STR 12 (11 + ability score 1st)DEX 16 CON 13 INT 15 WIS 16 (14 + 2 racial bonus)CHR 19 (17 + 2 racial bonus) BAB 3; CMB 4; CMD 17;
PROFICIENCIES
All simple weapons, light armour, medium armour, Shields (except tower shields)
FEATS Additional Traits source: APG
Gain two additional character traits
Cosmopolitan source: APG Working on various ships that headed to a variety of destinations, Morgana picked up on a few new languages, and also found it easier to pick up others. She also became more vigilante of her surroundings, picking up on the nuances of each place she visited.
Two additional languages Aquan and Gnome
Two Intelligence-, Charisma-, or Wisdom based skills: Linguistics and Perception
TRAITS Merchant of Katheer source: Pathfinder Player Companion: Qadira, Gateway to the East
Regional Trait
Morgana grew up with access to the biggest market place in the Inner Seas. Coupled with the many gifts her family would receive due to her uniqueness, she can tell the value of a great many things with a simple once over.
After years on various merchant ships, this was regularly a helpful trait to have.
You gain a +1 trait bonus to Appraise checks, and Appraise is always a class skill for you.
Desparate Resolve source: Pathfinder Roleplaying Game: Ultimate Campaign
Magic Trait
Having encountered some perilous weather, and circumstances, in her time as a navigator, Morgana has become adept at casting spells in even the most precarious circumstances
You gain a +1 trait bonus on concentration checks. This trait bonus increases to + 4 when you are grappled, pinned, in violent weather, or entangled.
Additional
Soaring Sprinter source: Pathfinder Player Companion: Quests & Campaigns
Combat Trait
Having been on a boat for the better part of 10 years, Morgana has learnt to keep her balance and jump when needed, after so much time helping with the sails and rigging.
You gain a +2 trait bonus on Acrobatics checks to keep your balance or jump, and Acrobatics becomes a class skill for you.
Friend in Every Town source: Pathfinder Roleplaying Game: Ultimate Campaign
Morgana has always been naturally charismatic, so once she left to explore the world, she found it easy to make friends and gather information. Though it took a little while to adapt to this new, male-dominated world, she quickly learnt how to talk to most races, and genders.
You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you. Knowledge (local)
SKILLS AND LANGUAGES:
Bold is a Class Skill
Bold Italic is a Class Skill gained by a trait, feat or other
Adventuring Skills(Int mod + 4 x 4 levels = 24 skill points)
Acrobatics +8(+10) ((2 ranks + 3 ability + 3 trained (+2 if jumping or maintaining balance))
Fluid Travel (Su)
You can walk on liquid as if it were a solid surface. Walking on the liquid does not harm you; you can walk on acid or even lava (as if walking on a solid temporary crust), though you would still take fire damage from being near the lava. You can move across this surface at your normal land speed.
At 7th level, while this ability is in effect, you can instead go underwater, gaining a swim speed of 60 feet and the ability to breathe water.
You can use this ability for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.
Water Sight (Su)
You can see through fog and mist without penalty as long as there is enough light to allow you to see normally.
At 7th level, you can use any calm pool of water at least 1 foot in diameter as a scrying device, as if using the scrying spell.
At 15th level, this functions like greater scrying.
You can use the scrying abilities for a number of rounds per day equal to your oracle level, but these rounds do not need to be consecutive.
Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).
Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
At 5th level, add levitate and minor image to your list of spells known.
At 10th level, add telekinesis to your list of spells known.
At 15th level, add reverse gravity to your list of spells known.
EQUIPMENT AND GOLD:
CARRYING WEIGHT
Strength 12 + 1 (MW backpack) = 13
Light load 50lbs or less
Medium load 51-100lbs
Heavy load 101-150lbs
WEAPONS AND ARMOUR
Sickle 6gp 2lbs
DMG (M) - 1d6; Crit - x2; Type - S; Special – Trip
Originating as a farming tool used for reaping grain, this one-handed weapon has a blade with a strong curve that can easily catch an opponent’s limb or armor. Its blade can be either smooth or serrated, and some fighting sickles are sharpened on both sides near the point, making it easier to hook into an opponent’s flesh.
MW Silver Dagger 322gp 1lbs source: Ultimate Equipment DMG (M) – 1d4; Crit – 19-20/x2; Range – 10t; Type – P or S
A dagger is a fighting knife.
Its blade is usually less than 1-foot-long, and can be curved or straight, with one edge or two. Dagger designs vary widely, and can have many different names (such as a thrusting dagger being called a “dirk”).
You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body.
As a masterwork weapon, this alchemical silver dagger has a +1 enhancement bonus on attack rolls (but not on damage rolls).
Shortspear 1gp 3lbs
DMG (M) - 1d6; Crit - x2; Type – P
A shortspear is about 3 feet in length, making it a suitable thrown weapon.
Crossbow (light) 35gp 4lbs
DMG (M) - 1d8; Crit – 19-20/x2; Type – P
You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity. A light crossbow fires crossbow bolts.
Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls.
You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.
Crossbow bolts (20) 2gp 2lbs
A crossbow bolt used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier ×2).
Bolts come in a case or quiver that holds 10 bolts. All crossbows except repeating crossbows use these kinds of crossbow bolts, which are sometimes called “quarrels.”
NOTE: Arcane failure only applies to arcane spells with a somatic component
Covering the torso, this shirt is made up of thousands of interlocking metal rings.
Mithral is a rare, silvery metal that is lighter than steel but just as hard. When worked like steel, it can be used to create amazing armor, and is occasionally used for other items as well.
Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light.
This decrease does not apply to proficiency in wearing the armor. A character wearing mithral full plate must be proficient in wearing heavy armor to avoid adding the armor’s check penalty on all his attack rolls and skill checks that involve moving.
Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0).
An item made from mithral weighs half as much as the same item made from other metals. In the case of weapons, this lighter weight does not change a weapon’s size category or the ease with which it can be wielded (whether it is light, one-handed, or two-handed).
Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a quarterstaff cannot.)
Mithral weapons count as silver for the purpose of overcoming damage reduction.
Weapons and armors fashioned from mithral are always masterwork items as well; the masterwork cost is included in the prices given below.
Mithral has 30 hit points per inch of thickness and hardness 15.
GEAR MW Backpack 50gp 4lb
Masterwork Backpack: This backpack has numerous pockets for storing items that might be needed while adventuring.
Hooks are included for attaching items such as canteens, pouches, or even a rolled-up blanket. It has padded bands that strap across the chest and the waist to distribute its weight more evenly.
Like a common backpack, it can hold about 2 cubic feet of material in its main container.
NOTE: This appears to be equivalent to 40lbs of weight, notwithstanding the practicality of the items fitting all at once
When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.
Items in Backpack
Torches (5) 5cp (1cp ea) 5lb (1lb ea)
A torch burns for 1 hour, shedding normal light in a 20-foot radius and increasing the light level by one step for an additional 20 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A torch does not increase the light level in normal light or bright light. If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.
Mess kit 8sp 4lbs
This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.
Scroll box 5gp 1lb
This wooden box easily holds 10 scrolls and has small clips or bookmarks for easier indexing. Retrieving a scroll from a held scroll box is a move action.
A scroll box has hardness 5, 5 hit points, a break DC of 20.
A scroll box is water-tight.
Parchment (10) 2gp (5sp ea) N/A
This sheet of thin, treated animal skin is a durable writing surface and is suitable for making magic scrolls. It has hardness 0, 2 hit points, and a break DC of 5.
Attached to Backpack
Bedroll 1sp 5lbs
This consists of two woollen sheets sewn together along the bottom and one side to create a bag for sleeping in. Some have cloth straps along the open side so the bedroll can be tied closed while you are sleeping.
It can be rolled and tied into a tight coil for storage or transport.
Most people use a blanket with the bedroll to stay warm or provide a ground cushion.
Rope (50ft) 1gp 10lbs
This 50-foot length of hemp rope has 2 hit points and can be burst with a DC 23 Strength check.
Blanket 5sp 3lb
This warm, woven blanket has straps so it can be rolled up and tied. Blankets are often used in conjunction with bedrolls to provide additional warmth or a ground cushion.
Canteen 2gp 1lb
This hollow container is made of wood, a gourd, or metal, and carries liquid like a waterskin, but is more resistant to punctures and cuts.
Holds ½ gallon of liquid.
Astrolabe 1,000gp 6lbs
This device consists of a flat disc upon which two other discs are mounted. The mounted discs can rotate on a central axis, allowing them to spin and move as days’ pass.
The bottom disc represents the latitude of the user; an astrolabe is useless if the user is outside the preset latitude. The upper disc represents the sky, and is filled with astronomical features.
Anyone can be shown how to use an astrolabe at night to determine the date and time (which takes 1 minute).
When using an astrolabe, you can make a Survival check using your Intelligence modifier instead of your Wisdom modifier to avoid becoming lost.
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Bandolier 5sp N/A
This leather belt is worn over one shoulder and runs diagonally across the chest and back. It has small loops or pouches for holding eight objects the size of a flask or small dagger. You can use the “retrieve a stored item” action to take an item from a bandolier. You can wear up to two bandoliers at the same time (any more than this and they get in each other’s way and restrict your movement).
Items in Bandolier
Sextant 500gp 2lbs
A sextant is used to determine your latitude. Using a sextant with an astrolabe gives you a +4 circumstance bonus on Survival checks made to prevent getting lost.
Spyglass 1,000gp 1lb
Objects viewed through a spyglass are magnified to twice their size. Characters using a spyglass take a –1 penalty on Perception skill checks per 20 feet of distance to the target, if the target is visible.
Compass 10gp 0.5lbs
An ordinary compass that points to the magnetic north pole grants you a +2 circumstance bonus on Survival checks made to avoid becoming lost. You can also use it to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.
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Belt pouch 1gp 0.5lbs
A typical leather or cloth belt pouch has a leather cord to cinch it shut and another to tie it to your belt. It is large enough to hold 100–200 coins or two apples.
Items in Belt Pouch
Flint and steel 1gp N/A
Lighting a torch with a flint and steel is a full-round action. Lighting any other fire with them takes at least that long.
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Spell component pouch 5gp 2lbs
A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for components that have a specific cost, divine focuses, and focuses that wouldn’t fit in a pouch. Most spell component pouches are waterproof and can be strung onto a belt or bandolier.
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Waterproof bag 5sp 0.5lb
This leather sack sealed with tar or pitch keeps delicate items from being ruined by water. Items kept inside remain relatively dry, making the bag ideal for carrying maps, scrolls, spellbooks, and the like, although the bag is not impervious and can only be completely immersed for 10 rounds before enough water seeps in to ruin such items.
Items in Waterproof bag
Area Map 50gp 2lbs
A geographically relevant map grants a user a +1 circumstance bonus on Survival checks made to navigate in the wilderness.
It also can be used to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.
Chronicler’s Kit 72gp 4.5lbs 40gp + 32gp for unique ink colours
This bundle contains a map case, two vials of ink (red and green), two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord.
The supplies usually suffice for chronicling a single expedition of not more than 2 months’ duration.
Morgana notes: “I can’t believe I needed to buy this whole thing for the stupid powder! At least I got spare pens, but I still needed to fork up for the inks! The case isn’t water tight, so Iguess I’ll keep the paper in there. What do I even do with a measuring cord?”
Journal
This is a blank, lightweight book with an oilskin cover. It has 50 paper pages.
Scrivener’s Kit 2gp 1lbs
This soft leather case contains a vial for holding ink, an ink pen, spare pen nibs, a small container of pigment for making ink, a tiny knife for cutting quills into pens, a blotter, and a small ruler.
Inkpen
This is a wooden stylus with a metal tip that retains a small amount of ink after you dip it in a vial of ink.
Ink (black) 8gp N/A
This vial contains 1 ounce of ink. Ink in colours other than black costs twice as much.
Mapmaker’s kit 10gp 2lbs
This small kit contains a simple slate with a grid carved into its surface and a number of differently coloured pieces of chalk. If you use this kit to draw a map as you travel, you receive a +2 circumstance bonus on Survival skill checks to avoid becoming lost.
Trail rations (5 days) 2gp 5sp (5sp ea) 5lbs (1lbs ea)
The listed price is for a day’s worth of food. This bland food is usually some kind of hard tack, jerky, and dried fruit, though the contents vary from region to region and the race of those creating it. As long as it stays dry, it can go for months without spoiling.
Grooming kit 1gp 2lbs
This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
Soap
Most soap is made from animal fat and lye derived from ashes. You can use this thick block of soap to scrub clothes, pots, linens, adventurers, or anything else that might be dirty. A bar of soap has approximately 50 uses.
Weapon Cord 1sp N/A
Fed up on searching for things she drops, Morgana has attached her Sickle to her wrist to try and avoid losing it
Weapon cords are 2-foot-long leather straps that attach your weapon to your wrist. If you drop your weapon or are disarmed, you can recover it as a swift action, and it never moves any farther away from you than an adjacent square. However, you cannot switch to a different weapon without first untying the cord (a full-round action) or cutting it (a move action or an attack, hardness 0, 0 hit points). Unlike with a locked gauntlet, you can still use a hand with a weapon cord, though a dangling weapon may interfere with finer actions.
Wrist Sheath 1gp 1lbs
Currently holds 5 crossbow bolts
This is a sheath designed to be strapped to your forearm and hidden under a long sleeve. The sheath can hold one forearm length item, such as a dagger, dart, or wand, or up to five arrows or crossbow bolts. As a move action, you can bend your wrist to cause some or all of these items to drop into your hand (provoking attacks of opportunity as normal). You have a +2 bonus on Sleight of Hand checks made to oppose the Perception check of someone observing or frisking you to determine items in the sheath. You can only wear one wrist sheath per arm.
BACKGROUND AND APPEARANCE:
Appearance Height 5’ 8” (172.7cm)
Weight 130lbs (58.967kg)
Eye Colour Green
Hair Colour Platinum
Region of Origin Qadria
Parents Regions of Origin Qadria
Deity Gozreh, Sarenrae (minor)
Description
Personality
Background
Born to human parents as Davina Amiri in the capital of Qadira, Katheer, Morgana was seen by the people of her town as a divine sign from the heavens that the gods were on their side.
Ever since she was a baby, she had been taken to temples, important events, and the like so that people could see her and be encouraged. Some even paid to touch her hair, that shone platinum, so that they might receive some kind of blessing.
As she grew older, she grew in two directions; one that believed she deserved the best in life because she was better than normal people, and the other that longed to be free of all this ridiculous pampering and doting.
To escape, she read. Her favourite by far were the tales about sailors, pirates, and merchants who sailed across the ocean to ever more fascinating places. How she loved the ocean.
When she could feel the salty breeze, hear the water, it made everything ok, even the objects that were moving by themselves or the near constant whispers and noises.
She found that on ships, these were normal, there were almost always breezes and creaking. When she was on a boat, it helped her forget that she was even more different that her family and town believed.
When she was 13, her Orcale powers manifested, even though her curse had followed her from a young age. She had been dabbling with magic for a while, it was her secret that she didn't need to share or show to anyone. One day, she was hiding from going to another uncomfortable and invasive event. As she ran, she came across a river quite suddenly, yet found that she could keep going. She could walk on the water as if it were solid. So instead of walking across it, she followed it until it reached the ocean.
The next year, she stowed away on a merchant ship, hair wrapped up in a bandana, and began her adventure to see the world. She had left a note, of course, as she wasn't planning on returning anytime soon.
Being physically weak, she made her keep by learning navigation, which was strongly helped a few years later when she gained her second revelation, where she could see through fog and mist as if there were none. It was then that her renown truly increased, the navigator that could guide through such obstructions was highly desired. She often would humour what would happen if they knew she could walk on water.
After completing her latest contract, Morgana learnt of a new opportunity in Lilywhite, one that she had been preparing for a long time.
She is an Oracle of the Waves after all.
SPELL BACKGROUND:
Cantrips
Detect Magic
She didn't go out to learn this, but her affinity with the supernatural, and her extensive travels lead her to be able to focus in on things that could be considered as magic.
Has saved a few merchants quite a lot of gold in the past.
Detect Poison
One of her earliest spells, a price you pay for being revered. At home, she had a taster, after a close call when she was in her infancy. So she naturally learnt how to do it herself. Can't be too careful. With talent comes enemies.
Guidance
Seemed natural that she should help guide the people. It was her role to inspire, she just uses it more often now that it's almost part of her job. Guide the ship, guide the crew. Doesn't hurt morale when those aboard believe you bring them good luck!
Create Water
One of the best spells she has, in her opinion. But that's her love of water talking. In her work life, this has become a valued ability, saving money and time for her employers, and even lives on the rare occasion.
Though not a huge amount, she can create enough to extend a trip for a few days, or to allow other water to be used to bathe with.
Ghost Sound
Something she has had from a child, an ability that her curse provided her.
Sometimes, when the whispering stops, she uses it to help her fall asleep, as she's gotten so used to the murmuring and rustling, she finds it hard to sleep when it's too quiet.
Mage Hand
Another ability she acquired from her, circumstance. Was very useful as a small child.
Now, she uses it when she's feeling lazy, or to mess with people by moving their things slightly when they aren't looking.
Mending
A constant chore when traveling, this is probably the most practical spell she has. Little holes in shoes, clothes and bags? Fixed. Crack in a pot or cup? Gone.
She's been practicing on larger things, but isn't quite there yet.
Stabilize
Where there is goods there is fighting, something she isn't strong enough to help with. And even when there isn't fighting, there are accidents.
She learnt this to stop death quickly, so she or another can focus on the task at hand without losing a crew member.
Level 1 Inflict light wounds
She has always known that she was weak. Combine that with her limited knowledge of weapons and inexperience with fighting and a young girl could find herself in a lot of danger. So, she learnt how to defend herself. When you touch someone and they feel unexplained pain, then they might leave you alone. Or back off long enough to let you escape.
Either way, Morgana saw a much greater need to be able to stop assaults, than to heal the damage after.
Obscuring Mist
Morgana can see through fog as if it weren’t there. So why not learn to create it when you need it? Has helped her get a few jobs in the past, back when she was just starting out. She wishes she had had it back when she lived at home. Just being able to disappear is a great comfort to her, and knowing that everyone else is lost makes it funny.
Summon Monster 1
Morgana can’t fight, so she learnt to call on something that can.
Though ‘monster’ is very subjective. They are all adorable.
Level 2 Touch of the Sea
She had been at sea around 4 years when she discovered this ability. That if she wanted she could cause a creature’s fingers to become webbed and their feet to turn into flippers.
Being able to swim quickly and well comes in handy.
Inflict Moderate Wounds
Sometimes, light wounds aren’t enough.
Sometimes, a guy just doesn’t know when to stop.
Sometimes, a lady of the sea must bring down her wrath.
Enthrall
Always having been the centre of attention, Morgana has now learnt that sometimes, it is very advantageous. Like when a friend is trying to sneak out undetected. Or sneak in.
With her natural charisma and flair for words, this spell comes naturally, even if she hardly ever uses it.