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Blood Vol Cultist

Morkeleb the Mighty's page

1,266 posts. Alias of Bofus Beerswizzler.


Full Name

Morkeleb

Race

Human

Classes/Levels

Wizard (Enchanter: Controller) 7 Init +5; AC=11; T=11; FF=10; HP 46/46

Gender

Male

Size

M

Age

20

Special Abilities

Force of Will

Alignment

N

Languages

Abyssal; Celestial; Draconic; Elven; Giant; Infernal; Sylvan; Undercommon

Occupation

"I ... am an enchanter!!"

Strength 8
Dexterity 12
Constitution 12
Intelligence 25
Wisdom 11
Charisma 13

About Morkeleb the Mighty

FAME Max: 4 Cum: 4
OFFENSE
Initiative: +1 BAB: +3

CMB: 12 (BAB +3, Str -1)
CMD: 13 (BAB +3, Str -1, Dex +1)

+3 Quarterstaff (BAB +3, Str -1, MW +1) Damage 1d6-1
+5 Light Crossbow (BAB +3, Dex +1, MW +1) Damage 1d8 (crit 19-20) Range 80

DEFENSE

HP: MAX: 46 (lvl 1: 8; lvl 2 7; lvl 3 7; lvl 4 7; lvl 5 7; lvl 6 5; lvl 7 5)

AC: 11 (Dex +1)

Fort: +4 (+2 Base, +1 Con, +1 cloak)
Ref: +4 (+2 Base, +1 Dex, +1 cloak)
Will: +6 (+5 Base, +1 cloak)
.
.
XP: 28,480 (34,000 Delta: 5520)
.
.
SP:
GP: 26
PP:
.

Harrowing Details:
Harrow Points: 3
1. Reroll any strength check or strength based skill check.
2. Be treated as one size category larger for a grapple check, resisting a Bull Rush, Trip, or being swallowed whole. This bonus lasts for one encounter.
3. Gain a +5 Harrow bonus on all attacks against a chosen enemy in an encounter. Alternately you can ignore Hardness for 1 round.

Skills:
Italics=Not a class skill
Savior of the City: +2 Bluff/Diplomacy with Korvosan citizens
Acrobatics: 1 (1 Dex)
Appraise: 12 (3+3 skill; 6 Int)
Bluff: 1 (1 Cha)
Climb: -1 (-1 Str)
Craft (Alchemy): 18 (6+3 Skill; 7 Int; lab 2)
Diplomacy: 1 (1 Cha)
Disguise: 1 (1 Cha)
Escape Artist: 1 (1 Dex)
Fly: 7 (3+3 Skill; 1 Dex)
Heal: 0
Intimidate: 1 (1 Cha)
Knowledge (Arcana): 16 (6+3 Skill; 7 Int)
Knowledge (Dungeoneering): 11 (1+3 Skill; 7 Int)
Knowledge (Engineering): 12 (2+3 Skill; 7 Int)
Knowledge (Geography): 12 (2+3 Skill; 7 Int)
Knowledge (History): 12 (2+3 Skill; 7 Int)
Knowledge (Local): 11 (1+3 Skill; 7 Int)
Knowledge (Nature): 11 (1+3 Skill; 7 Int)
Knowledge (Nobility): 11 (1+3 Skill; 7 Int)
Knowledge (The Planes): 15 (5+3 Skill; 7 Int)
Knowledge (Religion): 12 (2+3 Skill; 7 Int)
Knowledge (Spelljamming): -
Lingusitics: 13 (3+3 Skill; 7 Int)
Perception: 0
Profession: 0
Ride: 1 (1 Dex)
Sense Motive: 1 (1 Wis)
Spellcraft: 16 (6+3 Skill; 7 Int)
Stealth: 1 (1 Dex)
Survival: 0
Swim: -1 (-1 Str)
Use Magic Device: 3 (1 Skill; 1 Cha; 1 Curious)

Class Abilities, Traits & Feats:

Force of Will (Su): You can send thoughts and instructions telepathically to any creature within 60 feet that you have charmed or dominated as though you shared a common language. At 11th level, affected creatures can communicate back to you via the telepathic link as well. At 20th level, any creature that succeeds at a saving throw against an enchantment spell you have just cast is still affected for 1 round if the spell has a duration greater than 1 round.

Irresistible Demand (Sp): At 8th level, you can force others to do your bidding. As a standard action, you attempt to dominate a creature as though using the dominate monster spell, except that the creature must have a number of Hit Dice equal to or less than your wizard level. The targeted creature receives a Will saving throw each round to negate the effect. The DC is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can dominate creatures for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. You must concentrate as a standard action to maintain control over a dominated creature.

FEATS
Scribe Scroll
Spell Focus: Enchantment
Greater Spell Focus: Enchantment
Improved Initiative
Craft Wondrous Item
Craft Arms/Armor
Gifted Mesmerist (Daily spell-like ability: Suggestion)
TRAITS
Curious: +1 UMD
Religious: +2 on Concentration checks


Spells:
Save DCs lvl 0 = 17

Spells per Day (including bonus Enchantment spell per spell level)
..0...I....II....III....IV....V....VI....VII....VIII....IX
..5...7....6......5.....3....(2)...(2)...(2).....(1)....(1)

Bonded Object: Staff Daily spell used: no
Pearl of Power I Used: no
Pearl of Power II Used: yes
Zaralla's Deck Identify used: no
Gifted Mesmarist daily spell like ability Suggestion used: no
(Irrisistable Demand) (Sp) 8 rounds/day. Will save DC 22. Standard action to maintain. Rounds used:

*=prepared ~=used
Italicized = enchantment spell; +2 DC due to feats

CANTRIPS (5)
Acid Splash
Arcane Mark
Dancing Lights
Daze*
Detect Magic*
Detect Poison
Flare
Light*
Mage Hand
Mending
Message*
Open/Close
Prestidigidation
Ray of Frost
Read Magic
Resistance*
Spark

LEVEL 1 (7)
OPEN SLOTS
Bungle*
Charm Person*
Comprehend Languages
Delusional Pride*
Ear-Piercing Scream*
Expeditious Retreat
Feather Fall
Forced Quiet
Grease*
Identify
Magic Missile**
Shield
Sleep
Unprepared Combatant
Opposed Schools
Ray of Enfeeblement

LEVEL 2 (6)
OPEN SLOTS
Bull's Strength~
Burning Gaze
Cat's Grace
Darkness
Darkvision
Detect Thoughts*
Fox's Cunning
Hideous Laughter*
Levitate*
Locate Object
Make Whole
Scorching Ray*
Unnatural Lust*
Opposed Schools
Command Undead
Spectral Hand

LEVEL 3 (5)
OPEN SLOTS
Dispel Magic*
Fly
Haste*
Hold Person*
Lightning Bolt*
Phantom Steed
Suggestion*
Water Breathing
Opposed Schools
Vampiric Touch

LEVEL 4 (3)
OPEN SLOTS
Black Tentacles*
Charm Monster*
Dimension Door*
Ice Storm


Equipment:
+1 Cloak of Resistance
2 spring-loaded wrist sheathes, 1 for each hand
Handy Haversack
Pearl of Power I
Pearl of Power II
Zaralla's Hallow Deck (Cast Identify 1/day)
Staff (may use to cast one spell known without preparation)
Headband of Vast Intelligence +4

Plaguebringer's Mask: Immunity to Blood Veil disease; +2 resistance bonus to nauseating scents; masks alignment (to Neutral)

Expendable Goodies
Potions
CLW
CMW
Gaseous Form |
Water Breathing |
Resist Energy (Fire) |
Poison |

WANDS * in wrist sheath
* Wand of Burning Arc (lvl 3): ||||| ||||| ||||| ||||| ||||| ||||| | Ref DC 1st target=13; 2nd target DC=11
Wand of Daze Monster (Will DC 13): ||||| ||
* Wand of Invisibility ||||| |||
Wand of Slow (Will DC 14) ||||| ||||| |

Scrolls (all scrolls minimum caster level unless noted)
Level 1
Alarm |
Expeditious Retreat ||
Feather Fall |
Identify |
Comprehend Languages |||
Ray of Enfeeblement (clvl 2) |
Ray of Enfeeblement (clvl 4) |
Vanish |
Level 2
Darkvision ||
Levitate |
Make Whole
Scorching Ray ||
Level 3
Fly |
Phantom Steed |

Alchemical Items
Acid ||| Direct hit: 1d6 damage; splash (all w/in 5' of hit): 1 damage (100 sp, DC 15)
Alchemist's Fire ||| Direct hit: 1d6 damage 1st round; 1d6 damage 2nd round OR 1 FRA and Ref 15 to negate 2nd round; splash: 1 damage (200 sp, DC 20)
Alkali Flask | As acid, but double damage to oozes/acid-based creatures (150 sp, DC 20)
Antiplague | +5 Alchemical bonus to Fort saves vs. disease for 1 hour, or roll 2 saves and take best for existing condition. (500 sp, DC 25)
Antitoxin | +5 Alchemical bonus to Fort saves vs poisoin for 1 hour (500 sp, DC 25)
Liquid Ice Direct hit: 1d6 cold damage, splash (all w/in 5' of hit): 1 damage. May freeze a liquid or coat an object in ice (Liquid Ice evaporates in 1d6 rounds if not used after opening) (400 sp, DC 25)
Smelling Salts New save to resist unconcious/stagger effect; if exposed while dying target becomes concious and staggered but must still make stabilization rolls or lose 1 hp/round. (250 sp, DC 25)
Smoke Stick | Instantly creates 10' cube of thick opaque smoke (as fog cloud spell) when burned. (200 sp, DC 20)
Tanglefoot Bag | Target hit becomes Entangled, make DC 15 Ref save or become glued to the floor.(500 sp, DC 25)


Undivided Loot:

Leather armor +1 (x4) 580 each
Mantis Mask (x4) 3000 gp each

SOLD:

UNSOLD/AVAILABLE:
Acid X 5
Potion of Protection from Law
Oil of Align Weapon Chaos
Wand of Pass Without Trace (43 charges)


Levelling/Projects info, current:
Magic Capital: 5

Spellbook additions possible:


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