Marcos Farabellus

Morgan Vestalis's page

40 posts. Alias of dwilhelmi.


Full Name

Morgan Vestalis

Race

Human

Classes/Levels

incanter 3/mageknight 3/blacksmith 3 | Vigor 48/48 | Wounds 36/36 | Def 17, FF 13 | DR 10/Armor | F+8, R+6, W+7 (+1 vs magic) | Init: +4; Perception +6 | CMB: +9; CMD: 23 | Stamina 6/6

Gender

M

Strength 21
Dexterity 18
Constitution 18
Intelligence 18
Wisdom 16
Charisma 8

About Morgan Vestalis

Morgan Vestalis
Human incanter 3/mageknight (resizer, martial mageknight) 3/blacksmith 3/Champion 1/Genius 1
CG Medium humanoid (human)
Init +4; Senses Perception +6
Stamina Pool 7
Hero Points 3

Background:
Appearance:
The main thing that jumps out about Morgan is his sheer massive physical presence. A tall man, very muscular, but graceful at the same time, he moves with the supple motions of a finely tuned and well practiced warrior. He is able to heft around a much larger than normal Lucerne Hammer without apparent extra effort. Despite all that, he doesn't come off as overly confident or arrogant. He has well-defined laugh lines in his face, from a life spent laughing easily and often.

Five Concepts:
1) His hammer is his most prized possession. Handed down to him from his father, the adamantine lucerne hammer has their family crest engraved into the head. He keeps it fastidiously cleaned and well cared for, and uses it as the focus for all of his magic.
2) His soul, that of the ancient Thassilonian hero Nathanael Asmodei, is the source of his celestial bloodline powers. He has dreams, flashes of light and fire and in the middle of it all a shining light flowing out of angel wings. He doesn't really know what it means, but it has led to an affinity in him for light and fire.
3) He is an affable and outgoing man, easy to laugh, but also somewhat socially ackward, a bit too loud for comfort but completely clueless to that fact.
4) Things have always just come easily to him. Physical stature is the most obvious of these blessings, as he is bigger and stronger than most without really trying. His mind is also sharp, and the magic of the world just flows through him naturally.
5) He is trained as a blacksmith, as his father was before him. He's always found something rather calming in the practice, and it reminds him of his father.

Two Goals:
1) Morgan wants to make a name for himself as an adventurer, to do something that would make his father proud.
2) He also wants to understand where his celestial powers come from, and to understand why all these visions plague his dreams.

Two Secrets:
1) Morgan thinks the whole concept of worshipping any of the plethora of deities worshipped in Golarion is somewhat silly, and is unclear on if there is really any difference between a "god" and a "really powerful person". To willingly subjugate yourself to someone just for power seems like a bad trade, and he prefers to rely on his own power. In part, this comes from the angelic nature of his dreams - he fears that some part of his soul is claimed by one of these gods, and strongly dislikes that fact. As this opinion tends to piss people off more often than not, he keeps it to himself.
2) Morgan is unaware that, since he left on his adventurer travels, his father has passed away.

Three People:
1) His father, Simion Vestalis, is probably the single greatest influence in Morgan's life. He was an adventurer in his youth, before settling down in Absalom to raise a family. The hammer that he used was passed down to him, and he in turn passed it down to Morgan.
2) Evelyn Caskbow, otherwise known as Aunt Evelyn, was an old traveling companion of his father's back in his adventuring days. She was a bard back in the day, but now, at the age of 72, she has retired to the city of Kerse, in Druma, to enjoy her wealth. When Morgan was growing up, she was a more constant presence in his life, as she lived in Absalom at the time. Morgan's mother was always jealous of her, but his father was oblivious to the tension.
3) Tolme Nete, a halfling sorcerer, was trounced rather harshly by Morgan in his early years of adventuring. He has since escaped captivity, and has been training up as hard as possible, hoping to take revenge on Morgan. Morgan, though, would barely remember him if he saw him.

Three Memories, Mannerisms, or Quirks:
1) I remember the first time my father showed me his forge. I was so young at the time, the forge seemed huge to me. I couldn't even lift the hammer! He showed it to me with such joy in his eyes, as if he was looking at another child of his. The smile on his face, as he explained that at the forge was one of the few places in this world where you could truly be in control, where all that mattered was your own skill and the materials you had gathered. It was pure, in a way few things are. I'll never forget those first lessons, or the first time, years later, when I first hit a hammer against that same forge, the pure sound that rang out.
2) I don't remember the first time I had the dream; it seems to have been a part of me for as long as I can remember. I can tell you want it was most likely like, though, because the dream always seems to be the same. It starts off bad; people are screaming. They are in pain, afraid, but I can't see where they are. There is smoke everywhere. Suddenly, a ray of light cuts through the smoke, almost painful in intensity. It burns away the smoke in a rush, but I can't see any better than before, because the light has taken the place of the smoke. The screams turn to startled yells, still afraid, but with a tinge of hope that wasn't there before. The roar of fire flames off at the edges of my vision, as new screams enter the fray, different from before. Monsterous, scary in their own way, yet the fear is present now in those screams. Then a form begins to take shape in the light, a blob begins to form, but it is still blurry and hard to make out. What becomes crystal clear a moment later is the wings spreading out from the light source. Sharp, espescially so in contrast to everything else, the wings seem to spread out over the scene. Then the wings encircle me, cutting me off from the screams and the smoke and the light and all of it, until there is only the wings, and finally only blackness. Pain sears my heart, and I wake up sweating. Is it a vision of the future? The past? A warning of something? I don't know. I mean to find out.
3) Setting out on my own for the first time, that was something. My father's hammer was so very heavy. Ha, I still thought of it as my father's hammer, back then. Before I made it my own. Before I earned it. There was an excitement to my step, as eager as I was to set out to see the world; yet there was also a nervousness. I had a lot to live up to. I hoped I was up to the task.


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Defense
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Defense 17, flat-footed 13 (+4 Dex +1 Deflection +2 Shield)
DR 10/armor
Wound Points 36
Wound Threshold 18
Vigor Points 48 (10+5+8+15)
Fort +8, Ref +6, Will +7; +1 vs magic
Defensive Abilities hard to kill, resist magic +1; Resist acid 5, cold 5
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Offense
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Speed 60 ft.
Melee (L) adamantine lucerne hammer +8 (3d6+7) or
. . destructive blast +8 touch (2d4)
Ranged destructive blast +7 ranged touch (2d4)
Space 5 ft.; Reach 5 ft. (10 ft. with adamantine lucerne hammer)
Special Attacks mythic power (5/day, surge +1d6)
Bloodline Spell-Like Abilities (CL 3rd; concentration +2)
. . 7/day—heavenly fire (1d4+1 divine energy)
Incanter Spell-Like Abilities (CL 3rd; concentration +2)
. . 7/day—augment
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Statistics
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Str 21, Dex 18, Con 18, Int 18, Wis 16, Cha 8
Base Atk +3; CMB +9; CMD 23
Feats Gestalt [HOP], Lighten Weapon, Magical Focus, Muscular Reflexes, Physical Paragon [HOP], Weapon Focus (Lucerne Hammer)
Mythic Feats Gestalt [HOP], Mythic Paragon
Traits Maneuver Trained, Martial Training (Lucerne Hammer)
Skills Acrobatics +9 (+21 to jump), Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (geography) +10, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +6, Profession (blacksmith) +12, Spellcraft +10, Stealth +6, Survival +9
Languages Common, Draconic, Giant, Goblin, Orc
SQ agile strength, casting, deep enhancement, destructive blast, encompassing light, energy leap, energy weapon, enhance equipment, extended range, fleet charge[MA], glow, greater enhancement, impossible speed[MA], incandescent blast, mystic combat ability (vengeful), physical enhancement, quick change, revealing light, size focus, sorcerer bloodline (celestial), specializations (sorcerer bloodline, sphere specialization [enhancement]), weapon focus
Other Gear Mythril Piecemeal armor (scale arms, scale legs, do-maru torso), mwk heavy steel shield, adamantine lucerne hammer[APG], amulet of natural armor +1, cloak of resistance +1, ring of protection +1, backpack, bedroll, belt pouch, crowbar, flint and steel, hemp rope (50 ft.), masterwork blacksmithing tools, torch (10), trail rations (5), waterskin, 962 gp, 2 cp
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Spheres of Power
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Magic Talents (+2 from base, +5 from incanter)
Destruction Sphere
. . Energy Leap
. . Extended Range
. . Incandescent Blast (bonus from drawback)
Enhancement Sphere (bonus from specialization)
. . Deep Enhancement (bonus from drawback)
. . Energy Weapon
. . Greater Enhancement
Light Sphere
. . Encompassing Light (bonus from drawback)
. . Revealing Light
Drawbacks
Energy Focus (light)
Focus Casting (lucerne hammer)
Magical Signs
Personal Magics
Touch of Light
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Spheres of Might
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Martial Tradition Heavy Armsman
Combat Talents (+1 from mageknight, +2 from blacksmith)
Brute Sphere
Equipment Sphere
. . Dwarven Heritage (from Heavy Armsman)
. . Armor Training (from Heavy Armsman)
. . Polearm Mastery (bonus from blacksmith)
Berserker Sphere (from Heavy Armsman)
. . Beat Down (from Heavy Armsman)
. . Bloody Counter
. . Shieldbreaker
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Class Features
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Incanter

Sphere Specialization (Enhancement)
Sorcerer Bloodline (Celestial)
Augment (+2 enhancement or +1 nat. armor, 7/day) (Sp) Grant a target an enhancement to an ability score or natural armor
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Heavenly Fire (1d4+1 divine energy, 7/day) (Sp) Ranged touch attack harms evil and heals good. Neutral unaffected.
Physical Enhancement (Strength) Gain a +1 enhancement bonus to the specified physical ability score

Mageknight

Agile Strength Ignore penalties to ability scores when changing size
Resist Magic +1 (Ex) Gain a bonus to all saves against magic
Size Focus (Su) You can change your size as a move action, as per the Size Change talent

Blacksmith

Maintenance (Ex) Grant self + 5 allies one of the following bonuses each day:
. . Armor Maintenance Reduce ACP by 1, increase armor bonus by 1, clothing can be counted as armor for this
. . Clarifying Reinforcements +1 competence bonus to Will saves
. . Cobbling Ignore first square of difficult terrain each round
. . Fortifying Reinforcements +1 competence bonus to Fort saves
. . Heavy-Duty Reinforcement +3 to hardness and hit points of all weapons and armor, weapons can ignore 1 hardness vs sunder or objects
. . Pack Straps Treat Str as 2 higher for carrying capacity
. . Polish Deflect one ray attack per round
. . Quickening Reinforcements +1 competence bonus to Ref saves
. . Sharpen Weapons +2 to all damage rolls with manufactured weapons
Thunderous Blows (Ex)
. . Deal an extra 2d6 damage on sunder attempts and when attacking a construct or object.
. . Never provoke AOO for sunder maneuver.
. . When a sundered item is destroyed, any excess damage is applied to wielder.
. . Can sunder a creature's natural armor or natural weapons:
. . . . When sundering natural armor, on success, deal normal weapon damage to creature, and creature gets -2 natural armor until magically healed or a Standard action DC 15 Heal check is performed.
. . . . When sundering natural weapons, on success, deal normal weapon damage to creature, and creature gets -2 attack for 1 round.
Skilled Craftsman (Ex) Use Profession (blacksmith) in place of all Craft and Spellcraft skill checks made to create, modify, repair, and enchant weapons, armor, and shields, and he gains a competence bonus equal to 1/2 his class level (minimum 1) on all Profession (blacksmith) checks. In addition, the smith learns to quickly repair damaged objects, restoring 2 hit points per class level he possesses to an object as a standard action that provokes an attack of opportunity. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this ability to function. Magic items can be repaired by this ability, but the blacksmith’s class level must be equal to or higher than the caster level of the object. This ability does not affect creatures (including constructs). This ability has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items. This ability can be used to repair nonmagical weapons, armor, and shields that have been destroyed, as long as all the pieces are together in an accessible location.
Smithing Insight (Ex)
. . Shieldsmith May wear a light or heavy shield as a buckler, and does not suffer a penalty to attack rolls when using his shield arm to wield a weapon or when using a tower shield.
Artisan Savant Treat class level as caster level for crafting feats and abilities and using the appropriate Craft skill for the check to complete the item. Gain Craft Wondrous Item as a bonus feat.
Reforge (Ex) Spend 1 hour per total effective bonus (minimum 1) at an operational forge to reforge equipment into another equivalent item (weapons into different weapons, armor into different armor, shields into different shields) at no cost. Cannot change into an item predominantly made of a different material. In addition, can restore magic weapon, armor, or shield that has been destroyed by a sunder attack with 8 hours of work at an operational forge.

Mythic Path: Champion

Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+1 bonus, bypass all DR).
Impossible Speed (Ex) Base land speed increases by 30ft, use 1 power to increase it by an additional 30ft for 1 hour

Mythic Path: Genius

Perfect Solution (Ex) As an immediate action when an ally fails a saving throw, you can expend one use of mythic power to allow your ally to reroll that saving throw, using your Intelligence modifier in place of its Constitution, Dexterity, or Wisdom modifier.
Crafting Mastery (Ex) You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you’re crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item’s cost or any other requirements.