![]()
About Morgana DaryaMorgana Darya
History:
Morgana was born and raised in Korvosa, the third child (and only daughter) of Lord Deryn Corvan, a Brigadier of the Korvosa Guard who was lucky enough to marry a daughter of House Endrin. Like her brothers, Morgana grew up having tales of her sacred duty of to protect and serve Korvosa, per the will of Abadar, fed to her daily - as if it were a part of the food and water she was given each day. She was destined to follow the proud traditions of House Endrin, take up arms and become an officer -- working toward a Field Marshall's baton, or a Sable Company Hippogriff. She would attend the Military Acadamy that bore the name of her mother's House. She would serve.... ..and she hated every minute of it. To Morgana's quick mind, the swinging of steel was tiresome -- though her opinion of that wasn't helped by the way her brothers treated it all like some sort of game to be won rather than something that would be deadly, and ugly. Tactics, she realized, wasn't a game of chess where pieces on a board could be swept away, but rather, tricks by which living, breathing, and presumably intelligent beings would be cut down, their lives ended. And so, to her the study of war itself boring, at best, and usually just plain terrible -- save, at least, for the parts where you could learn a little about the history of battles and what led up to them -- the humans behind the fighting -- or, better still - about the opponents -- cultures, languages, habits, things that could broaden her mind beyond the hurling of spears and swinging of blades. The tutors kept droning on about duty and Abadar, but Morgana would dream of travel, seeing those cultures -- and, as she got older, would begin to visit Desna's shrine, praying for that kind of freedom and life. She was 16 winters old when things changed for her -- the day that her father informed her that he'd finally abandoned the idea of sending his clearly lazy daughter to the Endrin Academy for fear of shaming the family, and that she would, instead, be married to a Sable Company Lancer. Morgana experienced a tiny sliver of freedom and hope as he spoke, quickly crushed with the talk of the arranged marriage, and something snapped within her under the weight of her despair and rage. She began hurling the dining plates to the ground, shattering the crockery -- but from 15 feet away. Somehow, some distant promise carried in her blood came true -- like a dream come true. She would not attend the Endrin Acadamy, and she would not wed. Instead, her parents used their sway to have her enrolled in the famed Acadamae. For the first time in her life, Morgana enjoyed her studies -- especially with regard to summoning of creatures. She tore into the materials, and even if it didn't all seem to quite fit her experience, there was definite value in the frameworks being discussed. More, she finally felt challenged, and able to flex her intellect, especially given how much cramming and catching up that she needed to do, given her very late start.... Her enthusiasm started to fade in her second year -- caught up, now, she found the general rate of teaching less than challenging... and had more time to see how it the teaching and structures didn't quite fit.... they were too rigid, and there were definitely ways to cut corners and be more efficient. Fortunately, before her interest and enthusiasm faded completely, one of a Journeymen-Instructors, Conal, brought her in to help him on his own more advanced, experimental work. Conal, she learned, was planetouched, like herself -- having a trace of fiendish heritage from distant connections to House Thrune. Knowing that he was infused with this (faint) magic, Conal was convinced there must be a way to reach it, to magnify it, to use his extraplanar nature to more easily connect with the outer planes, and have it make his summoning stronger. Morgana was thrilled by the possibilities of this research -- especially given her own celestial nature and the limitations in what the Acadamae was teaching -- and, even more, she was delighted to have her natural intellect and ability recognized by so sharp and mind. It was her excitement that caused her to miss some of the warning signs about the darker nature of Conal's experiments -- never questioning where the magic-infused blood or organs they were working with might have come from... It all came to a head one night, when Morgana came early to a session and saw Conal vivisecting a street urchin -- a tiefling girl maybe 13 or 14 winters old, harvesting her. She rushed forward to stop him, but the Conal had the advantage of having prepared spells to subdue his subject, and was able to turn them on Morgana. It shouldn't have been a fair fight, but Morgana, in her desperation, tried to use the raw magical potential in her and shape it into a summoning spell -- and the sudden attack of a Celestial Eagle prevented Conal from casting his spell -- or any spell, as, somehow, the bird persisted longer than it should have, using its talons and beak to tear Conal's flesh until he fell from his wounds. Morgana fled as he fell, and it took a few hours before she was able to lead the authorities to Conal's lab. When they arrived, most of the research notes were missing -- leaving just enough to show no less than 8 murders, like the one of the girl on the table -- and Morgana's involvement in the research. Conal was nowhere to be seen. It was a scandal, and Morgana was cast out of the Acadamae -- but her family's name and influence (and her ignorance of what had been happening, verified under magic) was enough to save her from execution or prison for the murders. Still, the taint was enough that her parents disowned her, as she was no longer valuable in marriage -- who would want to marry someone under such a cloud? The act of being disowned was meant to be a final punishment, and yet, to Morgana, it was, finally, the answer to her prayers in those small shrines as a little girl. She was free to set her own destiny, free to travel -- praise Densa -- and so, using the small amount of coin her parents threw at her when they threw her out of the house -- literally and figuratively -- she bought passage to the City at the Centre of the World. Where better to start her journey?
=================================================
Melee:
Ranged:
Base Atk: +2, CMB: +3
Seeker (Social)
Selected Feats: Spell Focus (Conjuration), Augment Summoning. Mythic Feats: Extra Mythic Power.
Skill Name [Total] = Rnk + Stat + Misc (Description)
--- Background Skills ---
Spellbook:
2nd Level: Acid Arrow, Flaming Sphere, Web 1st Level: Anticipate Peril, Adhesive Spittle, Air Bubble, Ant Haul, Break, Burning Disarm, Burning Hands, Charm Person, Colour Spray, Ear-Piercing Scream, Grease, Magic Missile, Magic Weapon, Protection from Evil, Ray of Enfeeblement, Reduce Person, Shield, Sleep, Snapdragon Fireworks, Snowball, Vanish. Cantrips: Acid Splash, Arcane Mark, Bleed, Breeze, Chameleon Scales, Dancing Lights, Daze, Detect Fiendish Presence, Detect Magic, Detect Poison, Disrupt Undead, Drench, Flare, Ghost Sound, Grasp, Haunted Fey Aspect, Jolt, Light, Mage Hand, Mending, Message, Oath of Anonymity, Open/Close, Penumbra, Prestidigitation, Ray of Frost, Read Magic, Resistance, Root, Scoop, Scrivener's Chant, Sotto Voce, Spark, Touch of Fatigue, Vacuous Vessel
Prepared Spells (Concentration: +10) [Prepared: 6 -- 3/1/0/0/0/0/0/0/0] [Slots: (4+2)/(2+2)0/0/0/0/0/0/0/0] Cantrips: (DC 16 [17 Conj]) -- At Will -- Acid Splash, Detect Magic, Disrupt Undead, Ghost Sound, Light, Message.
Crusading Magic (Ex)
=================================================
In addition, you can expend 1 point from your arcane reservoir as a free action whenever you cast an arcanist spell. If you do, you can choose to increase the caster level by 1 or increase the spell's DC by 1. You can expend no more than 1 point from your reservoir on a given spell in this way. Arcanist Exploits
-- Arcane Mask (Su) By expending 1 point from her arcane reservoir as a standard action, the arcanist grants herself an effective illusion of armor. She gains the benefits of mage armor with a caster level that’s equal to her arcanist level and appears to be wearing light or medium armor of whatever design she chooses when activating this ability. At any time while this effect is active, she can expend 1 additional point from her arcane reservoir as an immediate action to also gain the benefits of shield of faith with a caster level equal to her arcanist level. -- Conjurer's Focus (Sp) An occultist can spend 1 point from her arcane reservoir to cast summon monster I. She can cast this spell as a standard action and the summoned creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level and every 2 levels thereafter, the power of this ability increases by one spell level, allowing her to summon more powerful creatures (to a maximum of summon monster IX at 17th level), at the cost of an additional point from her arcane spell reserve per spell level. An occultist cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster immediately ends. Consume Spells (Su) (4 times per day - OOOO)
=================================================
Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score. Mythic Power (Su): (9/day) [ooooo oooo]
Surge (Su): (d6)
Archmage Arcana: Wild Arcana (Su)
Path Ability: Eldritch Breach (Su)
Path Ability: Legendary Item (Ex) Nomad, the Wayfinder
Handy Haversack: [Bedroll, Mess Kit, Rope (100'), Grappling Hook, Spellbook; Spell Component Pouch, Bolts (40), Trail Rations (7 days), Waterskin (x2), Chalkboard); Soap ] Coinpurse: 1pp, 8gp, 10sp, 11cp. Nomad, Chaotic Good Intelligent Legendary Wayfinder
Special Abilities: Legendary Power: (OO)
Legendary Surge: (Knowledge Skills, Survival, and Saves v. Effects that Impede Movement or Mislead)
Mythic Bond:
Creatures that aren't bonded to the legendary item can typically use all of its special abilities that aren't legendary item abilities. Such creatures can also use the item's legendary surge base legendary ability, but only by using the item's reservoir of legendary power. They can't use any other legendary item abilities requiring an expenditure of legendary power, though some legendary item abilities (such as intelligence) are persistent abilities, which means they continue to function whether the user is bonded to the item or not. A mythic creature bonded to a legendary item can use a number of that item's legendary abilities equal to or less than her tier. If the legendary item has more legendary abilities than the bonded creature has tiers, the creature can select which abilities it gains access to when it first wields, wears, or possesses the item, but must select all of the persistent abilities first, after which it can select non-persistent abilities. For example, if a legendary item has the intelligence ability along with other non-persistent abilities, a 1st-tier character can't manifest any of its powers other than intelligence until she gains another tier. Lastly, a bonded creature can expend uses of her mythic power to activate an item's legendary abilities that otherwise require uses of legendary power. One use of the creature's mythic power counts as one use of the item's legendary power. The bond between a mythic creature and a legendary item can be broken in the following ways. If the bonded creature dies, the bond is broken. If that creature comes back to life, the bond is typically not reinstated unless the item has the eternal bond ability. The bonded creature can also relinquish the bond. Doing so requires a special ritual that takes 24 hours to perform, though the GM might add other requirements. If the bonded creature becomes non-mythic, the bond is broken. Lastly, the bond is broken if a legendary item gains the broken condition. Intelligent (x2) (+2 Int, +4 Charisma, Spellcasting) Spellcasting: Nomad can allow Morgana to cast a limited number of spells drawn from the bard spell list as spell-like abilities. This ability can be taken more than once. Each time it's taken, the bonded creature gains 5 points to spend on selecting what spells the item can cast. The Caster Level for this spell is equal to double Morgana's tier (4). The save DC for these spells is equal to 10 + the spell level + the bonded creature's tier.
|