Morlock Slave

M'grul's page

132 posts. Organized Play character for Helaman.


Full Name

M'grul

Race

Male Tiefling (Demon Spawn)

Classes/Levels

Tattooed Sorcerer 2/Abyssal Bloodline (Favoured Class)

Gender

AC12/Touch11/Flatfoot11/CMD 14||HP 17/[17]| Fort:+2 ;Ref:+1 ;Wil+2|Percept +8/Sense Motive -1

Size

Medium

Age

20

Alignment

Chaotic Neutral

Languages

Common, Abyssal

Occupation

Pathfinder

Homepage URL

http://sdrv.ms/18GRxc8

Strength 14
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 8
Charisma 18

About M'grul

PFS#38110-13
Link to Chronicles - http://sdrv.ms/18GRxc8

Background

Spoiler:

M'grul is a creature of the 'World Wound' - though he doesn't yet know it, he is the descendent of demons. He has no memories of early childhood but his earliest memories are part of a circus freak show... kept caged and underfed.

That changed as he moved into adulthood and he developed into a tall, muscular 'man', he also developed an intimidating presence. So much so that his captors sought to kill him. It was also when his magic manifested - with a flash he took down his attackers and fled into what was the Varisian wilderness.

Wracked by dark dreams and visions, he was guided to make contact with others. It took many tries before he was accepted into any group but a group of perverse Shoanti eventually saw some advantage and took him in, marking him with their magical tattoos - which warped under his demonic skin, and bonded him with an exceedingly ugly toad. His time was brief in their troop before he again fled, suspicious of their purpose for him.

He wandered for some time, feared and sometimes hunted but eventually arriving in Absolom.

He ended up at the Pathfinder Grand Lodge and fortunately was successful in his application to join the Society as an initiate. His time as an initiate has served him well - he has learned literacy, something of spellcraft and polished the fledgling combat skills he learned among the Shoanti. He has also learned more about the tattoo's he bears and how to make them work for him.

He has no name that he treasured from his childhood, being called 'monster' or 'demon', or 'devil'. He has adopted the name 'M'grul' - a guttural corruption of the Abyssal word for 'Survivor'.

Appearance

Spoiler:
M'grul stands well over 6 feet, but is oddly muscled, bulging where one expects sinew and in other places, sinewy where one would expect muscle. His features are hideous, with his nose being open, and his mouth extended on oneside and full of pointed jagged teeth - his voice is deep and beastial. His skin is scaled and mottled with tones of black and ash grey. He typically bears a longspear and morning star into battle.

Understanding his appearance may terrify, he covers himself with an ornate robe when attempting to relate to people. He is still somewhat wild and impulsive towards violence, a throw back to his blood as much as his childhood

.

HP - 17 (6 + Con + Familiar + lvl 2 + con)

Offense

Spoiler:

BAB +1 CMB +3

Melee:
Longspear +2 (1d8 +2, x3, reach, brace) P
Morning Star +2 (1d8 +2, x2) P/B
Dagger +2 (1d4 +2, x2) P/S

Defense

Spoiler:

AC 12 CMD 14
Fort +2 Ref +1 Will +2
cold resistance 5, electricity resistance 5, and fire resistance 5.

Level Progression

Spoiler:

1 - Favoured Class: Skill
2 - Favoured Class: Skill

Traits

Spoiler:

Observant +1 to Perception and it becomes a class skill
Dark Magic Affinity + 1 caster level to spells with Evil Descriptor

Skills

Spoiler:

Intimidation 1 (+4 +4) = + 8
Spell Craft 1 (+4 + 0) + 4
Perception 1 (+4 + 1 -1) +2 (race) = + 6 (+8 with familar)
Diplomacy 1 (+4) = + 4
Knowledge Arcana 1 (+4) = + 4
Knowledge Planes 1 (+4) = + 4
* Familiar Alertness grants +2 Perception and Sense Motive

Feats

Spoiler:

Spell Focus: Conjuration (+1 DC to conjuration spells)
Varisian Tattoo: Conjuration +1 level to spells (tattooed sorcerer bonus feat) and 3 Acid Splash spells per day.

(planned: 3-Arcane Strike, 5-Intensify Spell, 7-Elemental Focus, 9-Piercing Spell, 11-Great Fortitude)

Spells

Spoiler:

DC 15 Cantrips: Detect Magic, Prestidigitation, Spark, Daze, Read Magic
DC 16 Level 1: Summon Monster 1, Colour Spray,
* Tiefling bonus = +2 CHA to Class Features
@ His Feats and traits allow for casting of Infernal summonings at +2 levels and his sorcerer bloodline grants them DR/Good 1

Casting Per Day

Spoiler:

Cantrip - Unlimited
Level 1 - 4 + 2 [used: 0]
* Tiefling bonus = +2 CHA to Class Features
+2 level 1st level Spells per Day.
# Feat Bonus 3 Acid Splash spells per day.
& Shatter one time per day

Class Skills
The sorcerer's class skills are Appraise (Int), Bluff (Ca), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). Bloodline: Knowledge (planes)

Familiar Bonuses

Spoiler:

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Toad: +3 HPs

Racial Bonuses

Spoiler:

Fiendish Resistance: Teiflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Skilled: Demon Spawn Teiflings gain a +2 racial bonus on Disable Device and Perception checks.

Spell-like ability: Demon Spawn Teiflings can use Shatter once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.

Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.

Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.

Equipment

Spoiler:

Silk Armour 30gp
Longspear 5gp
Morning Star 8gp
Dagger 2gp
Backback - 2gp
4 Wandermeals - 0.04gp
1 Flask of Water - 0.03gp
Whetstone - 0.02gp
50 ft String 0.01gp
Whistle 0.08gp
2 Fishhooks 0.2sp
Charcoal 0.5sp
Chalk 0.01gp
Scroll Case 1gp
2 Ink Pens 0.2gp
Ink Vial 8gp
5 sheets of paper 2gp
Alchemist Fire 20gp
Alchemist Acid 10gp
Spell Pouch 5gp
Total 94.81

Remaining = 55.19gp

+417 gold end of chapter 1 first steps + 419 end of chapter 2 first steps + Hydra Fang Incident 456 = 1347.19

Sorcerer Bloodline Powers

Spoiler:

Class Skill: Knowledge (planes).

Bonus Spells: cause fear (3rd), bull's strength (5th), rage (7th), stoneskin (9th), dismissal (11th), transformation (13th), greater teleport (15th), unholy aura (17th), summon monster IX (19th).

Bonus Feats: Augment Summoning, Cleave, Empower Spell, Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack, Skill Focus (Knowledge [planes]).

Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

Bloodline Powers: While some would say that you are possessed, you know better. The demonic influence in your blood grows as you gain power.

Demon Resistances (Ex): At 3rd level, you gain resist electricity 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to electricity increases to 10 and your bonus on poison saving throws increases to +4.

Strength of the Abyss (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

Tattooed Sorcerer

Spoiler:

Familiar Tattoo (Su)

A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.

Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.

This ability replaces her 1st-level bloodline power.
Varisian Tattoo (Ex)

At 1st level, the tattooed sorcerer gains Varisian Tattoo as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Varisian Tattoo enhances.

This ability replaces her Eschew Materials bonus feat.
Bloodline Tattoos (Ex)

Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Varisian Tattoo feat, even if they don’t match the school to which her Varisian Tattoo belongs.
Create Spell Tattoo (Su)

At 7th level, a tattooed sorcerer can create a spell tattoo once per day with a single touch as a standard action. The recipient of the spell tattoo must be willing to receive the spell tattoo. If she gives the spell tattoo to herself, it does not count against the regular limit of magic tattoos she can have. The spell tattoo must be of a spell that she knows that has no material or focus component. She can maintain one spell tattoo created by this ability at a time—if she uses this ability again, the previous spell tattoo she created fades away. Spell tattoos she creates with Inscribe Magic Tattoo do not count against this limit. She can use this ability twice per day at 11th level, and three times per day at 15th level.

This ability replaces the bloodline feat gained at 7th level.
Enhanced Varisian Tattoo (Su)

At 9th level, the tattooed sorcerer can pick any one spell she knows for which she has a Varisian Tattoo feat. This spell must be one that lacks focus components and costly material components. She can now use that spell as a spell-like ability once per day. This spell-like ability is not enhanced by her Varisian Tattoo, but it functions at +2 caster levels above her sorcerer caster level. Whenever she gains a bloodline power at a later date, she may change this spell-like ability to another qualifying spell.

This ability replaces the 9th-level bloodline power.