Vendria

Morgana Darya's page

344 posts. Alias of Tilnar.


Race

Emberkin

Classes/Levels

Arcanist (Occultist) 4/ Archmage: 2

Gender

Vitals:
(HP: 34/34; AC: 17/12/16; Perception: +8; Init: +4; Fort: +3; Ref: +3; Will: +5; CMD: 14; CMB +3; Resevoir: 5/7 ; Mythic: 9/9)
Female

About Morgana Darya

Morgana Darya
Female Aasimar (Emberkin) Arcanist (Occultist) 4
Mythic: Archmage 2
CG Medium Outsider (Native)/Humanoid (Human)
Init: +4
Perception: +8, Senses: Darkvision 60'
Favored Class: Arcanist
Languages: Abyssal, Auran, Common, Celestial, Draconic, Elven, Ignan, Infernal, Sylvan.
Deity: Desna
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DESCRIPTION/BACKGROUND
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Morgana standing about a hand under six feet tall, but has a very slender, angular frame that makes her seem taller... and a little awkward. Her complexion is fair - her skin pale but slightly bronze, like a tan that's faded in the winter. The angularity of her frame is mirrored in the features of her face, with high, sharp cheekbones and almost no roundness anywhere to be seen, save for her round blue-green eyes and pink lips. A few handfuls -- maybe two-score -- darker bronze freckles are scattered across her high cheekbones and the bridge of her nose, almost forming a trail to the small crescent-shaped birthmark high on her left cheek. Her hair is almost an unnatural shade of red and thick, its weight pulling itself down evenly around her shoulders, and holding her wide-brimmed hat in place.

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?

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DEFENSE
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AC 13 [16], Touch 12, Flat-footed 12 [15] CMD 14
(+1 dex, +2 [+5] armour)
Resistances: Acid: 5; Cold: 5; Electricity: 5
HP 34/34 (4HD) = 24 [7/7/5/5] + 4 [FC] + 6 [mythic, archmage]
Fort: +3, Ref: +3, Will: +4
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OFFENSE
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Speed: 30 ft. (6 Squares)

Melee:
- Cold Iron Dagger +3 (d4-1/19-20) {Slashing, Piercing}
- Hanbo +3 (d6-1) {Bludgeon}

Ranged:
- Light Crossbow +4 (d8+1/19-20) {Piercing} [80' range increment]
- Ranged Touch (Spells) +4

Base Atk: +2, CMB: +3
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STATISTICS
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Str 8, Dex 12, Con 12, Int 21 [22], Wis 10, Cha 17 [18]
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TRAITS
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Arcane Temper (Magic)
You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

Seeker (Social)
You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
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FEATS
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Armour Proficiencies: None.
Weapon Proficiencies: Simple.

Selected Feats: Spell Focus (Conjuration), Augment Summoning.

Mythic Feats: Extra Mythic Power.
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SKILLS (Arcanist: [2+int] 8/level)
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Trained are marked with *, italics for class skills.
Adventuring Skills ----

Skill Name [Total] = Rnk + Stat + Misc (Description)
Acrobatics [+1] = 0.0 + 1 + 0
Bluff [+4] = 0.0 + 4 + 0
Climb [-1] = 0.0 + -1 + 0
Diplomacy [+4] = 0.0 + 4 + 0
Disguise [+4] = 0.0 + 4 + 0
Escape Artist [+1] = 0.0 + 1 + 0
Intimidate [+4] = 0.0 + 4 + 0
Knowledge (Untrained) [+6] = 0.0 + 6 + 0
Knowledge (Arcana)* [+13] = 4.0 + 6 + 3
Knowledge (Dungeoneering)* [+12] = 3.0 + 6 + 3
Knowledge (Local)* [+11] = 2.0 + 6 + 3
Knowledge (Nature)* [+12] = 3.0 + 6 + 3
Knowledge (Planes)* [+15] = 4.0 + 6 + 3 + 2 (Crusading Magic)
Knowledge (Religion)* [+11] = 2.0 + 6 + 3
Perception* [+8] = 4.0 + 0 + 3 + 1 (trait)
Perform (Untrained) [+3] = 0.0 + 3 + 0
Ride [+1] = 0.0 + 1 + 0
Sense Motive [+0] = 0.0 + 0 + 0
Spellcraft* [+13] = 4.0 + 6 + 3
Stealth* [+5] = 4.0 + 1 + 0
Survival [+0] = 0.0 + 0 + 0
Swim [-1] = 0.0 + -1 + 0
Use Magic Device [+12] = 4.0 + 5 + 3

--- Background Skills ---
Appraise* [+11] = 2.0 + 6 + 3
Knowledge (History)* [+12] = 3.0 + 6 + 3
Linguistics* [+12] = 3.0 + 6 + 3
-- (Auran, Ignan, Sylvan)
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SPELLS (Arcanist, CL 4) | Note: +2 CL v. Spell Resistance & Roll twice, take best on all CL checks.
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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.
Level 1: (DC 17 [18 Conj]) -- (oooooo) -- Grease, Snowball, Shield.
Level 2: (DC 18 [19 Conj]) -- (oooo) -- Flaming Sphere.
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ADVANCEMENT BONUSES
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1: +1 Spells [+1 to hit/+1 damage]
2: +1 Saves [+1 to all saves], +1 Intelligence
3: +1 Armour [+1 armor bonus, including touch]
4: +1 Ranged [+1 to hit/+1 damage]
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RACIAL ABILITIES
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Scion of Humanity (Ex)
Some aasimar's heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to rate, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Crusading Magic (Ex)
Many aasimars feel obligated to train to defend the world against fiends such as the invaders from the Worldwound. These aasimars gain a +2 racial bonus on caster level checks to overcome spell resistance and on Knowledge (planes) checks. This racial trait replaces the skilled and spell-like ability racial traits.

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CLASS ABILITIES
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Arcane Reservoir (Su) (OOOOO xx)
You have an innate pool of magical energy that you can draw upon to fuel your arcanist exploits and enhance your spells. The arcane reservoir can hold a maximum of 7 points of magical energy. Each day, when preparing spells, your arcane reservoir fills with raw magical energy, gaining a number of points equal to 5. Any points you had from the previous day are lost. You can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcane reservoir are used to fuel many of your arcanist powers.

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
By bending and sometimes even breaking the rules of magic, you learn to exploit gaps and exceptions in the laws of magic. Some of these exploits allow you to break down various forms of magic, adding their essence to your arcane reservoir. At 1st level and every 2 levels thereafter, you learn a new Arcanist Exploit. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require you to expend points from your arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 14.

-- 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)
You can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if you had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to your arcane reservoir equal to the level of the spell slot consumed. You cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.

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MYTHIC ABILITIES: Archmage (2)
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Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

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]
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su): (d6)
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d8 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.

Archmage Arcana: Wild Arcana (Su)
As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

Path Ability: Eldritch Breach (Su)
You are adept at breaching magical defenses and overcoming resistance to your magic. When attempting a caster level check to dispel an effect, overcome spell resistance, or otherwise determine whether your magic affects a target (such as with knock or neutralize poison), roll twice and take the higher result.

Path Ability: Legendary Item (Ex) Nomad, the Wayfinder
You gain a legendary item. This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact.
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EQUIPMENT 26L/57M/80H | Current Load: 21 lbs.
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Carried/Equipped
Cold iron dagger; Hanbo; Light Crossbow; 10 bolts; traveler's outfit (medium); Haramaki; Spell Component Pouch; Nomad (Legendary Intelligent 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
Int: 12 Wis: 10 Cha: 14 Ego: 8
Languages: Common, Celestial.
Senses: Normal Senses to 30' (Perception +1)
Legendary Pool: 2 (OO)

Special Abilities:

Legendary Power: (OO)
All legendary items contain a pool of power—at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whether or not that creature is mythic. These uses of legendary power can be expended only to activate the legendary item's abilities. If the item's bearer isn't bonded to the item, she can expend the item's legendary power only to use its legendary surge ability.

Legendary Surge: (Knowledge Skills, Survival, and Saves v. Effects that Impede Movement or Mislead)
The legendary surge ability allows the bearer to add the result of a d6 to the appropriate type of roll or check. A mythic bearer can use her surge die type in place of the d6. If she's bonded to the item, she can increase that die type by one step.

Mythic Bond:
A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully. A mythic creature can be bonded to only one legendary item at a time. If a mythic creature is already bonded to a legendary item, she can't become bonded to another item until the previous bond is broken. Likewise, a legendary item that is already bonded to a mythic creature can't be bonded to another until the former bond is broken.

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.
- Nomad grants Morgana the ability to cast the following spells once per day: Cure Light Wounds, Disrupt Silence, Heroism.