Full Name |
Morrigan Winters |
Race |
Half-Orc |
Classes/Levels |
Wizard 2 | HP 12/14 | AC 12 | Fort +1, Ref +1, Will +2 | Init +1 | Perception +3 | Darkvision 90 ft. |
Gender |
Female |
Size |
Medium |
Age |
16 |
Alignment |
CG |
Deity |
Milani |
Languages |
Common, Orc, Abyssal, Draconic, Giant, Goblin, Tengu |
Strength |
12 |
Dexterity |
12 |
Constitution |
12 |
Intelligence |
18 |
Wisdom |
8 |
Charisma |
11 |
About Morrigan Winters
Female Half-Orc Wizard 2 (Shadow Illusionist)
LN Medium humanoid (orc)
XP: 0
Hit Points: 14 hp (2d6+2, +2 favored class)
Init: +1; Senses Perception +3; Darkvision 90 ft.
Speed: 30 ft.
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Defense
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AC: 12 (10, +1 armor, +1 Dex), touch 11, flat-footed 11; CMD: 13
Fort: +1 (+0 base, +1 Con)
Ref: +1 (+0 base, +1 Dex)
Will: +2 (+3 base, -1 Wis)
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Offense
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Base Attack: +1; CMB: +2
Dagger: +2 (1d4+1/19-20) [range 10 ft.]
Light Crossbow: +2 (1d8/19-20) [range 80 ft.]
Shadow Falchion: +3 (2d4+3/18-20) [Will DC 16]
Ranged Touch: +2
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Statistics
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Str: 12 (+1)
Dex: 12 (+1)
Con: 12 (+1)
Int: 18 (+4)
Wis: 8 (-1)
Cha: 11 (+0)
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Skills
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Appraise [Int]: +8 (1 rank, +4 Int, +3 class)
Diplomacy [Cha]: +3 (+3 bonus)
Intimidate [Cha]: +3 (1 rank, +2 racial)
Knowledge (Arcana) [Int]: +8 (1 rank, +4 Int, +3 class)
Knowledge (Local) [Int]: +8 (1 rank, +4 Int, +3 class)
Knowledge (Nobility) [Int]: +8 (1 rank, +4 Int, +3 class)
Knowledge (Planes) [Int]: +8 (1 rank, +4 Int, +3 class)
Knowledge (Religion) [Int]: +8 (1 rank, +4 Int, +3 class)
Linguistics [Int]: +8 (1 rank, +4 Int, +3 class)
Perception [Wis]: +3 (2 ranks, -1 Wis, +2 feat)
Sense Motive [Wis]: +1 (-1 Wis, +2 feat)
Spellcraft [Int]: +10 (2 rank, +4 Int, +3 class)
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Feats
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Alertness: +2 bonus on Perception and Sense Motive checks (bonus feat)
Scribe Scroll: Create magic scrolls (bonus feat)
Spell Focus (Illusion): +1 bonus on save DCs for one school
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Class Features
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Arcane Bond: Familiar (Pig)
Arcane School: Shadow (Illusion Subschool)
Opposed Schools: Conjuration and Transmutation
Extended Illusions (Su): (1 round) Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
Binding Darkness (Sp): (7/7 times/day, 1 round) As a standard action, you cast a weave of shadows at any foe within 30 feet as a ranged touch attack. The shadows entangle your foe for 1 round plus 1 additional round for every five wizard levels you possess. In conditions of bright light, this duration is halved (minimum 1 round). A creature entangled by your shadows has concealment from those without darkvision or the ability to see in darkness, and other creatures likewise have concealment relative to it. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
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Racial Traits
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Acute Darkvision: Some half-orcs have exceptionally sharp darkvision, gaining darkvision 90 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Languages: Common, Orc, Abyssal, Draconic, Giant, and Goblin.
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Traits
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Ex-Asmodean: You were once a worshiper of Asmodeus, but you lost your faith. You met someone who opened your eyes and showed you the truth—that Asmodeus does not care for his followers, and that Milani does. You left the church, and as a result, your family was executed. Ever since, you’ve vowed to some day get revenge against the church. You gain a +1 trait bonus on the save DCs of your spells against agents of House Thrune and worshipers of Asmodeus, including most (but not all) devils.
Skeptic: Growing up, you were always around magical effects to the extent that you realized much of it was mere smoke and mirrors. You gain a +2 trait bonus on all saving throws against illusions.
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Spells
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Spell Save DC: 14 + spell level (15 + spell level for illusion spells)
Concentration: +6
Spells Prepared
0 - Detect Magic, Ghost Sound (Will DC 15), Ray of Frost, Read Magic
1st - Cause Fear (Will DC 15)*, Color Spray (Will DC 16)*, Disguise Self, Vanish*
*Cast
Spellbook
1st
Color Spray (Illusion): Knocks unconscious, blinds, and/or stuns weak creatures.
Cause Fear (Necromancy): One creature of 5 HD or less flees for 1d4 rounds.
Disguise Self (Illusion): Changes your appearance.
Magic Missile (Evocation): 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Ray of Enfeeblement (Necromancy): Ray causes 1d6 Str penalty + 1 per 2 levels.
Shadow Weapon (Illusion): Create a quasi-real masterwork weapon.
Shield (Abjuration): Invisible disc gives +4 to AC, blocks magic missiles.
Silent Image (Illusion): Creates minor illusion of your design.
Vanish (Illusion): As invisibility for 1 round/level (5 max).
Cantrips
All
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Equipment
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Weapons
Dagger, light crossbow, cold iron bolts (17).
Magic Items
Bracers of armor +1 (wrists), Silver Raven Figurine of Wondrous Power
Potions
Cure Light Wounds (1)
Scrolls
Color spray, Disguise Self (2), Misdirection (1), and Shadow Weapon.
Mundane Equipment
Backpack, bedroll, belt pouch, Chelaxian cross, flint and steel, wooden holy symbol of Milani, ink, inkpen, iron pot, manacles, mess kit, soap, spell component pouch, spellbook, torches (10), trail rations (5 days), waterskin.
Gold: 358 gp, 5 sp, 7 cp
Familiar (Pig)
Name: Bacon
N Small Magical Beast
Init +1; Senses low-light vision, scent; Perception +6
AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
hp 7
Fort +6, Ref +3, Will +4
Speed 30 ft.
Melee bite +1 (1d4)
Str 11, Dex 12, Con 15, Int 6, Wis 13, Cha 4
Base Atk +0; CMB -1; CMD 10 (14 vs. trip)
Feats Great Fortitude
Skills Perception +6
Special Master gains a +3 bonus on Diplomacy checks, improved evasion, share spells, empathic link
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Backstory
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Morrigan Winters was born to a poor family of pig farmers in Kintargo. As Morrigan grew older, she took on a growing fascination for magic. Whenever her family would take her into the city proper to sell their wares, she was always star-struck when a wizard passed by. They seemed so exotic and powerful. Morrigan longed for a life like theirs, rather than being a lowly farmer digging in the mud. However, her family did not have the means to pay for any proper training for Morrigan.
Then one day, when Morrigan was about 10 years old, an acolyte from the church of Asmodeus visited the outlying farms to preach the truths of Asmodeus and seek donations and converts. The acolyte spotted Morrigan hiding from the stranger and declared that she had a strong innate magical ability and the church would be honored to sponsor her tutelage in the arts. However, if her family agreed, Morrigan would be taken to the Grand Temple of Asmodeus and would not be able to return to her family for many years until her training was complete. At first, Morrigan and her family were reluctant to accept the offer despite Morrigan’s desire to become a wizard but the acolyte sweetened the pot and offered to purchase Morrigan from her family for an unheard of amount of gold that the family could not refuse.
And so Morrigan’s training began. For five years, she studied the dark arts, focusing primarily on shadow magic, and being indoctrinated to the teachings of the church. As Morrigan began her teenage years, she became more rebellious and would often sneak out of the academy for night adventures. During one such adventure, she encountered a handsome young man named Robin who claimed to be a member of the Silver Ravens. Over time, the two of them became lovers, and he wooed her with tales of rebellion and propaganda of freeing Kintargo. From him, she also learned about the goddess Milani. With Barzillai Thrune’s rise of power in the Silver City, talk of rebellion and freedom were romantic fantasies.
Eventually, the church of Asmodeus found out about Morrigan’s relationship and informed her that they were very upset with her betrayal of their trust and that a severe punishment was in order. Her family was to be killed for raising a rebellious daughter and hopefully that would quell any thoughts of leaving the church. However, the church’s actions had the opposite effect and Morrigan escaped immediately. Unfortunately it wasn’t fast enough, because by the time she reached her home, her family was already murdered; the church had carried out their decree swiftly and efficiently. All that remained on her farm was a single pig which she took with her as a memento and familiar.
From there, she sought out her lover, but through various inquiries discovered that soon after House Thrune declared martial law, the Silver Ravens have gone silent. Morrigan fears her lover had died but refused to give up hope without proof. After continued research, a mysterious stranger anonymously contacted Morrigan through a third party and claimed to have information on the Silver Ravens. He arranged for a meeting at the Aria Park protest coming up. All that he said was that she’d know him by the black glove on his right hand. And so Morrigan set off to meet this contact with hope in her heart.
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Description
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Morrigan typically wears all black with a dark cloak concealing her form and face. Her skin is a pale green-grey but the majority of her features are human, giving her a very exotic look. Her eyes are an unusual gem-like shade of purple that can pierce right into a man’s soul but most wouldn’t know because her long bangs hide them most of the time. The rest of her straight black hair is cropped to shoulder length. Morrigan tries to maintain an optimistic personality with typical idealized dreams of a teenager, but due to her recent tragedy, she is occasionally subject to fits of depression. Having lost her childhood home, family, and school, she is desperately looking for a place to belong and will do whatever it takes to prove herself to anyone who may potentially take her in.