Grand Necromancer

Morag Alduros's page

No posts. Alias of Dinuci.


Full Name

Morag Alduros

Race

M Aasimar Warlock/6 (HP 36/36 | AC:17 | T:13 | FF:14 | CMB:+1 | CMD:14 | Fort: +4 | Ref: +4 | Will:+4 | Init: +3 | Perc:+8 | Speed 20)

Classes/Levels

Spells:
Lvl 1: 4/4 | Lvl 2: 3/3 | WF 8/8

Alignment

NG

Deity

Qi Zhong

Languages

Common, Draconic, Elven, Sylvan, Gnome, Celestial, Tien, Tengu, Terran, Undercommon

Strength 8
Dexterity 16
Constitution 14
Intelligence 20
Wisdom 10
Charisma 14

About Morag Alduros

Character sheet:

Morag Alduros
NG M Aasimar (Native outsider & Human) Warlock (Witch) (1)
Init +3 (+3 Dex)

Defense
AC 21 (10 +5 Armor Bonus +3 Dex +1 deflection +2 shield); Touch 14 (10 +3 Dex +1 deflection); Flat-Footed 18 (10 +5 Armor Bonus +1 deflection +2 shield)
HP 54 (6x6 + 6x2 Con +6x1 Class)
Fort Save +4 (+2 Class +2 Con); Ref Save +5 (+3 Dex +2 Class); Will Save +5 (+0 Wis +5 Class)

Offense
Speed: Medium 30 ft

Ranged: light crossbow
Atk: 1d20 +6 (+3 dex +3 BAB) (19x2)| Dmg: 1d6

Statistics
Str 8, Dex 16, Con 14, Int 20, Wis 10, Cha 14 (+2 Int +2 Cha Race)
Base Atk +3; CMB +1 (-1 Str +2 BAB); CMD 14 (10 -1 Str +3 Dex +2 BAB)

Feats (Other):
- Boon companion
- Evolved companion (Bleed)
- Evolved companion (Wing buffet)
- Ability focus (slumber)

Traits (Racial):
- Darkvision (60ft)
- Spell-Like Ability (Sp): Aasimars can use pyrotechnics once per day as a spell-like ability (caster level equal to the aasimar's class level).
- Scion of Humanity: count as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill.
- Truespeaker: Gain a +2 bonus on Linguistics and Sense Motive checks, and learn two languages each time they gain a rank in Linguistics.
- Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Traits (Other):
- Armor expert (-1 ACP)
- Friend of the family (+1 on Perception & class skill as long as Koya is alive)

Skills (Untrained):
Appraise +5 (+5 Int)
Bluff +2 (+2 Cha)
Climb -1 (-1 Str)
Escape artist -1 (-1 Dex)
Fly -1 (-1 Str)
Sense motive +2 (+0 Wis +2 trait)
Stealth -1 (-1 Str)
Survival 0 (+0 Wis)
Swim -1 (-1 Str)

Skills (Trained):
Acrobatics +2 (3 Rank -1 Str)
Diplomacy +4 (2 Rank +2 Cha)
Heal +5 (2 Rank +3 Class)
Intimidate +10 (5 Rank +3 Class +2 Cha)
Knowledge nature +10 (2 Rank +3 Class +5 Int)
Knowledge Arcana +10 (2 Rank +3 Class +5 Int)
Knowledge Planes +10 (2 Rank +3 Class +5 Int)
Knowledge Religion +10 (5 Rank +5 Int)
Linguistics +8 (3 Rank +5 Int)
Perception +10 (6 Rank +3 Class +1 Trait)
Ride +9 (6 Rank +3 Dex)
Spellcraft +10 (2 Rank +3 Class +5 Int)

Languages: Common, Draconic, Elven, Sylvan, Gnome, Celestial, Tien, Tengu, Terran, Undercommon

Equipment:
Combat gear: light crossbow (35gp, 2lbs.)
Wearing: Bracers of armor +4 (16000gp, 1lbs.), scholar's outfit (-gp, 6lbs.), +1 Mithral buckler ((1005gp, 2.5lbs), Ring of protection +1, Amulet of natural armor +1
Inventory:
- Handy haversack(2000gp, 5lbs.)
- Acid flasks x5
- Spell component pouch (2lbs)
- Wand of CLW 42/50 (750gp)
- Pearl of power I (1000gp)
- Pearl of power I (1000gp)
- Hexing runes

Encumbrance: 18.5lbs.; light load, (Light Load up to 26lbs., Medium up to 53lbs., Heavy up to 80lbs.)
Money: 230gp 0sp 4cp


1602.09
+10628.15
----------
12230.24
-4000 Amulet of mighty fist
-4000gp PoP level 2
-4000gp PoP level 2
----------
230.24

Class Info
Favored class: Witch (Warlock)
Favored class bonus: Witch (Warlock) +1hp

Diminished Spellcasting:
A warlock may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Grimoire:
A warlock must study his grimoire each day to prepare his spells. He cannot prepare any spell not recorded in his grimoire, except for read magic, which all warlocks can prepare from memory.

A warlock begins play with a grimoire containing all 0-level witch spells plus three 1st-level spells of his choice. The warlock also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the grimoire. At each new warlock level, he gains two new spells of any spell level or levels that he can cast (based on his new warlock level) for his grimoire. At any time, a warlock can also add spells found in other warlock's grimoires to his own (see Magic).

Witchfire (8 | 2d6):
The first ability a warlock learns is Witchfire. A warlock attacks his foes with eldritch power, using magical energy to deal damage and sometimes impart debilitating effects upon his foes. A warlock can use Witchfire a number of times each day equal to his class level + his Intelligence modifier.

A blast of Witchfire is a spell-like ability in the form of a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. The amount of damage dealt is equal to 1d6 points of damage plus 1d6 points of damage for every two warlock levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on).

A blast of Witchfire is treated as the equivalent of a spell whose level is equal to one-half the warlock's class level (round down), with a minimum spell level of 1st and a maximum of 9th when a warlock reaches 18th level or higher.

Witchfire is subject to spell resistance, although effects that increase caster level to overcome spell resistance also apply to Witchfire. Witchfire deals half damage to objects and metamagic feats cannot be used in conjunction with Witchfire. The feat Ability Focus (Witchfire) will increase the DC for all saving throws (if any).

Pact:
Each warlock has made a pact with beings of power. Regardless of the source, this influence manifests as the warlock gains levels. At 1st level, a warlock chooses a sorcerer bloodline.He gains the class skill listed in the bloodline description as a class skill. At 3rd level, a warlock gains the Eldritch Heritage feat as a bonus feat to represent this pact. A warlock need not have any of the prerequisites normally required for this feat. The warlock's effective sorcerer level for the bloodline abilities gained equals his warlock level. The bloodline chosen is subject to GM approval. The warlock uses his Intelligence score instead of his Charisma score when determining the effects of all bloodline abilities gained through this class feature and the Improved Pact class feature.

Sylvan (mutated) Fey bloodline:

Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.

Class Skill: Knowledge (nature).

Animal Companion (Ex): At 1st level, you gain an animal companion. Your effective druid level for this ability is equal to your sorcerer level – 3 (minimum 1st).

Hexes:
- Slumber (10+3(level)+5(Int)+1(Runes)+2(Ability focus))
- Peacebond
- Flight
- Glacial blast (-4 dex on witchfire, Fort save to reduce to 1 round.)

Spells prepared:

1/d spells:
- Pyrotechnics

Cantrips:
- Detect magic
- Mending
- Read magic

Level 1 spells:
- Command
- Cure light wounds
- Snowball
- Infernal healing
- Burning hands
- PoP
- PoP

Level 2 Spells:
- See invisibility
- Cure moderate wounds
- Molten orb
- Blindness/Deafness
- PoP
- PoP

Level 3 Spells:
- Lightning bolt
- Swarm of fangs
- Trial of fire and acid

Grimoire:

Cantrips:
- All

Level 1 spells:
- Cure light wounds
- Burning hands
- Enlarge person
- Reduce person
- Obscuring mist
- Snowball
- Web bolt
- Infernal healing
- Command
- Air bubble

Level 2 spells:
- See invisibility
- Cure moderate wounds
- Molten orb
- Blindness/Deafness

Level 3 Spells:
- Lightning bolt
- Swarm of fangs
- Trial of fire and acid

(5 options open)

Animal companion:

Medium Roc - Ifin
Init +5 (+5 Dex)

Defense:
AC 26 ; Touch 15; Flat-Footed 21 (10 +9 Natural armor +5 Dex +2 armor)
HP 48 (6d8)
Fort Save +5 (+5 Class 0 Con); Ref Save +10 (+5 Class +5 Dex); Will Save +3 (+1 Wis +2 Class)

Offense:
Speed: 20ft (Fly 80ft)

Melee: 2 Talons
Atk: 1d20 + 11 (+4 BAB +5 Dex +1 WF +1 AomF) | Dmg 1d4 + 3 + 1d6 bleed

Melee: Bite
Atk: 1d20 + 11 (+4 BAB +5 Dex +1 AomF) | Dmg 1d6 + 3

Melee: 2 wing buffets
Atk: 1d20 + 6 (+4 BAB +5 Dex -4 Secondary +1 AomF) | Dmg 1d4 + 3

Statistics:
Str 14, Dex 21, Con 10, Int 2, Wis 13, Cha 11
Base Atk +4; CMB +3 (+1 Str +2 BAB); CMD 18 (10 +1 Str +5 Dex +2 BAB)
Feats (Other): Weapon finesse (Retraining at level 7, cost 350gp), Skill focus (fly), evasion (reflex negates instead of halves), weapon focus (claws)
Traits (Racial): Low-light vision

Skills (Trained):
Fly +14 (+4 Rank +3 Class +4 Dex +3 SF)
Perception +5 (+1 Rank +3 Class +1 Wis)

Trick:
- Attack x2
- Defend
- Guard
- Bombard
- Exclusive
- Down
- Flank
- Come

Equipment:
- Riding saddle (10gp, 25lbs.)
- Saddlebags (4gp, 8lbs.)
- Leather barding (20gp, 15lbs.)
- Amulet of mighty fists +1 (4000gp)

Saddlebags:
- Witch's kit* (21gp, 21lbs.)
- Bear trap x2 [2gp | +10 | 2d6+3 | DC 15 Perception]
*This kit includes a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.

Background:

Background:
Morag, a stone faced Aasimar, is a person who travels from town to town, dealing with the local populace. He does small jobs as a magistrate, of sorts, from time to time but also spreads religion.
He travels with his intimidating large bird, a roc, called Ifin. One day when Morag felt that, for the greater good, he had to climb the tallest mountain in Tian Xia. Once near the top he came across a man sized bird. The animal was alone in its nest and seemed aggressive at first. Morag, unimpressed by the ferocious display, walked forward and petted the creature. Its eyes changed somehow, turned friendly.
The day he touched the creature something snapped in him, a power welled up in him and magic surged through his body. Beside the bird lay an assortment of items, most likely collected from straggling travellers. He picked through the rubble and found several items useful to him. A book the foremost one, a book with dark magics. He turned away from the creature and headed back down the mountain. Near the bottom something swished past his head and the bird he had met earlier landed in front of him, nudging him with its beak. He fed the creature and moved on again, feeling the urge to continue his religious work.
Aside from the wonderful magic and his newfound love for the 'little' bird Morag also discovered something else about him. Sometimes, not too often, a very strong urge welt up in him. An urge to burn down everything down around him.
As he travels the land, travelling from town to town, he solves to small populace's problems. People seem to trust them, although they look intimidating.

Goals:
One of Morag's life goals is to become a real and high standing member of his religion. He now only spreads what he knows about the religion he follows, going by the tidbits he has picked up over the years.
His other life goal is to learn. To learn about everything in the world, but foremost what his powers are and where he got them from

Secrets:
Morag sometimes has the strong urge to burn down everything around him, though he does not know why he tries to focus on his work as much as possible to suppress his urges.
His other secret, one he does not know, is that he is a warlock. A creature who uses dark magics to bend the world to his will. His dark thoughts about burning the world find their roots here, combined with his heritage.

Relations:
The general populace likes him, he is righteous to the bad and good to the good.
There are also people who don't like him. Warlocks. They have discovered one of their kind using his powers for the good instead of what they are meant for. They try to lure him into their ranks by coaxing him with smartly placed pages of dark magic. By leaving behind writings that should turn him over to their side.

Memories:
Morag remembers his home town, from very long ago. The small rural village was a farming village. The only thing unique about it was the fact that it was the home of his religion. The place where it all started.
He also remembers the countless days on the road, going from town to town, helping people. He remembers most of the faces of the people he ever met, most of the towns.
Another one of his memories is the moment he met Ifin, his Roc.

Plot connections:
Morag, travelling from town to town has been to the rusty dragon several times and has gotten to know Ameiko Kaijitsu fairly well over the years, maybe his travel senses have even made her wanting to go on another trip.
The man doesn't care if he travels alone or with a group. He has met Koya Mvashti on several caravan trips during the years spent on the road. He has tried several times to convince her to follow his religion but has never succeeded. Over time he became a friend of the family and got to know Nishka better also. Just before she died she asked him to come over and told her her death wish.
Sandru Vhiski he also has met on the road. Quite a way away from sand point. Morag doesn't really like the man, as he could easily be a con-man, but condones him. He hasn't done anything wrong... yet.
On one of his trips, before he discovered his bizarre powers, he had met Shalelu Andosana. The woman came up to his caravan and warned them about a small goblin raid party half a days ride in front of them. They didn't believe the woman at first and went on. Morag was not so sure and stayed behind a bit, the caravan got attacked as she told it would. Most survived gladly. He has come across her several times more, mostly in the rusty dragon.

Personality & appearance:

Morag is a stone faced Aasimar, though his looks border on the human side. He is a friendly and righteous man.

Plans:

Armor focus
Craft wondrous item (3rd)

Relationship score:

Calleigh:
Ameiko +7
Rest +2

Morag
Koya +7
Rest +2