Mekarumu

Morythine Ettes's page

568 posts. Alias of Transylvanian Tadpole (RPG Superstar 2013 Top 32).


Full Name

Morythine Ettes

Race

Dhampir

Classes/Levels

Monk (hungry ghost) 7 / Cleric of Zon-Kuthon 3

Stats:
[HP 74/74 | AC 21 (T 19 | FF 16) CMD 25 | +11 F +13 R +13 W | Init +6 | Perc: +11

Gender

Male

Size

Medium

Age

35

Special Abilities

fangs, punishing kick, anatomist, touch of darkness 5/day, bleeding touch 5/day, scorpion style (DC 14), manoeuvre training , ki pool 4, steal ki

Alignment

Lawful Neutral

Deity

Zon-Kuthon

Location

Sandpoint, Varisia (birthplace - Galt)

Languages

Common

Occupation

Wanderer

Strength 18
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 14
Charisma 10

About Morythine Ettes

MORYTHINE ETTES

Male dhampir monk (hungry ghost) 7 / cleric of Zon-Kuthon 3
LN Medium humanoid
Init +6 Senses darkvision 60-ft, low-light vision, Perception +11
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AC 21 touch 19 flat-footed 16 (+4 Dex, +3 Wis/monk, +1 armour, +1 dodge, +1 deflection, +1 natural)
Hp 74 (+1 Con, +1 favoured class, +1 Toughness)
Fort +11 Ref +13 Will +13
Defensive Abilities +2 saves vs. disease and mind-affecting effect, resist level drain, evasion, still mind (+2 saves vs. enchantment), slow fall 30-ft, +2 saves vs. poison
Weaknesses light sensitivity, negative energy affinity
===========================================
Speed 50-ft.
Melee: +9/+9/+4 fists <flurry of blows> (1d8+4/1d8+4 20 x2)
Melee: +11/+6 fist (1d8+4 20x2)
Melee: +13/+8 quarterstaff+1 <two handed> (1d6+7 20 x2)
Melee: +11/+11/+6 quarterstaff+1 <flurry of blows> (1d6+5/1d6+5 20 x2)
Ranged: +11 shuriken (1d2+4 20 x2)
Ranged: +12 masterwork light crossbow (1d8 19-20 x2)
Special Attacks: fangs, punishing kick, anatomist, touch of darkness 5/day, bleeding touch 5/day, scorpion style (DC 17), manoeuvre training, steal ki
Ki Pool 6
- Ki Strike - unarmed strike as magic weapon (1 point)
- One additional attack at +9 to hit in flurry of blows attack (1 point)
- Increase speed by 20-ft. for 1 round (1 point)
- +4 Dodge bonus to AC for 1 round (1 point)
- +20 bonus to Jump checks for 1 round

Cleric Spells Known (CL 3rd)
2nd - aid, death knell (domain spell), spiritual weapon
1st - divine favour, magic stone, magic weapon, obscuring mist (domain spell)
Orisons - guidance, bleed, detect magic, detect poison
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Str 18 Dex 18 Con 12 Int 10 Wis 14 Cha 10
Base Attack +7/+2 CMB +11, +12 grappling CMD 25
Feats: Alertness, Blind-fight, Deflect Arrows, Dodge, Domain Strike (touch of darkness), Improved Grapple, Improved Unarmed Strike, Mobility, Punishing Kick, Scorpion Style, Toughness, Weapon Focus (quarterstaff)

Skills: 4 skill points (monk) 2 skill points (cleric)
Acrobatics +11, +16 when jumping (4 ranks + class skill + 4 Dex)
Bluff +2 (2 ranks)
Climb +9 (2 ranks + class skill + 4 Str)
Disguise +3 (3 ranks)
Escape Artist +10 (2 ranks + class skill + 4 Dex)
Heal +7 (2 ranks + class skill +2 Wis)
Intimidate +7 (2 ranks + class skill + 2 Dead Man's Headband)
Knowledge (religion) +4 (1 rank + class skill)
Perception +11 (4 ranks + class skill + 2 Wis + 2 Alertness)
Ride +8 (1 rank + class skill + 4 Dex)
Sense Motive +11 (3 ranks + class skill + 2 Wis + 2 Alertness)
Sleight of Hand +5 (1 rank + 4 Dex)
Stealth +15 (3 ranks + class skill + 4 Dex + 5 Stalker's Mask)
Survival +3 (1 rank + 2 Wis)
Swim +8 (1 rank + class skill + 4 Str)
Use Magic Device +1 (1 rank)

Special Qualities
- Aura of Law
- Channel Negative Energy 3/day - 2d6 (DC 13)

Domains Darkness, Death
Traits: Anatomist, Exile
Languages: Common
Gear: quarterstaff+1, 18 shuriken, masterwork light crossbow, 7 quarrels coated in unknown poison, 8 quarrels, monk’s outfit, sack, ring of protection +1, armbands of the brawler, cloak of resistance +1, amulet of natural armour +1, pewter holy symbol of Zon-Kuthon, a copy of the Umbral Leaves (the holy text of Zon-Kuthon), torture implements from Thistletop, spade, baby's bones, stalker's mask, snakeskin tunic, ring of jumping, hungry decapitant, dead man's headband, figurine of wondrous power: serpentine owl, belt of giant's strength+2, blowpipe+1, 10 blowgun darts, boots of the mire, lavender ellipsoid ioun stone (6 levels remaining), bloodstained gloves, potion of inflict light wounds, wand of infernal healing (50 charges)
Wealth: 2,045 gp, 6 sp, 4 cp

Gear Breakdown & Carrying Capacity:

Quarterstaff - 4 lbs
Light Crossbow - 4 lbs
10 quarrels - 1 lb
18 Shuriken - 2 lbs
Armbands of the Brawler - 1 lb
Cloak of Resistance +1 - 1 lb
Monk's Outfit - 2 lbs
Sack - 0.5 lbs
Holy Book - 1 lb
Spade - carried by Forli.
Total weight - 16.5 lbs
Carrying Capacity - 76 lbs

Forli, light warhorse:

A light bay gelding with a broad white blaze running from the base of his ears all the way down to his nostrils.
Forli – Light Warhorse with Tack
N Large animal
Init +2 Senses low-light vision, scent, Perception+6
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6 Ref +5 Will +1
=====================================================================
Speed 50-ft.
Melee -2 two hooves (1d4+1 20x2)
=====================================================================
Str 16 Dex 14 Con 17 Int 2 Wis 13 Cha 7
Base Attack +1 CMB +5 CMD 17, 21 vs. trip

Feats Endurance, Run
Skills Perception +6
Tricks attack, come, defend, down, guard, heel

Description: Morythine Ettes cuts a thin, nondescript figure who does all he can to downplay the cruelly handsome, patrician features that mark his highborn ancestry. The thinness of his limbs cause him appear taller than his average height, and he normally moves with small, rigid actions, only to explode into beautiful, fluid grace when in combat. Obviously he wears black, exposing little of the pearly white skin that contrasts so markedly with his flowing garments. Upon his head he wears a ragged little tricown which he perpetually tugs lower over his brow. Stringy wisps of dull brown hair struggle out limply from under his hat to lie flaccidly over his ears and forehead. His eyes are set deep in their sockets, the large glittering pupils merging with the dark black-brown of the surrounding iris. He never parts his lips when he smiles, for fear of revealing the fangs that betray his vampiric ancestry. Invariably, he just never smiles at all.

Personality: Morythine’s attitude to the world would verge on the nihilistic were it not for his scientific fascination in death, destruction and the arts that bring such forces to bear. A ship being dragged under by titanic waves, an old man slowly succumbing to the ruin of his body, the brutal wounds inflicted in a back alley knife fight are the kind of scenes that cause Morythine to pause and look on in fascination. All the more enjoyable is the infliction of such injuries by his own hand, how the subtle differences in force, surface and angle can mean the difference between bruised skin and a broken limb. Morythine finds purpose and affirmation in the breaking of his foes, but is too cautious to initiate fights without good reason; he knows all too well he is hunted and has no desire to bear witness to his own destruction just yet. Morythine respects any being capable of causing great harm without concern for their morals or motivations. On occasion he might even engage such person in conversation with tactless, direct questions on combat techniques. Even creepier, should he encounter someone suffering from grievous bodily damage, a grave disability or a serious illness he is prone spontaneously interview them on the grisly details of their ailment, without so much as an introduction or even by-your-leave. He’s also liable to shadow persons apt at attracting violence, other adventurers being ideal candidates.

Background: Morythine was conceived in the last days of Chelish superiority in Galt; the last days of peace the beleaguered nation saw before collapsing into the endless chaos of the Red Revolution. Morythine was the son of a simple serving maid and a Galtan nobleman turned vampire; his father fled the mobs, only to be tracked down years later and executed by his mother Detheris, who became a central figure in Galt’s political landscape in the shadow of the insurrection. Morythine grew up cloistered and hidden, his mother fearing the consequences to her ambitions should the true nature of her son be discovered. Fascinated by the miserable souls imprisoned by Galt’s new rulers, Morythine established an unlikely relationship with Professor Elzevir Meade, once an expert on the martial arts in the days when Torvin Academy was a haven of scholarship and learning. Before meeting his death the final blade, Elzevir taught Morythine the rudiments of unarmed combat, skills he used to defend himself when his mother finally sent her goons to despatch him. Detheris, now a Gray Gardener, still seeks her son’s destruction, while Morythine has fled ever west, his wanderings finally bringing him to Varisia.

Chapter 1 - Charnay & Detheris:

Morythine’s mother was a young servant maid named Detheris Ettes who had the misfortune to find employment in the opulent chambers of House Oliot, a minor family of Chelish nobles tasked with overseeing the intellectual activities of the Galtan town of Edme. Young Detheris, barely seventeen at the time, pretty, but winsome and easily fooled, fell under the spell of the rakish Charnay Oliot, the youngest scion of the House. Charnay’s affection towards Detheris was at least genuine, impossible though a future between them might be. Sadly, Charnay himself was also impressionable, and began to share much of his time in the company of a fellow noble and idler, one Audbrey Aldamori. Unbeknownst to Charnay Oliot, Audbrey was a vampire who preyed upon Galt’s Chelish aristocracy.

With Hosetter’s Imperial Betrayal circulating amongst the masses, and the rumblings of revolution already audible, Charnay discovered Audbrey’s vampiric identity and begged his friend to share his gift of undeath, seeing in its power his chance to weather the coming storm. Audbrey was already planning to abandon Galt, with Charnay to be his final taste of the sweet Chelish noble blood, but impressed with his victim’s fearless and considered argument, the vampire agreed to his wishes.

Chapter 2 - Revolution Comes:

With the mobs gathering outside the gilded gates of House Oliot, and Audbrey suddenly nowhere to be found, Charnay sought out his Detheris for one last desperate night in each other’s arms. As their passions rose, Audbrey was no longer able to control his thirst for blood. Detheris would have been Charnay’s first victim that night had the proletariat not invaded House Oliot. Charnay fled into the night, and Detheris was dragged away to be executed, a whore of the noblesse.

The story would have ended there, were it not for Detheris’ fierce instinct for survival. As the madness of the common insurrection enveloped Galt, Detheris ended up imprisoned in makeshift gaols beneath Edme’s Torvin Academy. The details of her crime and imprisonment had been lost, but she would have faced the final blade nonetheless. What had become of Charnay horrified her, and her foolish love was murdered as abruptly as all the poor souls being sent to meet Razor Jenni in the university’s quadrangle.

Detheris had only one card still to play: her beauty. Noting the interest one of the young revolutionaries had taken in her, she begged for her life, offering herself to him in the cold squalor of the temporary cell. It worked, and Detheris became the woman of young Comrade Jaqueth du Ralmey, one of Hosetter’s brightest students.

With Detheris at his side, Jaqueth threw himself into the carnage of the Red Revolution, unflinching is his resolve to remake Galt as a new realm, no matter the cost. Detheris quickly discovered she was pregnant, and the imminent birth of his son only strengthened Jaqueth’s zeal.

But the baby Detheris delivered was not Jaqueth’s, nor was it human. Morythine was a dhampir, the product of Charnay’s final tryst with Detheris. It was the outcome Detheris had feared all along, and one she had been preparing for. Knowing Jaqueth would show no mercy when he discovered the deceit, she denounced him, branding him a traitor to the cause. Her evidence was flimsy, but by now envy and distrust had already infected the revolution, and Jaqueth had made enough enemies to put his head in the guillotine’s embrace.

Chapter 3 - The Unwanted Child:

Detheris kept her baby hidden, claiming her son to be sickly, fearful lest her comrades discover its unhuman nature, afraid to dispose of it lest the loss of her child damage her widening prospects in the new hierarchy of the Red Revolution. Foolish and impressionable no more, but ruthless, canny and adept at rooting out conspiracy, Detheris’ star continued to ascend as she neatly sidestepped the habitual purges that thinned the ranks of her contemporaries.

Morythine grew up cloistered and friendless, almost never permitted to leave the grey surroundings of his cold, dark chamber. As matured though, he increasingly started to ignore his mother’s commands, relying on his affinity with the shadows and the night-time to sneak out after dark and explore the fire-gutted, ransacked halls of Torvin Academy. Of particular interest to the young dhampir were the few prisoners languishing in the subterranean levels of the university, many of them former professors and scholars whose death sentences had been commuted, postponed or simply forgotten. With only a few bored and inattentive guards to bypass, Morythine would spend long hours intrigued by the starved and shattered bodies of these imprisoned souls.

It was down in these dank depths that Morythine discovered one man whose mind and body were unbound by the long privations inflicted upon him. The man was Elzevir Meade, a professor and practitioner of the martial arts. A strange pairing; an aging, forgotten prisoner of politics and misfortune and an unsettling youth with a perverse, detached interest in the mechanics of pain, but both had something the other wanted. Morythine would smuggle food to the warrior, whilst Elzevir tutored the boy the lethal forms of unarmed combat, the dhampir watching and copying his teacher’s poses and movements through the iron bars of Elzevir’s cell.

Eventually of course, Detheris discovered what Morythine had been up to down in the dank dungeons beneath the university, and saw to it that Elzevir was swiftly removed first from his cell, and then from the mortal coil via the swift agency of a final blade. But by then, Morythine had learnt enough and the Elzevir’s demise troubled him not. . .

Chapter 4 - The Gray Gardener and the Dark Son:

By this time, Detheris was beginning to realise that simply tolerating her son was no longer sufficient. The dark youth was a cunning, unpredictable liability, and the already weak bonds of parenthood had only weakened further with the passing of the years. On the eve of Morythine’s 13th birthday, she resolved to do away with the boy.

Foolishly, Detheris only sent two underlings to carry out the task. Never expecting the unarmed lad to be dangerous, these two heavies fatally underestimated the nature of their quarry. By the time the moon had risen, Morythine had killed his first men and was fleeing into the night.

In the years since, he has roamed ever west, around the shores of Lake Encarthan, through the Mindspin Mountains, into Varisia. An aimless wanderer, no cause has kept in any place for long, although he has occasionally embarked on short and ill-fated adventures in the hope of honing his martial skills and perhaps earning a little coin. Meanwhile, in Galt, his mother now nurses an abiding hatred for a child borne who brought nothing but disappointment. The fallout from her botched attempt to assassinate her son sabotaged her political career, and as Detheris’ star in the Revolutionary Council descended, she was lucky to avoid being caught up in the many bloody purges that constantly shuffle the ranks of parliament. In the hopes of some security, Detheris joined the ranks of the Gray Gardeners. She still seeks word of a wan, slender inhuman youth that bares some of her resemblance, the flame of vengeance being nurtured within her. The years have brought her some satisfaction; Charnay did not prove to possess the cunning of his patron, and used the powers bequeathed to him by his vampirism amateurishly. Captured by the agents of the revolution, Detheris had the pleasure of destroying Charnay personally, staking then beheading her former lover with the use of a final blade. If Morythine can share the same doom, then all the memories of her childish naivety and political passivity will be expunged.

Now the winds of fate have blown Morythine to the small town of Sandpoint. It will probably be a temporary stopover, unless some unexpected destiny awaits him there . . .

For the GM:

I’ll probably multi-class Morythine as a cleric of Zon-Kuthon as the campaign progresses. Mechanically this will give him some access to negative channelling (and the ability to heal), and Zon-Kuthon’s portfolio has echoes in Morythine’s own darker leanings.

However, I intend to play him as a strictly neutral character. Whilst on paper he doesn’t seem like much of a team player, nor a particularly good fit for a party of heroes, roleplaying wise I want to make his personal development from a clinical, distant character to one that actually connects with, trusts and cares for the other PCs, part of the campaign’s story.

Stats:
[HP 16/16 | AC 16 (T 16 | FF 12) CMD 16 (FF 12) | +5 F +6 R +7 W | Init +5 | Perc: +2