Spooky

Morgan D. Cat's page

109 posts. Alias of Sapiens.


Full Name

Morgan

Race

Dreamland Cat

Classes/Levels

Fey Adept 7 | HP 33/45 | AC: 18, T: 17, FF: 14 | Fort: +6, Ref: +8, Will: +9 | BAB: +3, CMB: +1, CMD: 13, M.Attack +11/+11(1d2-3), R.Attack +11(4d6) | Init: +5 | Perception: +12, darkvision 90', scent | Spell Points 5/14, Shadow Points 6/10

Gender

Male

Size

Tiny

Age

3

Alignment

CG

Languages

Cat, English, German, Latin, (can speak English, French, Spanish, Chinese)

Strength 4
Dexterity 20
Constitution 12
Intelligence 14
Wisdom 17
Charisma 25

About Morgan D. Cat

Morgan
Male Dreamland Cat(Dream Creature) Fey Adept 7
CG Tiny Magical Beast (chaotic)
Init +5; Senses Perception +12, Darkvision 60 feet, low-light vision, scent, tremorsense 15 feet
----- Abilities per day -----
Spell Points - 14/14
Shadowstuff - 10/10
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Defense
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AC 18, touch 17, flat-footed 14 (+0 armor, +4 Dex, +2 size, +1 attunement, +1 deflection)
hp 8 + 5*6 + 1*7 = 45/45
Fort +6, Ref +8, Will +9
(2 base, +1 Con, +1 resistance), (2 base, +5 Dex, +1 resistance), (5 base, +3 Wis, +1 resistance)
Save bonuses:
Resistances: DR 5/cold iron
Immunities: figment, glamer, and pattern spells
Weaknesses: -2 penalty on saves against sleep effects, counts as a creature with 2 fewer Hit Dice for sleep effects
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Offense
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Speed 30 ft.
Melee
- Bite +11 (1d3-3)
- 2 Claws +11 (1d2-3)
Ranged
- Shadowmark +11 (4d6, -2 to Will saves against the adept), touch AC
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Statistics
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Str 4, Dex 20, Con 12, Int 14, Wis 17, Cha 25
Base Atk +3; CMB -1; (+6 if finesse) CMD 13 (+3 BAB, -3 STR, -2 size)
Skills (7/level (4 base, +2 Int, +1 FCB))
- Climb +8 (not trained, +4 Dex, +4 racial)
- Escape Artist +18 (7 ranks, +4 Dex, +3 class, +4 racial)
- Knowledge(arcana) +12 (7 ranks, +2 Int, +3 class)
- Perception +13 (7 ranks, +3 Wis, +3 class)
- Sense Motive +13 (7 ranks, +3 Wis, +3 class)
- Spellcraft +12 (7 ranks, +2 Int, +3 class)
- Stealth +26 (7 ranks, +4 Dex, +3 class, +4 racial, +8 size)
- Use Magic Device +17 (7 ranks, +7 Cha, +3 class)
Background Skills
- Perform(sing) +17 (7 ranks, +7 Cha, +3 class)
- Sleight of Hand +12 (7 ranks, +4 Dex, +3 class)
Armor Check Penalty:
Traits
- Touched by the Twilight (3/day can see through up to one foot of stone or other material, or into the Twilight.)
- Waking Dreamer (2/day can take a full-round action to gain a temporary spell point to use on Illusion or Divination effects)
Feats
4 from levels + finesse
- Weapon Finesse (bonus)
- Sphere Focus (Illusion)
- Extra Magic Talent (Overwhelming Sensations)
- Extra Magic Talent (Illusionary Touch)
- Lurker in Darkness (Stealth is not automatically foiled by unusual senses)
Favored Class Bonus +7 skill points
Languages Cat, English, German, Latin
Mundane Gear
Magic Items
- Ring of Eloquence (worn as earring, can magically speak and understand English, French, Spanish and Chinese(Mandarin), +2 competence to Bluff, Diplomacy, Intimidate and Perform(oratory))
- Ring of Sustenance (worn on the tail, the wearer needs no food or drink, and is rested wth 2 hours of sleep)
- Charm of Fate (neck slot, the first time the wearer fails a save, causes them to succeed if they had failed by 5 or less)
Consumables
Money $750

----- Racial Special Abilities -----
Land on Your Feet: Dreamlands cats treat any fall as if it were 20 feet less than the actual distance of the fall. For example, a cat that falls 30 feet takes only 1d6 points of damage (treating it as a 10 foot fall). A fall of 20 feet or less does not harm a Dreamlands cat. A Dreamlands cat that takes no damage from a fall always lands on his feet. A Dreamlands cat that takes damage from a fall lands on its feet if it makes a successful Reflex save (DC = the damage taken by the fall).

Lulling Gaze: Any creature within 20 feet must succeed on a Will save or take a –5 penalty on Perception checks and a –2 penalty on Will saves against sleep effects for as long as it remains within range. A new save is required each round until the creature either fails or is no longer within range. A dream creature can suppress or resume this ability as a free action. This is a gaze effect. The save DC is Charisma-based.

Sleep Song: As a full-round action, a dream creature can sing a lullaby that puts nearby creatures to sleep. Any creature within 100 feet of the dream creature that can hear its song must succeed on a Will save (DC equals the dream creature’s Perform [sing] check result), or fall asleep as though affected by a sleep spell for a number of rounds equal to the dream creature’s total Hit Dice. A creature that successfully saves cannot be affected by the same dream creature’s sleep song again for 24 hours. Dream creatures are immune to their own and other dream creatures’ sleep songs. Sleep song is a sonic, mind-affecting sleep effect.

Waking Dreams: At will as a standard action, a dream creature can cause the area within 100 feet of its position to become hazy and dreamlike at will. This effect penetrates solid objects and even crosses the boundary with the Ethereal Plane. Distances and speeds in the affected area become hard to judge. Bright areas seem dark, and dark areas appear to have some hazy illumination. Colors blend into one another in strange and unpredictable ways, and creatures seem to take on the features of objects or other creatures. Every creature in the affected area takes a –4 penalty on all attack rolls, checks, and saves as long as it remains in the area. A creature outside the area taking any action that would affect creatures within or on the other side of the area also takes a –4 penalty on any associated roll or check. Waking dreams is an illusion (figment) effect with no save, but creatures that are immune to illusion effects are immune to this effect. True seeing and similar effects allow a creature to act in the affected area without taking the penalty. Dream creatures are immune to the penalties caused by their own waking dreams and those of other dream creatures.

Dream Travel:Once per day, a dream creature can go to sleep and travel about in the realm of dreams. This ability works like the ethereal jaunt spell, except that the dream creature leaves its material body behind. It can remain in dream form so long as its body sleeps, and the dream creature travels through the realm of dreams instead of the Ethereal Plane.
At any point in time, the dream creature may go to sleep with the intent of traveling in dreams. When it does so, a dream version of it like the ethereal form resulting from an ethereal jaunt spell rises from its sleeping body. This version of the dream creature can then travel about the dream realm, roaming material areas like an ethereal creature, and act as it wills. If its sleeping body takes damage, is subjected to a harmful spell or effect, or is awakened by a loud noise or vigorous motion, the dream form vanishes, and the dream creature awakens with the knowledge of what its dream-self experienced. The same result occurs if the dream form leaves the dream realm (by its own will or by force), or “dies” (either from damage or from some magical effect). Beneficial spell effects cast on the body of the sleeping dream creature benefit its dream form as well, but negative effects that affect the dream form do not affect the sleeping body of the dream creature, nor do they affect the dream creature after it has awakened. If the dream form would become material through some action or effect, it vanishes, and the sleeping dream creature awakens.

----- Class Special Abilities -----
Master Illusionist: Whenever the fey adept ceases to concentrate on an illusion he is maintaining through concentration, or if he decides not to maintain an illusion at all after its creation, it remains for a number of rounds equal to 1/2 his fey adept level (minimum: 1) before disappearing.

Shadowstuff: Fey adepts gain a limited ability to wield shadowstuff—the pure essence of shadows. With this power, the fey adept can affect the world around him with his illusions by weaving reality into the images.
The fey adept gains a pool of shadow points equal to his Charisma modifier + 1/2 his fey adept level (minimum: 1). A fey adept may spend shadow points to create any of the following effects.

Shadowmark: The fey adept may spend a shadow point to hurl shadowstuff at a target within Close range, weakening its body and making its mind more susceptible to the fey adept’s magic. This requires a ranged touch attack. If successful, the target takes 1d6 damage and suffers a -1 penalty to Will saves against all the fey adept’s sphere abilities for 1 minute. This damage improves by 1d6 for every odd level the fey adept possesses, to a maximum of 10d6 at 19th level. The Will penalty increases to -2 at 7th level, -3 at 13th level, and -4 at 19th level. This penalty does not stack with itself.

Create Reality: At 6th level, the fey adept may spend a shadow point in conjunction with creating an illusion with the Illusion sphere to weave reality into the illusion. This follows all the usual rules for creating and maintaining illusions, except the illusion gains an additional benefit depending on what illusion is created. Many of these benefits improve at 12th and 18th levels.

Objects: The fey adept creates an object that has form, shape, and weight, as if creating an object with the Creation sphere, although it has a hardness of 0, 3 hp per inch, and weight as if it were made of wood regardless of what the material appears to be. The fey adept may only create an object in this fashion with a size equivalent to 1 small object per caster level, although this increases to 2 small objects per caster level at 12th level, and 3 small objects per caster level at 18th level.
Targets who succeed at their saving throw to disbelieve the illusion realize the object is shadowstuff and not the material it appears to be and suffer only half damage if the object is used to damage them (for example if the object was dropped on them from above).

Companion: The fey adept may create an illusionary creature that may interact with the world around it. This creates the equivalent of a companion from the Conjuration sphere, except it only possesses 1/5th a companion’s usual hit points. Targets who interact with the illusionary creature are allowed a Will saving throw to disbelieve. Targets who disbelieve the illusionary creature receive only half damage from the creature.
An illusionary companion possesses one (form) talent as is usual for companions, and gains an additional (form) talent at 12th level and 18th level.

Disguise: If the fey adept possesses the Illusionary Disguise talent, he may add substance to an illusion applied to a creature. This grants the creature any one trait (except for becoming incorporeal or gaining an animal mind) from the Alteration sphere in addition to the illusionary disguise itself. The disguise must depict the trait to be applied (for example, the illusion must include wings to grant the creature a fly speed). This stacks with shapeshifts applied with the Alteration sphere (as it is an illusion and not an actual shapeshift), but only one illusionary disguise may be applied to an individual creature at a time in this manner. Applying a second illusionary disguise with shadowstuff to a creature dispels the first illusionary disguise, provided they were created by the same caster, or the second caster succeeds at a magic skill check.
A disguise created in this manner may grant up to two traits at 12th level, and up to three traits at 18th level.

Destructive Blast: The fey adept may give substance to an instantaneous effect such as a burst of fire, a bolt of lightning, or another simulated effect. This creates a destructive blast as the Destruction sphere, which may possess any blast type talent and blast shape talent of the fey adept’s choosing. The fey adept must pay all spell points costs associated with the mimicked destructive blast in addition to those required to create or maintain the illusion itself. An instantaneous destructive blast cannot be extended through concentration or spell points as is usual with illusions, but a destructive blast with a duration (such as Energy Wall or Energy Sphere) persist as long as the illusion is maintained, to a maximum of 1 round per caster level.
Targets affected by an illusionary destructive blast who succeed at their Will save to disbelieve suffer only half damage and receive a +4 bonus to any saving throw associated with the destructive blast itself.

Weather: The fey adept may create the illusion of a weather effect such as snow, wind, rain, or a storm. This creates a severity 4 wind, temperature (cold or heat), and/or precipitation effect (with the resulting storm and snow effects if applicable) within a radius of Close centered within the fey adept’s Illusion range. This cannot be used to calm the weather in an area, and has no effect in an area where the weather category to be affected already has a severity of 4 or higher.

If a target succeeds at its Will save to disbelieve, it treats the weather as being 2 steps lesser in severity in regard to itself. This cannot reduce the weather’s severity lower than what it was before the fey adept created the illusion. You may create effects of severity level 5 at 12th level, and severity level 6 at 18th level.

Nature: The fey adept may create an illusion of a natural effect, such as those created through the Nature sphere. This can recreate the effects of the entangle, vortex, fog, dust storm, create fire, or whirlwind (from the Whirlwind talent) geomancing abilities. The area to be affected needn’t have the usual materials such as water, dust, or plantlife to create this illusion. If a target succeeds at their Will save to disbelieve, they take half damage from the effect if it deals damage and gain a +4 bonus to any saving throw made against the effect.

Darkvision: At 2nd level, a fey adept gains Darkvision 60 ft. If he already possess Darkvision, the range increases by 30 ft.

Truesight: Once per day at 4th level, a fey adept may grant himself the ability to see all things as they truly are to a range of 120 feet for 1 round per level. The fey adept sees through magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, succeeds at all saving throws against illusions and sees through them naturally, and sees the true form of polymorphed, changed, or transmuted things. The fey adept may use this ability an additional time per day for every 4 levels beyond 4th, to a maximum of 5 times at 20th level. This does not allow the target to see through mundane disguises, non-magical means of hiding things, fog, or other such effects.
This cannot be combined with other magic that enhances the senses, such as a crystal ball.

----- Spherecasting High Caster -----
Caster Level 7 (9 for figments, glamers and patterns)
Casting Ability Charisma
Save DC 20 (10 +3 (1/2 CL) +7 Cha) (21 for Illusion) (22 for
7 talents +2 bonus +free Illusion +1 Extra Magic Talent

Illusion Sphere: can use tricks as a standard action, illusions (figments and glamers) as a standard action, spending a spell point. Can create illusions as large as Huge, or a 15 ft. cube
- Committed Deception: can cast as a full-round action to lower the spell point cost by 1
- Complex Illusion: can spend an additional spell point to divide the illusion into multiple objects
- Decoy: as a trick, can create a mirror image with 50% chance of being hit, AC 5, for 1/2 CL (3) rounds or until struck. As a trick, can create a coaxing decoy immune to damage, moving it and provoking AoOs. As a glamer can grant 2+1/3 CL (4) mirror images with shared miss chance and AC equal to the target's touch AC, these can move as coaxing decoys up to 15 ft. of the target.
- Illusionary Disguise (glamer): can attach an illusion to a creature for a +10 to Disguise
- Illusionary Sound: can add sound to illusions, up to four humans-equivalent per caster level. As a trick, can throw voice (Will disbelieves)
- Illusionary Touch: illusions feel real to the touch (though they can't hold weight)
- Mass Glamers: can affect multiple targets with the same glamer (not exceeding maximum size)
- Overwhelming Sensations: as a trick, can affect a target for 1/2 CL rounds (3), making them dazzled/staggered for 1 round if already dazzled (Sight), shaken/frightened for 1 round if already shaken (Sound) or fatigued (Touch)
- Silence (figment, glamer): can make an area or a creature silent

Telekinesis Sphere: Can lift, use as bludgeon and sustain Small(Medium for Powerful TK) or smaller objects
- Powerful Telekinesis: Can use telekinesis on Medium creatures

Casting Tradition: Chaotic Dreamer
- Narcoleptic Casting: when spending spell points, must make a Fort save (DC 10 + 1/2 levels in casting classes (13) or fall asleep, helpless, for 1 round) (counts as 2 drawbacks)
- Skilled Casting: must succeed on a Perform (sing) check (DC 15+CL (22)) or reduce CL by 1 for every 2 points it falls short of the DC
- Wild Magic, Variant: get a 10% wild magic chance
- Easy Focus(boon): can concentrate as a move action
- Wild Surge(boon): can increase CL by +2 for the next sphere effect cast by increasing the wild magic chance by 100%

----- Background -----
When Susan Henderson was diagnosed with a neurodegenerative disease, she reacted uncommonly, for she was no common human being. She was a powerful sorceress, and she refused to let her mind, everything that made her herself, slip away from her control. She dabbled in wizardry, studying mind magic to find a way to let her consciousness shed her fragile, mortal body, and find a new host. Sadly her pride and confidence were far above her skills and finesse in such a delicate sphere of magic. When she began the ritual to unbody her mind, she did not consider how that ritual could be disturbed by another entity linked to her: her familiar, a grey cat by the name of Morgan who was sleeping on the sofa.

There was no explosion, no theatrical arcane displays. One moment, Susan was chanting the last syllable of the incantation, the next she was gone. Her body fell limply on the ground, and her soul fragmented. Her memories, her personality, her mannerisms disappeared, maybe carried off to wherever souls head to, maybe ground to metaphysical dust. But something of her echoed and resonated in Morgan's dream, and a fragment of her soul, her confidence and some arcane power imprinted on the familiar. Morgan awoke with a different perspective on the world, unbound by his mistress but carrying a part of her around. As a familiar, he had always enjoyed sentience and intelligence on the human level, but now for the first time he had a mind of his own, rather than one given form just by an arcane link. And he felt a burning wanderlust, a desire to explore.

He kept up the appearance of being just any cat while roaming around Fever, peeking through the Twilight to discover this new realm, and more was revealed to him. How deep Fever's supernatural root stretched. How all sorts of people were more than he would've expected. And how his dreams had taken on a new quality, channeling his old mistress' arcane ability through shadowy, quasi-real illusions, dreams and memories given shape and substance. Soon Morgan sought a new human caretaker in Christina Hopkins, a middle-aged jeweler who had accumulated a fair amount of expertise on things mystical and magical. Christina proved invaluable in teaching Morgan about Fever's underworld, introducing him to Valda Simmons, and she put her crafting skills to work building him tools and trinkets to help him navigate it safely.

----- Appearance -----
Morgan is a tabby cat with a darkish grey coat. He usually wears a single, circular earring, a pendant and a gold ring on his tail, jewelry contributing to give him a slightly Egyptian look. His eyes are dark green.

----- Personality and quirks -----
As a cat, Morgan has a very, very high opinion of himself, making him prone to sarcasm and cutting remarks, which are usually not widely understood because of the rarity of finding someone who speaks Cat. As with many cats, he's usually lazy, likes being carried around and sleeping. However, he recognizes that there are many things he can't do alone, and he generally tries to avoid being actively adversarial and excessively obstreperous to those working alongside him.
-----
Morgan's Primary Motivator is Discovery: the phrase "curious as a cat" exists for a reason.

Emotional Disposition - Curious with shades of Contemptuous
Moodiness - Phlegmatic
Integrity - Unscrupolous
Outlook - Pessimistic
Impulsiveness - Spontaneous
Boldness - Intrepid
Agreeableness - Disagreeable
Interactivity - Engaging
Conformity - Heterodox