Swordpriest

Morbury Dedlock's page

294 posts. Alias of Javell DeLeon.


Full Name

Morbury Dedlock

Size

Med

Age

124

Alignment

LG

Deity

Sarenrae

Location

Ustalav

Languages

Common

Occupation

Vampire hunter, Overall Undead Slayer

Strength 16
Dexterity 11
Constitution 12
Intelligence 10
Wisdom 12
Charisma 17

About Morbury Dedlock

Morbury Dedlock 1st level:

Morbury Dedlock
Male moroi-born dhampir (svetocher) Paladin (Warrior of the Holy Light, Undead Scourge) 1
LG Medium humanoid (dhampir)
Hero Points 1
Init +2; Senses darkvision 60 ft., low-light vision; Perception +1
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Defense
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AC 17, touch 10, flat-footed 16 (+5 armor, +2 shield)
hp 12 (1d10+1con+1fc)
Sanity 39; Threshhold 3; Edge 19
Fort +3 (+2base/+1con)
Ref +0 (+0base/+0dex)
Will +3 (+2base/+1wis) (+2 bonus vs. disease and mind-affecting)
Defensive Abilities Negative energy affinity
Resist Undead resistance
Weaknesses weakness to positive energy

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Offense
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Speed 30/20 ft.
Melee Scimitar +4 (1d6+3/18-20)
Special Attacks smite evil 1/day (+3 attack/AC, +1 damage)
Spell-Like Abilities (CL 1st; concentration +4)
. . 3/day—obscuring mist
Paladin Spell-Like Abilities (CL 1st; concentration +4)
. . At will—detect evil
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Statistics
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Str 16, Dex 11, Con 12, Int 10, Wis 12, Cha 17
Base Atk +1; CMB +4; CMD 14
Feats Skill focus(Diplomacy)
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Traits
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Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar’s life and did so. His gratitude was effusive, and he promised that he would never forget you. You are unsure of the nature of the summons in his will, but believe he may have listed you as a possible heir in thanks for saving him from an untimely demise.
Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right place at the right time. You gain a +2 trait bonus on Initiative checks.

Undead Slayer +1 trait bonus on attack and damage rolls against undead creatures.

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Skills 4(2 are background skills)
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Bluff +3: (+3chr)
Diplomacy +12: (+1rnk/+3chr/+3cs/+2racial/+3skill focus)
Knowledge (nobility) +6: (+1rnk/+0int/+3cs/+2racial)
Knowledge (religion) +4:(+1rnk/+0int/+3cs)
Perception +1: (+1wis)
Sense Motive +1: (+1wis)
Racial Modifiers +2 Diplomacy, +2 Knowledge (nobility)
Languages Common, Necril
SQ hero points, resist level drain
Combat Gear Scale mail, heavy wooden shield, scimitar, potion of inflict light wounds(x3)
Other Gear Bedroll, belt pouch, flint and steel, holy text (Saranrae), mwk backpack, mess kit, silk rope (50 ft.), soap, trail rations (x5), waterskin, wooden holy symbol of Saranrae, 11 gp, 4 sp

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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Lay on Hands (1d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.
Undead Resistance +2 save vs. disease, mind affecting effects.
Weakness to Positive Energy -1 to save vs. effects that deal positive energy damage.

Background:

Morbury Dedlock was born of high nobility. Living in Caliphas, he had it all growing up. His parents cared for him, loved him, and raised him proper and upright. He was brought up in the faith of the Dawnflower. He had only one glaring issue...

He was an abomination.

He practically never exceeded the boundaries of his home. His parents warned him of how the public would not accept him, how he would be treated, and how they wouldn't understand that he was different from the others of his kind. How most would judge you by what you are, not by who you are. The few times he did go out, it was never more obvious what his parents were talking about. It was actually worse than described. Being what he is, he chances of being accepted were truly slim. Not only for obvious reasons but also for the fact that most of his kind, if not all, were cutthroats and thieves. Or worse.

Morbury has no other siblings. His parents never could conceive a child between themselves. So as the years went on, his parents grew old, yet he himself, seemed not much more than that of an adolescent. He lost his mother first and then his father not long after. Before his father passed, Morbury finally asked him what he had been wondering for so long, yet never had the courage to ask. "Why? Why did you not destroy me? I am wrought from evil. I am... wrong. Why, father?" His father then replied, "The Dawnflower revels in all life. All should be given a chance. You are only evil, or 'wrong', if you so choose to be, my son. Your mother and I have taught you all that we know. Regardless of how you came to be, you have always been our son. We loved you as such and never have we thought different. And you must always, ALWAYS, remember that it is not 'what' you are that defines you, son ... it is 'who' you are. Know this, my son. And may the light of the Dawnflower always be your guide."

Morbury has always remembered his father's words. He knew one day that his time would come when he would be called to act. The Dawnflower shall be my guide. I will wait for her call. He thought to himself as he gathered up his cloak and moved out into the night.

How he came to know the Professor
Morbury was out one evening and saw an old man and two others with him who he surmised to be guards being attacked in an alley by several thugs. One guard was already down, which put the old man and his lone guard at even greater odds. Morbury managed to assist in the situation successfully, but not without taking quite a beating himself. The old man was insistent on knowing his name and offering a reward. Morbury introduced himself but politely refused any reward by simply explaining, "I could not simply stand by and do nothing, m'lord." The old man, who introduced himself as Professor Lorrimor, told Morbury that he would never forget what he had done for him. Morbury, thinking nothing of it, went on his way, never truly expecting to hear from the Professor again.

Morbury Dedlock is about 6'2, 210lbs, 124 years old. His parents were Leicester and Honoria Dedlock. Morbury's skin is as pale as the moon but his hair is light blonde and his eyes are a glacier blue - both of which were inherited from his mother. Morbury is quite good looking, yet for all intents and purposes, doesn't see it. When he sees himself in a mirror, all he sees is the abomination that he is. Since his parents died, Morbury has remained alone. Not only by choice but also by circumstance. He tends to keep himself hidden within his clothes and the cowl of his cloak up in an attempt to hide his heritage, mainly due to his past experiences with outsiders more so than shame.

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Morbury 6th:

Morbury
Male Dhampir Paladin (Warrior of the Holy Light, Undead Scourge) 6
Init +3; Senses darkvision 60 ft., low-light vision; Perception +1
Aura power of light (30', +1)
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DEFENSE
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AC 18, touch 11, flat-footed 17. . (+5 armor, +2 shield, +1 Dex)
hp 62 (1d10+6+6+6+6+6+6fc+6feat+10(DM Fiat))
Fort +10 (+5base/+0con/+4chr/+1cloak)
Ref +8 (+2base/+1dex/+4chr/+1cloak)
Will +11 (+5base/+1wis/+4chr/+1cloak)
(+2 bonus vs. disease and mind-affecting, -1 vs positive energy damage)
Defensive Abilities Negative Energy Affinity
Immune disease, fear
Resist undead resistance
Weakness weakness to positive energy
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OFFENSE
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Spd 30ft/30 ft.
Melee Club +9/+4 (1d6+3/20/x2) and
. . .+1 Silversheen Scimitar +10/+5 (1d6+4/18-20/x2) and
. . .Heavy Shield Bash +9/+4 (1d4+3/20/x2)
Ranged

Special Attacks Smite Evil (1/day)
Spell-Like Abilities
. . At will—detect evil
. . 3/day—obscuring mist
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STATISTICS
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Str 16, Dex 12, Con 10, Int 12, Wis 12, Cha 18(+1@4th)
Base Atk +6; CMB +9; CMD 22
Feats: Extra Lay on Hands, Power Attack, Toughness
Traits: Illuminator, Chance Saviour, Indomitable Faith
Skills: +18 sk pts
Bluff +4
Climb +3
Diplomacy +17: (+4chr/+6rnk/+2racial/+2trait/+3cs)
Heal +7: (+1wis/+3rnk/+3cs)
Knowledge: (Nobility) +7: (+1int/+1rnk/+2racial/+3cs)
Knowledge: (Religion) +7: (+1wis/+3rnk/+3cs)
Perception +1
Sense Motive +9: (+1wis/+5rnk/+3cs)
Stealth +1
Swim +3
Racial Modifiers +2 Diplomacy, +2 Knowledge (nobility)
Languages: Celestial, Common
SQ Aura of Courage, Aura of Good, Divine bonds (weapon [1/day]), Lay on Hands (3d6) (10/day), Mercies (mercy [diseased], mercy [sickened]), Paladin channel positive energy 3d6 (5/day) (dc 16), Resist Level Drain (Ex)

Combat Gear +1 Mithral Chain shirt, Darkwood Heavy wooden shield, +1 Silversheen Scimitar, Club, Potion of cure light wounds (x4), Potion of Inflict Light Wounds(x6), Potion of protection from evil (x6), Wand of Inflict Light Wounds, Amethyst Pyramid(cracked version)
Other Gear Backpack, masterwork (8 @ 16.5 lbs), Flint and steel, Trail rations (x4), Vampire slayer's kit, Waterskin

Wand of Inflict Light Wounds charges: x30

Weight 45lbs(86 is light load) 10pp

Vampire slayer's kit: This small, latched wooden case contains numerous tools and devices used in hunting and slaying vampires. It contains 10 cloves of garlic, four masterwork wooden stakes, a hammer, a silvered mirror, 4 vials of holy water, 1 application of silversheen, and a masterwork holy symbol. It also contains numerous regents and powders used for treating wounds and making wards, salves, and other concoctions. In addition to its general usefulness, when displayed, a vampire slayer's kit grants its owner a +2 bonus on all Charisma-based skill checks made to investigate or seek out vampires.

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SPECIAL ABILITIES
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Aura of Courage +4 (10' radius) (Su) A paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1) (6 minutes) (1/day) (Sp)
Divine Grace (Su) You gain your Charisma Bonus as a bonus to all saving throws.
Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Lay on Hands (3d6) (10/day) (Su) You can heal 3d6 damage, 10/day
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Negative Energy Affinity (Ex) Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.
Paladin Channel Positive Energy 3d6 (5/day) (DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Power of Light (30', +1) (Su) At 4th level, the warrior of the holy light gains one additional use of her lay on hands ability per day. She gains one additional use of lay on hands per day for every four levels she attains beyond 4th. She can spend a use of her lay on hands ability to call upon the power of her faith as a standard action. This causes a nimbus of light to emanate from the warrior of the holy light in a 30-foot radius. All allies in this area (including the warrior of the holy light) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. This power lasts for 1 minute.
Resist Level Drain (Ex) A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Smite Evil (2/day) (Su) +4 to hit, +6 to damage, +4 deflection bonus to AC when used.
Undead Resistance +2 save vs. disease, mind affecting effects.
Undead Slayer +1 trait bonus on attack and damage rolls against undead creatures.
Weakness to Positive Energy -1 to save vs. effects that deal positive energy damage.

Traits
Illuminator: You gain a +2 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Indomitable Faith: You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive.
You gain a +1 trait bonus on Will saves.

Chance Saviour: You gain a +2 trait bonus on Initiative checks.

Dice:

[dice=Diplomacy]1d20+12[/dice]
[dice=Heal]1d20+1[/dice]
[dice=Initiative]1d20+2[/dice]
[dice=Know Nobility]1d20+6[/dice]
[dice=Know Religion]1d20+4[/dice]
[dice=Perception]1d20+1[/dice]
[dice=Sense Motive]1d20+1[/dice]

[dice=Fort]1d20+3[/dice]
[dice=Reflex]1d20+0[/dice]
[dice=Will]1d20+3[/dice]

[dice=Lay on hands]3d6[/dice]
[dice=Channel Energy]3d6[/dice]

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[dice=Scimitar]1d20+4[/dice]
[dice=Damage]1d6+3[/dice]

[dice=Scimitar(w/PA)]1d20+8[/dice]
[dice=Damage]1d6+8[/dice]