Imeckus Stroon

Moergan Neptuine's page

66 posts. Alias of Jubal Breakbottle.


Full Name

Moergan Neptuine, High Priest of the Eastern Temple of Nesirie

Race

Human (Anuirean)

Classes/Levels

Cleric | HP 17/17

Stats:
AC 19/10/19 | Fort +5 Ref +0 Will +7 | Init. +0 | Perception +5 | CM +3/13

Gender

Eastern Temple of Nesirie |

Size

Medium

Age

28

Alignment

Neutral

Deity

Nesirie

Location

Calrie, Aerenwe

Languages

Anuirean, Low Brecht

Occupation

High Priest

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

About Moergan Neptuine

DOMAIN: Eastern Temple of Nesirie:

Calrie*/Aerenwe (6/0) – ETN (temple 6)
Dhoenel/Aerenwe (5/0) – ETN (temple 5)
Halried/Aerenwe (5/0) – ETN (temple 5)
Banien's Deep/Aerenwe (1/6) – ETN (temple 0)
Northvale/Aerenwe (1/6) – ETN (temple 0)
Shadowgreen/Aerenwe (1/6) – ETN (temple 1)
Westmarch/Aerenwe (1/6) – ETN (temple 0)
Ilien/Ilien (7/0) – ETN (temple 3)
Ghaele/Mieres (2/3) – ETN (temple 2)
Serien/Mieres (4/3) – ETN (temple 4)
________________________________________________________
ETN = Eastern Temple of Nesirie (Moergan Neptuine)
* = capital

Regency Generated 26 RP
Regency Accumulated 68 RP
Treasury 37 GB

Buildings
Ursuline Chapel (cathedral) in Calrie, Aerenwe = Palace (7) = 35 GB /12 = 3 GB
Speakers Academy (school) in Calrie, Aerenwe = Fortification (6) = 24 GB / 12 = 2 GB
Chapel of Rain (cathedral) in Serien, Mieres = Fortification (4) = 16 GB / 12 = 1 GB
Cathedral in Ilien = Fortification (4) = 16 GB / 12 = 1 GB
Total = 7 GB

Army & Navy
Lady of Mourning, caravel of Calrie, Aerenwe = 1 GB
Trident, caravel of Ghaele, Mieres = 1 GB
Green Wave, caravel of Ilien = 1 GB
Total = 3 GB

Bodyguards
9 Infantry
(1) Fighter 1
(8) Warrior 1
Scale mail, heavy steel shields, and tridents

APPEARANCE:
Despite his humble origins, Moergan Neptuine dresses like a prince of his church. He always wears his jewel-encrusted gold pectoral holy symbol of Nesirie over classic, elegant clothes covering his suit of fine breastplate. His shoulder-length brown hair would look comfortable beneath a ship captain’s hat and his neatly groomed beard are streaked with premature silver. His eyes are steel gray with a twinkle of mischief.

PERSONALITY:
Moergan Neptuine often asks himself, ‘how did I get here?’ His life dedicated to Nesirie and to the sea has been divinely rewarded with a life ashore leading Her church. He is a gregarious man by nature always enjoying a crowd, but over the past many months a new tenor of seriousness has come over him as he searches for the best way to grow his faith.

Neutral Male Human (Anuirean)
Alternate Racial Trait:
Focused Study All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Class Cleric 2
Favored Class Cleric
Age 28 Height 5-ft, 11-in Weight 170 lb.
Hair Brown with silver highlights Eyes Gray
GAME MECHANICS:
Initiative +0; Senses Perception +5

==DEFENSE==
AC 19, touch 10, flat-footed 19 (+7 armor, +2 Shield, +0 dex)
HP 17 (2d8 +4 Con)
Fort +5, Ref +0, Will +7
Armor +1 Breastplate (agile), Medium
Defensive Abilities Blind-Fight, Birthmark +2 trait bonus on all saving throws against charm and compulsion effects.

==OFFENSE==
Speed 30 ft/x4 (Travel domain +10 ft)
Melee +1 Trident +4 (1d8+3) 20/x2
Melee Dagger +3 (1d4+2) 19-20/x2
Special Attacks

==STATISTICS==
Str 14, Dex 10, Con 14, Int 12, Wis 18, Cha 14
BAB +1, CMB +3, CMD 13

Feats
Cleric – Armor Proficiency (Light & Medium)
Cleric – Shield Proficiency (any except tower)
Cleric – Weapon Proficiencies (Simple & trident)
Focused Study – Skill Focus (Lead)
1st – Selective Channeling
Darkness domain – Blind-Fight

Traits
1. Besmara’s (Nesirie’s) Blessing You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).
2. Birthmark This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Skills 2x (2+1 Int +1 Human +1 Favored Class) ranks = 10
(1) Administrate +8
(2) Diplomacy +7
(1) Heal +8
(1) Knowledge (nobility) +5
(1) Knowledge (religion) +5
(2) Lead +10 (Focused Study)
(0) Perception +5 (Besmara’s (Nesirie’s) Blessing)
(1) Profession (sailor) +9 (Besmara’s (Nesirie’s) Blessing)
(1) Sense Motive +8
*Armor Check Penalty -3 Breastplate (-0 for Climb checks and jump checks) & -2 Heavy Wooden Shield

Languages Anuirean, Low Brecht

SPELLS & ABILITIES:
SUPERNATURAL
Agile Feet (Su) 7 per day. As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Channel Positive Energy (Su) 5 per day, DC 13. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

EXTRAORDINARY
Aura of Good A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).

SPELL-LIKE ABILITY
Touch of Darkness (Sp) 7 per day. As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

SPELL-CASTING
Concentration check +6
Spell DC = 4 + spell level

Domain Spells
Darkness & Travel
1st – level: Obscuring Mist, Longstrider

Spells Prepared
0th – level: Create Water, Detect Magic, Enhanced Diplomacy, Light
1st – level: Obscuring Mist, Bless, Read Weather, Touch of Truthtelling

REALM SPELLS KNOWN:
1. Bless Land
Transmutation
Level: Clr/Drd 1
Target: 1 province/2 levels
Duration: One season (D)
Saving Throw: None
Spell Resistance: No
Special Requirements: Temple (1)
You can invoke a province-wide blessing. The increase in prosperity brought by this blessing temporarily increases the province level by one for the purposes of determining taxation and holding income collection. Furthermore, all temple holdings belong to you are increased by one level for the purposes of determining holding income collection. For example, a temple (4) in a province (5) would collects regency and gold as if it were a temple (5) in a province (6). Bless land lasts for one season. Regardless of the month in which it is cast, the spell effect counts during only the first collection period occurring after the spell is cast ? if the spell duration crosses a domain turn boundary, the regent effectively gets early credit for the remainder of their increased prosperity. If this spell is countered, affected regents earn 1/3 of the total additional income that they would have received for each month in which the spell was active. Bless land counters and is countered by blight land.
Regency Cost: The regency cost of this spell for each province affected by the spell is equal to difference of the target province level's and the caster's temple holdings in that province. A priest that controls a temple (3) in a province (5) and a temple (3) in a province (4) must spend 3 RP to bless both provinces. Each province has a minimum cost of 1 RP.
Material Components: 1 GB worth of incense, oils, sacrifices, and other expendable ritual components.

2. Blight Land
Transmutation
Level: Clr/Drd 1
Target: 1 province/2 levels
Duration: One season (D)
Saving Throw: None
Spell Resistance: No
Special Requirements: Temple (1)
You curse the target province(s) and all of the holdings in it. Blight land temporarily decreases the province level and all holding levels within the province by one for the purposes of determining taxation and holding income collection. Your temple holding level is unaffected by the curse. If your temple represents the state religion in a province, the province loses one loyalty grade. Blight land lasts for one season. Regardless of which month in which it is cast, the spell effect counts during only the first collection period occurring after the spell is cast ? if the spell duration crosses a domain turn boundary, the regent effectively gets early credit for the remainder of their decreased prosperity. If this spell is countered, affected regents lose only 1/3 of the total additional total loss that they would have suffered for each month in which the spell was active. Blight Land counters and is countered by bless land.
Regency Cost: The regency cost of this spell for each province affected by the spell is equal to difference of the target province level's and the caster's temple holdings in that province. A priest that controls a temple (3) in a province (5) and a temple (3) in a province (4) must spend 3 RP to bless both provinces. Each province has a minimum cost of 1 RP.
Material Components: 1 GB worth of incense, oils, sacrifices, and other expendable ritual components.

3. Bloodline Investiture
Transmutation
Level: Clr/Drd 1
Target: Two willing regents touched
Duration: See text
Saving Throw: None
Spell Resistance: No
Special Requirements: Temple (1)
This spell allows the priest to transfer the bloodline of a willing regent to another character. A bloodline investiture transfers the donating scion’s entire bloodline, including strength, derivation, and score, to the designated recipient. The donating scion’s regency reserve is not transferred to the recipient. This change is permanent and cannot be reversed unwillingly. Bloodline investiture is often used to elevate a ruler’s heir to the same blood strength that the ruler himself enjoys. However, both characters must be present and willing for the ceremony to be effective. If the target character is already a scion, then the bloodlines are combined in exactly the same manner as if the character with the stronger bloodline had performed bloodtheft on the character with the weaker bloodline. A priest regent may cast this realm spell on two regents without completing its final stages. The uncompleted investiture can be completed at any time and only requires a single action to complete. The priest and both targets must be present and willing to finalize the ceremony. Incomplete investitures are a commonly undertaken as part of a Ceremony of Designation or before major battles/threats as they allow the priest to finalize the investiture on the battlefield should the regent take a mortal wound.
Regency Cost: None

BLOODLINE:

Masela, Major, 32

MINOR POWERS
1. Detect Lie -- This is essentially the spell Discern Lies. You can use the spell as a spell-like ability 1/day.
2. Enhanced Sense -- Masela's scions have sight that is not hindered by fog, snow, rain, wind, or some other weather obscurement, and his hearing are not hampered by howling wind or driving rain.
3. Resistance -- Masela: Spell Resistance 12 vs.Water school, and has Water Breathing as a constant ability
4. Unreadable Thoughts (All) -- Gain the psi-like ability Conceal Thoughts to use at will.

MAJOR POWERS
1. Animal Affinity – Dolphins, can speak with animals. 2/day.
2. Divine Wrath -- Scion gains the effects of a Greater Heroism 2/day.
3. Elemental control -- Scions gain a spell like ability based on their bloodline. Masela -- use water walk only on self 3/day.
4. Travel -- You can Teleport under certain conditions according to your bloodline, once or twice per week. Masela --> You can teleport across most any body of water, except an ocean.


EQUIPMENT:
Gear
Worn
(100 gp) High priest holy symbol
(1,550 gp) +1 Breastplate (agile) – 25 lb. (chest slot)
(2 gp) Dagger – 1 lb.
(5 gp) Pickpocket’s outfit – 3 lb.
(200 gp) Sleeves of Many Garments – 1 lb. (wrist slot)

Weapon’s kit
(250 gp) Traveler’s Any-tool – 2 lb.
(2,315 gp) +1 Trident – 4 lb.
(7 gp) Heavy wooden shield – 10 lb.

Currency 21 gp

Personal Load 30 lb or 46 lb with weapon’s kit
Personal Carrying Capacity 116 lb. and less for Medium encumbrance

BACKGROUND:

Moergan Neptuine was born aboard a merchant ship sailing out of Calrie. While he always wanted to be a captain, he was marked and blessed by Nesirie. He grew up learning the ropes to be a sailor and priest.

Several years ago, his ship happened to be in his home port when the Eastern Temple of Nesirie called a synod of all priests to replace the departed High Priestess Ursula Diem. The synod had many competing factions who could not agree on a new leader. After a week of unsuccessful negotiations, Moergan Neptuine was nominated as the amazing compromise candidate who no one believed would be elected. He was at the age of 25.

For the past several years, he has surprised the church proving to be a competent leader and administrator. Now that he has consolidated his authority within the church, he looks toward his borders to expand his church.

ADVANCEMENT:

3rd – Leadership
4th –
5th –
6th –
7th –
8th –
9th –
10th –
11th –

POSTING HABITS:

During the weekday, I usually can post frequently between 9am to 4pm and 8pm to 10pm. During the weekend, I usually can only post at the very beginning of the day and at the end of the day. All times Eastern time zone.