Korvosian Man

Henry Morgan's page

5 posts. Alias of Mothman.


Full Name

Doctor Henry James Morgan, Esquire

Race

Human, British

Classes/Levels

Wizard 1

Gender

Male

Age

33

Alignment

Neutral

Languages

English, French, Latin, Turkish, +1

Strength 7
Dexterity 14
Constitution 12
Intelligence 17
Wisdom 12
Charisma 8

About Henry Morgan

Speed: 30 feet

Hit Points: 20

AC: 12
Flat footed: 10
Touch: 12

Saves:
Fort: +3
Ref: +2
Wil: +3

BAB: 0

Dagger (melee). To hit: -2. Damage: 1d4-2/19-20
Dagger (ranged). To hit: +2. Damage: 1d4-2/19-20
Walking staff (club, melee). To hit: -2. Damage: 1d6-2/20

Trained Skills:

Knowledge, Arcana (int, class skill): 1 rank +3 int +3 class = 7
Knowledge, History (int, class skill): 1 rank +3 int +3 class = 7
Knowledge, Nature (int, class skill): 1 rank +3 int +3 class = 7
Knowledge, Religion (int, class skill): 1 rank +3 int +3 class = 7
Linguistics (int, class skill): 1 rank +3 int +3 class = 7
Spellcraft (int, class skill): 1 rank +3 int +3 class = 7

Untrained Skills
Appraise (int, class skill) 3 int +2 feat = 5
Perception (wis, cc skill) 1 wis +2 feat = 3

Feats:
Alertness (+2 to perception and appraise)
Great Fortitude (+2 bonus to Fort saves)
Scribe Scroll

Human Traits:
+2 bonus to one ability score (Int)
Bonus Feat
Additional skill rank / level
Martial weapon proficiency (shortbow)
Favoured class (wizard)

Height: 5'7"
Weight: 174 lbs

Wizard Abilities
D6 hit dice
Class skills: appraise, craft, fly, knowledge (all), linguistics, profession, spellcraft)
Arcane Bond (none currently)
Cantrips
School Power (universal): 1st: Hand of the Apprentice
Hand of the Apprentice (Su): As a standard action, you can summon a ghostly hand to do your bidding.
This functions like mage hand with the following changes. When summoned, the hand can draw a weapon (including a magic weapon) on your person as a free action, so long as you are proficient in it. The hand can be directed to make a single attack against a foe within 30 feet, using your base attack bonus, plus your Intelligence modifier on both attack and damage rolls. The hand does not threaten foes and does not make attacks of opportunity.
You must concentrate on the hand each round or it winks out, returning any item held to you before it disappears.

Spells: Cantrips (DC:13): 3/day
First Level (DC:14): 2/day.

Spellbook:
Cantrips: Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation.
First Level: Protection From Evil; Unseen Servant; Comprehend Languages; Sleep; Burning Hands; Magic Weapon

Equipment:
Dagger
Club
Satchel
Scroll Case
Ink
Inkpen
Belt Pouch
Signet Ring
Waterskin
Travelling Spellbook
Note book
Spell Component Pouch

9gp 9sp

Background:

Born the third and youngest son of a moderately wealthy Anglo-Cornish landowner, Henry’s father sent the boy away to a convent school near London as soon as he was old enough, blaming the boy for the death of his mother in childbirth with him.

It was expected that Henry would enter the priesthood when he came of age (his eldest brother expected to inherit the family title such as it was, and the next brother had recently joined the King’s army), but rather then immediately enter the seminary, the young man (who did not see a life in the priesthood as particularly appealing or interesting) managed to play on his father’s guilt to fund a study of theology at the University of Paris.

TBC