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About Morghrim MaestrosMorghrim 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
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
Conditional- See Greed in Racial Features
Conditional- +2 when using a Healer's Kit Intimidate= +3 (+1 Rank, +3 Competence, -3 Charisma, +2 Morale)
Conditional +3 (Wisdom Bonus) when identifying the weaknesses and abilities of creatures. Linguistics= N/A
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
Conditional- +2 when following or identifying tracks
Class Features:
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
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.
# 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:
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:
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
Brand
Wrath
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)
Touch: 11 (+1 dexterity) CMD: 18 (+3 BAB, +3 Strength, +2 Dexterity)
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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