Man with a Pickaxe

Morgam's page

164 posts. Alias of D-Kal.


Full Name

Morgam

Race

Shifter 6 | HP: 51/51 | AC: 18 , T: 13, FF: 16 | Fort: +8, Ref: +8, Will: +6/8 |

Classes/Levels

Melee: +7, Ranged: +6 | CMB: +7, CMD: 19 | Init: +2, Perception: +12 <low-light, darkvision> | SP 9/9 | Speed: 30ft

Special Abilities

Fav't Shape 2/2; QH 10/10

Strength 16
Dexterity 14
Constitution 15
Intelligence 10
Wisdom 16
Charisma 11

About Morgam

Male half-elf Shifter (Nocturnal Predator)
N medium humanoid
Init +2; Senses Perception +12 <low-light, darkvision>
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DEFENSE
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AC 18, touch 13, flatfooted 16 (+2 Dex, +5 armor, +1 deflection)
HP 51 (6d8 + 6x2 con +6 FC)
Fort +8, Ref +8, Will +6/8 [5 class, 2 Con; 5 class, 2 Dex; 2 class, 3 Wis {+2 vs enchantments}; +1 resistance]
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OFFENSE
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Speed 30 ft.
Melee
- [dice=Morningstar]1d20+7[/dice], [dice=Damage]1d8+4[/dice], [dice=Sneak]2d6[/dice]
- [dice=MW Mithral Cestus]1d20+8[/dice], [dice=Damage]1d4+3[/dice], [dice=Sneak]2d6[/dice] 19-20
- [dice=Claw]1d20+7[/dice], [dice=Damage]1d4+3[/dice], [dice=Sneak]1d6[/dice]
Ranged
- [dice=MW Double Pistol]1d20+7[/dice], [dice=Damage]1d8[/dice], [dice=Sneak]2d6[/dice] 20ft
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STATISTICS
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Str 16, Dex 14, Con 15, Int 10, Wis 16, Cha 11
Base Attack +4; CMB +7; CMD 19
Feats Skill Focus:stealth, Extra Magical Talent, Extra Bestial Trait, Extra Bestial Trait
Traits drug runner, favorite shape:blank
Drawbacks
Skills Acrobatics +10/18* (5), Appraise +1 (1), Climb +6* (1), Craft:weapons +4 (1), Disguise +4 (1), Handle Animal +7 (1), Intimidate +4 (1), Knowledge:geography +4 (1), Knowledge:nature +4 (1), Perception +12 (4), Profession:dealer +7 (1), Profession:hunter +7 (1), Sense Motive +7 (1), Sleight of Hand +4* (3), Stealth +13* (3), Survival +7 (1), Swim +6* (1)
Languages Common, (Elven)
Apparel +1 Cloak of Resistance, +1 Ring of Deflection, Poncho, Bandolier(belt), Boots of Springing(masterwork acrobatics:jump)
Armor & Weapons +1 Leather Lamellar, Masterwork Double Pistol, Mithral Cestus, Morningstar, Silver Bullets x30
Gear MW Backpack, Gunsmith's Kit, Healer's Kit (10), Silk Rope, Skeleton Key, Crowbar, Grappling Hook, Waterskin, Ale (gallon)
Usables Potion CLW, Potion CMW, Antiplague x2, Antitoxin x2, Soothe Syrup x2, Twitch Tonic, Vermin Repellent x3, Wismuth Salix, Scent Cloak, Trail Ration
Money 2645.3gp
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SPECIAL ABILITIES
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Senses: Low-Light Vision
Adaptability: Skill Focus bonus feat
Elven Immunities: immune to magical sleep, +2 to saves vs enchantments
Keen Senses: +2 to Perception
Languages: (Elven)

I am the Night: +1/2lvl Stealth bonus, Darkvision bestial trait
Bestial Trait: Darkvision see in total darkness up to 60ft
Hidden Transformation: Can use/concentrate on Alteration on self as move action in dim light or darkness
Bestial Traits: gain traits that can be used both in human form and while shifted
Bestial Trait: Claws 1d4, free action
Sneak Attack: 1d6 1d6 per 3 lvls
Bestial Trait: Jumper +lvl to Acro for jumps, always have running start
Lingering Transformation: transformations last +1/2lvl rounds after concentration
Enhanced Attacks: natural attacks treated as magic vs DR/magic
Bestial Trait: Quick Healing free action 1/turn, heal 5hp, up to max 5/2lvl; activates automatically if unconscious from damage
Bestial Trait: Leaping Attack may use Acro to jump as part of charge; if higher than target, target flat-footed vs charge & natural attacks have +1 crit threat range
Bestial Trait: Scent gain scent

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SPHERES & TALENTS
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Drawbacks Painful Magic, DC 10+1/2CL Fort to cast or sickened/nauseated
Boons +1 SP, +1/6 SP/lvl
SP 8 (CL 3rd/5th; Concentration +8)
Alteration Lycanthropy (only self)
(concentration or 1 SP & 2 min/CL; 2 traits + 1/5CL; +1 natural armor)
..blank form (no change to form, retain armor, no disguise bonus)
....bite (1d6 primary)
....gore (1d6 primary)
....slam x2 (1d4 primary)
....pincer x2 (1d6 secondary)
....alter appearance (+10 disguise)
..bestial reflexes (no form)
....lunge (pick natural attack; full-attack, one attack at 2x reach & +4 to attack roll)
....leaping attack (standard action, jump & attack at any point during; doesn't provoke)
....pounce (can full-attack after charge)
....trample (full-round action, move up to your speed, moving over and dealing 1d6+1-1/2 Str mod dmg to smaller creature. Targets of trample can make AoO at –4, or make Reflex save for half damage DC 10 +1/2 your HD + your Str mod)
..protean mastery (no form)
....belated shift (1 SP, leave one trait unassigned, may assign as swift action or 1 SP for immediate; assigned trait lasts for 1 min, then 1 min cooldown)
....close wounds (end any ongoing bleed effect as swift action)
....lycanthropic hide (DR 3/silver, +1/5CL)
....shift organs (25% fortification, +25% per 10CL)
..vitality (no form)
....fast healing (1 SP; 1, +1/10CL)
....glow of health (+2 vs death effects, negative energy, poison, & disease, +1/10CL)
..greater transformation (+1 trait, included)
..lingering transformation (2x duration for SP shapeshift; +2 rounds after concentration)

Dark Photophobic, Meld Into Dark
..hide in darkness (1 SP & 1 hr/CL, in dim light or darkness, may use Stealth while being observed)
..dark slaughter (1 SP & 1 hr/CL, in dim light or darkness, +1d6 sneak damage)

Divination Hidden Magic
..Divine (1 min or 1 SP & 1 round, Medium range, concentration | auras | HD 1: faint, 1d6r; HD 2+: moderate, 1d6 mins; HD 5+: strong, 1d6x10 mins; HD 11+: overwhelming, 1d6 days)
....Shapechanger (Shapechanger auras; alteration: dim, 1r)
....Dark (see through any darkness within range)
....Shadow (Plane of Shadow auras)
..Fast Divinations (reduce divination time from 10 mins to 1 min, included)

-----Background-----

Morgam was a bastard child, barely knowing his father and being raised by his mother. Being from the North, this wasn't especially uncommon; family values really didn't exist, and communities were vague and fluid. He left his mother's house when he was 10, not even saying goodbye, and not quite realizing he would never return. He drifted through communities doing menial labor and subsisting well enough.

As he became older he developed an eye for gold and involved himself in trading with the Southeast. He dealt in anything worth buying, eventually becoming a broker for the especially rare and forbidden. One such item that he acquired caught his attention above the others: a supposed panacea for any ailment. He figured it for a scam at first, but sold it anyway, and was surprised to find that rumors traveled fast and more buyers were looking. He sourced as much as he could, but the stuff was exceptionally rare and he couldn't figure out where it was coming from.

Some years later, Morgam had fully moved into Yharnam and was operating as a local broker for both imports and exports, some few of which were mundane and legal. It was here he found the Healing Church and their "blood ministrations", the panacea he'd been peddling for good money. People flocked to Yharnam for the stuff, but there were still foreign buyers looking to get their hands on it without partaking in holy pilgrimage. Morgam did what he could to try to establish a supply line from within the Church, but all of that was derailed when the monster showed up at his door.

It was the strangest scratching sound at his door, wrong for rats, but not sensibly dogs or people either. The rest was a blur of teeth, claws, and howls, bashing and bleeding, wrestling and breaking. It was a Hunter that saved him, and a week of close care and intensive blood ministration. Apparently the stuff could heal wounds, but Morgam was pretty far gone when they got to him. He recovered but still carries a number of scars to this day, the most terrible on his left forearm where he nearly lost his hand.

It was by this that Morgam became aware of the deadly secret of the town, and the equally deadly secret of the church: the Hunters. He joined them and was trained in their lethal trade. However, since the time of the attack, whether from the monster or the ministrations, he has been changed; Though he'd always been a friend of the night and the shadows, now he felt more at home in them than in the light. What was more, he could feel himself changing into something... else, stronger but more terrible. He was told it would make him a better hunter, but sometimes he was forced to wonder how much difference there was between himself and his prey.

-----Personality-----

Morgam is quiet, but with a strong presence about him. He's not overly gruff when he speaks, sometimes being surprisingly warm and empathetic. But for the most part he keeps to himself and stays out of sight, haunting the darkest corner of the bar with a cheap foreign brew. He's hardly ever seen during the day, and when he is, he seems to be in a bad mood. But at night he seems comfortable and relaxed, if still a bit forbidding.

-----Appearance-----

Morgam is a burly man, scarred, hairy, and of mixed origin. He speaks with a slight accent and keeps his hair short and neat. He dresses plainly and carries himself like a common laborer, but he has a hard demeanor that tends to make him a bit unapproachable. He wears a half-fingered glove on his left hand and doesn't care to talk about it, but sometimes the tremors in that hand allude to some past scar it might be hiding.

notes:
6th - Magical Attacks, Protection
7th - Prescience, Scent