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Blood Vol Cultist

Morkeleb the Mighty's page

2,025 posts. Alias of Bofus Beerswizzler.

Full Name





Wizard (Enchanter: Controller) 14 Init +5; AC=17; T=15; FF=16; HP -4 / 85







Special Abilities

Force of Will; Irresistable Demand




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


"I ... am an enchanter!!"

Strength 8
Dexterity 12
Constitution 12
Intelligence 27
Wisdom 11
Charisma 13

About Morkeleb the Mighty

FAME 8 Prestige: 8
Initiative: +1 BAB: +7

CMB: 15 (BAB +7, Str -1)
CMD: 16 (BAB +7, Str -1, Dex +1)

+7/+2 Quarterstaff (BAB +7, Str -1, MW +1) Damage 1d6-1
+9/+4 Light Crossbow (BAB +7, Dex +1, MW +1) Damage 1d8 (crit 19-20) Range 80


HP: MAX: 78 (lvl 1: 8; lvl 2 7; lvl 3 7; lvl 4 7; lvl 5 7; lvl 6 5; lvl 7 5; lvl 8 6; lvl 9 7; lvl 10 7; lvl 11 5; lvl 12 7; lvl 13 2; lvl 14 5)

AC: 17 (Dex +1; Bracers +4; Mithral buckler +1, Ghost Touch, +2)

Fort: +8 (+4 Base, +1 Con, +2 cloak, +1 staff)
Ref: +8 (+4 Base, +1 Dex, +2 cloak, +1 staff)
Will: +12 (+9 Base, +2 cloak, +1 staff)
XP: (Delta: )
GP: 18804

Harrowing Details:
Harrow Points: 0
Wisdom Rerolls: Spend a Harrow Point to reroll any one Wisdom-based skill check or Will saving throw. You must abide by the new result (although if you have additional Harrow Points remaining, you can use them to attempt additional rerolls).

SPECIAL: Infused Soul: The next time the PC fails a
saving throw against a death effect, that effect
is negated but the PC is stunned for one round
as the spiritual energies in his soul are burnt
away. This protection can save each PC only
once from a death effect.

Current Conditions:

Italics=Not a class skill
Savior of the City: +2 Bluff/Diplomacy with Korvosan citizens
Acrobatics: 1 (1 Dex)
Appraise: 14 (3+3 skill; 8 Int)
Bluff: 1 (1 Cha)
Climb: -1 (-1 Str)
Craft (Alchemy): 23 (10+3 Skill; 8 Int; lab 2)
Diplomacy: 1 (1 Cha)
Disguise: 1 (1 Cha)
Escape Artist: 1 (1 Dex)
Fly: 10 (6+3 Skill; 1 Dex)
Heal: 0
Intimidate: 1 (1 Cha)
Knowledge (Arcana): 25 (14+3 Skill; 8 Int)
Knowledge (Dungeoneering): 17 (6+3 Skill; 8 Int)
Knowledge (Engineering): 20 (9+3 Skill; 8 Int)
Knowledge (Geography): 20 (9+3 Skill; 8 Int)
Knowledge (History): 22 (11+3 Skill; 8 Int)
Knowledge (Local): 19 (8+3 Skill; 8 Int)
Knowledge (Nature): 13 (2+3 Skill; 8 Int)
Knowledge (Nobility): 21 (10+3 Skill; 8 Int)
Knowledge (The Planes): 25 (14+3 Skill; 8 Int)
Knowledge (Religion): 18 (7+3 Skill; 8 Int)
Knowledge (Spelljamming): -
Lingusitics: 16 (5+3 Skill; 8 Int)
Perception: 0
Profession: 0
Ride: 1 (1 Dex)
Sense Motive: 1 (1 Wis)
Spellcraft: 25 (14+3 Skill; 8 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.

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

Spell Penetration check bonus: +15
Save DCs lvl 0 = 18

Spells per Day (including bonus Enchantment spell per spell level + Int bonus)

Bonded Object: Staff Daily spell used: no
Pearl of Power I Used: no
Pearl of Power II Used: no
Zellara's Deck Identify used: no
Gifted Mesmarist daily spell like ability Feeblemind used: yes
(Irrisistable Demand) (Sp) 12 rounds/day. Will save DC 26. Standard action to maintain. Rounds used:

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

Acid Splash
Arcane Mark
Dancing Lights
Detect Magic*
Detect Poison
Mage Hand*
Ray of Frost
Read Magic

LEVEL 1 (7)
Charm Person
Comprehend Languages
Delusional Pride
Ear-Piercing Scream**
Expeditious Retreat
Feather Fall*
Forced Quiet
Magic Missile**
Unprepared Combatant
Opposed Schools
Cause Fear
Ray of Enfeeblement

LEVEL 2 (7)
Bull's Strength
Burning Gaze
Cat's Grace
Detect Thoughts*
Fox's Cunning
Hideous Laughter*
Locate Object
Make Whole
Scorching Ray*
Unnatural Lust*
Opposed Schools
Command Undead
Spectral Hand

LEVEL 3 (7)
Dispel Magic~
Gaseous Form
Hold Person
Lightning Bolt
Phantom Steed
Water Breathing
Opposed Schools
Vampiric Touch

LEVEL 4 (6)
Black Tentacles
Charm Monster*
Dimension Door**
Ice Storm*
Stone Shape**

LEVEL 5 (5)
Constricting Coils*(B)
Icy Prison*

LEVEL 6 (5)
Chain Lightning*
Greater Heroism**
Mass Suggestion
Stone to Flesh

LEVEL 7 (4)
Hold Person, Mass~
Mage's Sword*
Power Word: Blind*
Resonating Word~

Bonded Item:Staff of Necromancy ||||| |||||
---1 charge: Cause Fear, Ghoul Touch, Halt Undead
---2 charges: Enervation, Waves of Fatigue
---3 charges: Circle of Death
+1, Guardian

+2 Cloak of Resistance
Bracers of armor +4
Brooch of Shielding (X X X X X X X X ||||| ||||| ||||| ||||| |)
2 spring-loaded wrist sheathes, 1 for each hand
Handy Haversack
Pearl of Power I
Pearl of Power II
Zellara's Harrow Deck (Cast Identify 1/day)
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
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 Slow (Will DC 14) ||||| ||||

Scrolls (all scrolls minimum caster level unless noted)
Level 1
Alarm |
Expeditious Retreat ||
Feather Fall |
Comprehend Languages ||
Ray of Enfeeblement (clvl 2) |
Ray of Enfeeblement (clvl 4) |
Vanish |
Level 2
Darkvision |
Invisibility |||||
Levitate |
Make Whole
Scorching Ray ||
Level 3
Clairvoyance/Clairaudience ||
Fly |
Phantom Steed |
Level 4
Dimension Door ||
Level 5
Sending |
Animate Dead |
Level 6
Analyze Dweomer |
Freezing Sphere

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:

4448 gp
gems: 8500

Staff of Conjuration - 41,000 gp
Scroll: Animate Dead - 315 gp
MW Greatsword X3 - 450 gp
MW Halberd - 150 gp
Battleaxe, adamantine - 1500 gp
Greatsword +1, Lawful Outsider bane - 4150 gp
Battle axe +2 4150 gp
Chainmail, small, +3 - 4575 gp
Full plate +2 2825
+2 half-plate armor 2375
cloak of resistance +1 X2 2000
+1 flaming scimitar 4150
minor ring of cold resistance 6000
+1 leather armor 575
+1 sawtooth sabres X2 2,300
mask of the mantis 3000

TOTAL: 79,515
Lantern of Revealing
Golden "skeletal warrior" circlet from Scarwall (mystery!!)

Acid X 5
Dust of disappearance (4 doses remaining)
Potion, Cat's Grace X 6
Potion, Bulls' Str
Potion, CSW
Potion, Resist Fire X 5
Potion, Haste
Elixir, Shadewalking x 2
Potion, Expeditious Retreat
Potion, Spider Climb
Potion of Protection from Law
Oil of Align Weapon Chaos
Alchemist's Fire X2

Diamond Dust: 11,000 gp
101 gp

Levelling/Projects info, current:
Magic Capital: 5
Crafting Winged Boots (Odric) 16 days. Days done:
Crafting staff +1, guardian. 8 day. Days done:
Spellbook additions possible:

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