About Morak SkandalorMorak Skandalor
Stats:
-------------------- Defense -------------------- AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex) hp 13 (2d8) Fort +2, Ref +1, Will +8 (+1 vs. enchantment effects); -2 vs. [light] effects, +2 trait bonus vs. charm and compulson Defensive Abilities deep warrior; SR 7, magic resistant -------------------- Offense -------------------- Speed 30 ft. Melee starknife +0 (1d4/×3) and . . starknife +0 (1d4/×3) Special Attacks caravan bond, channel positive energy 4/day (DC 11, 1d6), +1 on attack rolls against goblinoid and orc humanoids Domain Spell-Like Abilities (CL 1st; concentration +5) . . 7/day—bit of luck Cleric (Varisian Pilgrim) Spells Prepared (CL 1st; concentration +5): 1st—comprehend languages, endure elements, expeditious retreat [D] 0 (at will)—create water, detect magic, light [D] Domain spell; Domains Exploration, Luck, Travel -------------------- Statistics -------------------- Str 10, Dex 12, Con 10, Int 14, Wis 18, Cha 12 Base Atk +0; CMB +0; CMD 11 (15 vs. bull rush, 15 vs. trip) Feats Harrowed Traits birthmark, starchild Skills Bluff +5, Heal +8, Knowledge (geography) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (religion) +6, Linguistics +7, Perception +8 (+10 to notice unusual stonework), Profession (fortune-teller) +9, Sense Motive +8, Survival +8 (+12 to avoid getting lost); Racial Modifiers starchild Languages Celestial, Common, Dwarven, Elven, Gnome, Terran SQ aura, domains (exploration, luck), door sight, minesight, variant channeling (luck variant channeling) Other Gear studded leather, starknife, starknife, backpack*, bedroll*, belt pouch*, candle* (10), cleric's kit (items marked by *), flint and steel*, wooden holy symbol (Desna)*, holy text*, mess kit*, pot*, rope*, soap*, spell component pouch*, torch* (10), trail rations* (5), waterskin*, 61 gp -------------------- Special Abilities -------------------- Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. Birthmark +2 save vs. charm & compulsion Bit of Luck (7/day) (Sp) Target takes the higher of 2d20 for a d20 roll. Caravan Bond (5 companions) (Su) After a minute of group prayer, may use a domain-granted power on up to 5 travelling companions within 30 feet. Cleric (Varisian Pilgrim) Domain (Exploration) Associated Domain: Travel Cleric (Varisian Pilgrim) Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune. Cleric Channel Positive Energy 1d6 (4/day) (DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Darkvision (90 feet) (Minesight) You can see in the dark (black and white vision only). Deep Warrior +2 Gain a bonus to AC and grapple vs. Aberrations. Door Sight (7/day) (Su) By touching a door for 1 minute, use clairvoyance on the other side. Harrowed +1 on saves vs. enchantment; can draw Harrow cards for bonuses Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs. Luck Variant Channeling (±1 Sacred) Bonus to one roll/penalty on all rolls Minesight Dazzled in bright light and -2 to save vs light effects. Spell Resistance (7) You have Spell Resistance. Starchild +4 survival to avoid becoming lost. Automatically determine north. Background:
Morak was born far underground. Generations of his family had lived in the darkness, supporting the soldiers who protected the tunnels which the dwarves had come through during their Quest for Sky against the things that attempt to follow them. It was a traditional existance, although one that surface dwarves largely don't appriciate. At his birth, an unusual mark was noted on the back of his right hand - a four-pointed star. For many years, this held no significance to Morak or his family. However, Morak was a wild child, always wanting to know what was around the next corner, what happened after the end of every story, and more generally, what would happen if X, Y, or Z happened. Finally, as he progressed through his tweens, Morak resolved to leave home to explore the surface. Despite all his family could do to dissuade him, he left home on his 36th birthday. It took him over a year to make his way to the surface, between the length of the trek and his need to explore. When he finally reached the lower areas of the surface populations of dwarves, he lost more time plying them with questions, before they agreed to guide him on to the surface. When he at long last emerged, it was a clear, moonless night and the stars were especially bright. Having completed his own personal Quest for Sky on such a night, he felt the stars were especially meaningful to him. When he discovered that Desna was the goddess of the stars and the night, and that the star on his hand matched her favored starknives, he knew his life's path had been set and he apprenticed himself to a traveling priest of Lady Luck. That priest was a fortune teller, and presented Morak with his first Harrow deck - showing the young dwarf how to use them to make predictions about the future, and some of the tricks of the fortune-teller's trade. Together, the two wandered through the area of the Five Kings and the neighboring lands. When word reached them about the expedition forming to go explore a new continent, Morak knew that he needed to go explore where no one had been before, and took his leave of his mentor to make his way to Absalom. During the journey over, Morak struck up several friendships with other travelers on board, both crew and passengers. One family that he became especially close to consisted of a young dwarven widow named Lokara, and her twin sons Halzar and Zalkar. This association would prove fortunate for them during the kracken's attack on the Golden Pegasus. During the attack, Lokara had gotten trapped by a collapsed beam in the galley, and was threatened by a fire which had broken out nearby. Her sons were unable to free her themselves, but one ran to get help and found Morak nearby. With the boys' help and a good measure of luck, Morak was able to get Lokara freed from what would have been her fiery doom. Together, they were in one of the escape boats when the bracken returned, and again, by chance more than skill, they managed to avoid being swamped until they were picked up by the Laughing Lillend.
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