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-Mordecai-'s page

358 posts. Alias of -Karma-.


Full Name

Mordecai

Race

Devil-blooded Tiefling Cleric (Fiendish Vessel) 3 / Sorcerer 1 / Mystic Theurge 6 | HP 89/89 | AC 9/9/9 | Saves F:+8 R: +2 W: +15 | CMB +5 CMD 15 | Init -1 | Perception +13(15) SM: +15(17) | Darkvision 60ft

Classes/Levels

Crime: Arson

Gender

M

Size

M

Alignment

LE

Deity

Asmodeus

Languages

Common, Infernal

Strength 11
Dexterity 8
Constitution 18
Intelligence 9
Wisdom 26
Charisma 12

About -Mordecai-

Devil-blooded Tiefling Cleric (Fiendish Vessel) 3 / Sorcerer 1 / Mystic Theurge 6 | HP 89/89 | AC 9/9/9 | Saves F:+8 R: +2 W: +15 | CMB +5 CMD 15 | Init -1 | Perception +13(15) SM: +15(17) | Darkvision 60ft

Background:

One might not feel oneself exactly as a wanted child, when there are pointed horns sticking out of one's forehead. So it was with Mordecai, who given away to an orphanage before he had even laid laid his on his mother. Devil's blood, they said. And of course, they were absolutely right.

While none of the children in the orphanage had a good start with their lives, it didn't prevent them feeling superiority over the the devil's bastard. Mordecai's physical features made it easy for the others to come up with new insults, and harassment and regular beatings became part of his daily life. He begged and pleaded the other children to leave him alone, but this just fuelled their spite. He begged the adults to protect them, but was met with disdain and cold stares. He prayed the gods for protection, but got nothing but silence. And finally, in pain and desperation his prayers asked help from the darker powers.

And he was answered. For whatever reason, the young devilspawn's misery amused Asmodeus, and the Lord of Darkness spoke to him. Guided him. Lit the power in young Mordecai's blood, and told him kneel and receive the powers of hell. And there, kneeling in the cold floor of the orphanage, Mordecai felt the dark powers streaming into him, and he came a living vessel of the Archfiend.

Over the next weeks, Mordecai practiced with his new powers in secret, learning the mastery over fire and darkness. And then came a day when he was once again surrounded by his assailants. They laughed and they mocked him and they raised their fists. But this time Mordecai did not cover, he just smiled. As they came at him, he raised his hands and unleashed the fires of hell upon them. And he enjoyed watching them scream and burn. Most of all, he enjoyed hear them beg and plead. He had the control over these puny creatures' lives, and he chose to end them in agony. In ecstatic state he started walking, lighting fires where ever he went. Soon, the whole orphanage was on fire. People screamed. Some burned, some managed to escape the flames. Mordecai sat on the floor, revelling in the sudden change of power. He watched the other people, feeling their helplessness, wondering who they preyed to. Still smiling, he felt the flames licking his skin, but the touch of the fire was merely warm. Even when his own clothes stared burning, the warmth was just pleasant.

The fire raged over it's course, and eventually died down. Mordecai still sat on the floor, now naked, with the same smile on his face. Soon the city guard came, and took him away. As they dragged him into prison, he just whispered: "Fools! Submit to Asmodeus' will, or you too shall perish in flames!"

STR 11
DEX 8
CON 16 +2
INT 9
WIS 22 + 4
CHA 12

Attack: BAB +5, Melee +5, Ranged +4
- Mace +5, 1d8
Saves: save: Fort +8, Ref +2, Will +15
HP: 89 (8+4+5+5+4+4+4+4+4+4 Base + (10x4 Con + (3x1 FCB))
AC: 9 (Touch 9, Flat-footed 9)
Init: -1 (-1 dex)
Perception: +9
CMB/CMD: +5 / 14

Tiefling Devil-Spawn:

Ability Score Racial Traits: +2 Wisdom, +2 Constitution, and –2 Charisma.
Type: Tieflings are outsiders with the native subtype.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Skilled: Tieflings gain a +2 racial bonus on Sense motive and Diplomacy checks.
Spell-like ability: Tieflings can use Pyrotechnics 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.

Feats:
Spell focus (Conjuration)
Eschew Materials (bonus)
Augment Summoning
Alertness (when near familiar)
Evolved Summon Monster
Sacred Summons

Traits:
Arson, Magical knack (Sorcerer)
Arson: Whenever you score a critical hit with a fire attack, you receive +2 fire damage bonus to your damage roll. This bonus is a trait bonus.
Nessian knot: Adrastus Thorn indoctrinates you into the deeper mysteries of worshipping the Prince of Hell. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy, and healing your evil allies heals them for 1 additional hp.

SLA:
Pyrotechnics 1/day
Channel Evil 4/day DC 13 (2d4+1)
Heavenly fire 4/day
Combined spells (3rd)

Skills: 10x3 (2 -1 +2 campaign bonus)
Perception 13(15) (5+8)
Sense motive 15(17) (2+3+8 +2 racial)
Diplomacy 13 (7+3+1 +2 racial)
Knowledge: Arcana 5 (3+3-1)
Knowledge: Religion 7 (3+3-1+2)
UMD: 14 (10+3+1)

Domains & Bloodlines:
Ash domain:
Fire bolt 1d6 +1 8/day
Domain spell: 1:burning hands, 2: produce flame, 3: fireball, 4: Wall of Fire, 5: Fire Shield

Devil domain:
Hell's corruption 8/day
Domain spell: 1:command, 2:align weapon (evil only), 3: Suggestion, 4: Unholy Blight, 5: Dispel Good

Empyreal bloodline:
Arcana: You use your Wisdom, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, maximum spell level you can cast, and the save DCs of your spells. You gain a +2 bonus on all Heal and Knowledge (religion) checks.
Power: Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Spells prepared: (Cleric, effective lvl 8)
0: Guidance, Detect Magic, Stabilize, Enchanced Diplomacy (4)
1: 2xMurderous command (Will DC 17), 3xInfernal healing,Sanctuary, Domain: Command (Will DC 17) (6+1)
2: Hold Person (Will DC 18) x2, Grace, Darkness, See Invisibility, Domain: Align Weapon (Evil) (5+1)
3: Dispel magic, Communal Resist Energy, Summon Monster III, Magic Circle against Good, Invisibility Purge, Domain: Fireball (5+1)
4: Blessing of Fervor, 2xSummon Monster IV, Communal Protection from Energy, Domain: Wall of Fire (4+1)
5: Breath of Life, Summon monster V, Domain: Dispel Good

Spells known: (Sorcerer, effective lvl 6, CL 8)
0: Read magic, Daze, Prestigidation, Message, Mage Hand, Mending
1: Burning hands, Grease (DC 18), Magic Missile, Snowball, Shield (8/day)
2: Glitterdust, Mirror Image, Invisibility (8/day)
3: Spiked pit, Fly (6/day)

Equipment:

Holy Symbol of Asmodeus
Heavy Mace
Lesser Rod of Selective Metamagic
Tunic of Careful casting
+4 Headband of Inspired Wisdom 16000
cloak of resistance +2 4000
Rod of Metamagic, Persistent (lesser) 9000
+2 Belt of Mighty Constitution 4000
Wand of Mage Armor 750gp
dagger 2gp
longspear 5gp
backpack 2gp
Bedroll 0.1gp
Belt Pouch 1gp
Flint and Steel 1gp
Ink, Black 8gp
Inkpen 0.1gp
Journal 10gp
Silk Rope 10gp
Soap 0.01gp
Trail Rations x5 2.5gp
Waterskin 1gp

1 scroll of Mage armor 25gp
1 scroll of Silent image 25gp
1 scroll of enlarge person 25gp
1 scroll of Infernal healing 25gp
2 flasks of acid 20gp
Small steel mirror 10gp
Vermin Repellent x2 10gp

Progression:

1: Cleric (Fiendish Vessel) 1, feat: spell focus
2: Sorcerer (wild-blooded; empyreal) 1, bonus feat: eschew materials
3: Cleric 2, feat: Augment summoning
4: Cleric 3, Stat: WIS
5: Mystic Theurge, feat: evolved summon monster

Future Development:

5: Mystic theurge
Feats:
Theurgy
Augment summoning
Sacred summons
Evolved summons
Improved Channel
Maleficum