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Morghrim Maestros's page

686 posts. Alias of Alexander Kilcoyne.

Full Name

Morghrim Maestros


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6





Special Abilities

Judgements, Spells


Neutral Good






Common, Dwarven, Undercommon


Suspicious Inquisitor, seeking corruption to root out

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

About Morghrim Maestros

Morghrim Image:

Male Dwarf Inquisitor 6
NG Medium Humanoid (Dwarf)
Init +5; Senses Darkvision; Perception +13
AC 21, touch 12, flat-footed 19. . (+9 armor, +2 Dex)
hp 53 (6d8+12); Judgement of Sacred Healing 3
Fort +9, Ref +6, Will +10
Defensive Abilities Defensive Training, Judgement of Sacred Protection +2; DR Judgement of Sacred Resiliency 2: Magic; Resist Judgement of Sacred Purity +2, Judgement of Sacred Resistance 6 (Fire), Resistant Touch (6/day)
Spd 20 ft.
Melee Heavy Shield Bash +3 (1d4+3/20/x2) and
. . +1 Keen Glaive +8 (1d10+5/19-20/x3) and
. . Gauntlet (from Armor) +7 (1d3+3/20/x2) and
. . Masterwork Silver Battleaxe +8 (1d8+2/20/x3) and
. . Shelyn's Kiss +9 (1d10+5/20/x3) and
. . Unarmed Strike +7 (1d3+3/20/x2)
Ranged Crossbow, Light +6 (1d8/19-20/x2)
Special Attacks Bane (+2 / 2d6) (6 rounds/day), Judgement of Sacred Destruction +3, Judgement of Sacred Justice +2, Judgement of Sacred Piercing +3, Judgement of Sacred Smiting (Magic, Good)
Spell-Like Abilities Detect Alignment (At will), Discern Lies (6 rounds/day), Resistant Touch (6/day)
Inquisitor Spells Known (CL 6, +7 melee touch, +6 ranged touch):
2 (4/day) Weapon of Awe (DC 15), Flames of the Faithful (DC 15), Ghostbane Dirge (DC 15), Litany of Defense
1 (5/day) Divine Favor (DC 14), Shield of Faith (DC 14), Cure Light Wounds (DC 14), Litany of Weakness
0 (at will) Acid Splash, Stabilize, Read Magic (DC 13), Detect Magic, Guidance, Brand (DC 13)
Str 17, Dex 14, Con 14, Int 12, Wis 16, Cha 5
Base Atk +4; CMB +7; CMD 19
Feats Outflank, Power Attack -2/+4, Precise Strike, Steel Soul
Traits Conspiracy Hunter: Perception
Skills Acrobatics -1, Climb +0, Escape Artist -1, Fly -1, Intimidate +4, Knowledge (Arcana) +6, Knowledge (Dungeoneering) +9, Knowledge (Nature) +8, Knowledge (Planes) +8, Knowledge (Religion) +7, Perception +13, Ride -1, Sense Motive +15, Spellcraft +5, Stealth +7, Survival +11, Swim +0 Modifiers Monster Lore
Languages Common, Dwarven, Undercommon
SQ Greed, Hardy +2 Poison/+4 Spells or Spell-like Effects, Hatred +1, Inquisitor Domain: Protection, Judgement (2/day) (Su), Slow and Steady, Solo Tactics (Ex), Stability +4, Stonecunning +2, Teamwork Feat (change 3/day), Track +3
Combat Gear +1 Keen Glaive, Crossbow, Light, Masterwork Buckler, Masterwork Silver Battleaxe, Mithral Full Plate, Shelyn's Kiss, Shield, Heavy Steel; Other Gear Backpack, Masterwork (empty), Caltrops (2), Healer's kit (10 uses), Lantern, bullseye (2), Oil (1-pint flask) (10), Potion of Cure Light Wounds (2), Potion of Cure Serious Wounds, Rope, silk (50 ft.), Sack (empty), Waterskin
Bane (+2 / 2d6) (6 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (6 rounds/day) (Sp) Discern Lies at will
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Poison/+4 Spells or Spell-like Effects Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Inquisitor Domain: Protection Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Judgement (2/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +3 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 3 (Su) Fast Healing
Judgement of Sacred Justice +2 (Su) Attack bonus
Judgement of Sacred Piercing +3 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +2 (Su) AC bonus
Judgement of Sacred Purity +2 (Su) Save bonus
Judgement of Sacred Resiliency 2: Magic (Su) DR/magic
Judgement of Sacred Resistance 6: Fire (Su) Energy Resistances
Judgement of Sacred Smiting (Magic, Good) (Su) DR bypass
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Resistant Touch (6/day) (Sp) May donate Protection Domain's Resistance bonus to ally by touch for 1 minute.
Slow and Steady Your base speed is never modified by encumbrance.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Teamwork Feat (change 3/day) Swap your most recent Teamwork feat for another
Track +3 +3 to survival checks to track.


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.


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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