting wrongs and slaying evil-doers without remorse. However, wherever he travelled he heard of the darkness seething within the city of Westcrown; a darkness he felt he was sworn to defeat.

Although Morghrim's methods, and manners are deeply questionable; his heart is always in the right place. He favours neither law or chaos, trusting Shelyn to forgive the methods he uses as long as his heart remains pure and evil is vanquished.

Appearance:

Morghrim looks every inch a tough Dwarven veteran; he is armed with a variety of weapons, and dressed in full scale mail armour. Morghrim is a little short by Dwarven standards at 4 feet, but even heavier-set than most and seemingly faster on his feet than his build would imply.

His grey eyes and steely gaze are confident and unashamed as he looks you up and down slowly, clearly making judgements and insights about you before he even speaks to you. When he finally speaks, he twists his words, snarling What business do you have with me, pup?



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