Harighal

Morof Tarci's page

253 posts. Organized Play character for Anthorg.


Full Name

Morof Tarci

Race

| HP: 22/22 | AC: 13, T: 12, FF: 11 | CMB: +0, CMD: 13 | F: +3, R: +3, W: +4 | Init: +2 | Perc: +11, SM: +1

Classes/Levels

| Speed 30ft | Blinding Ray: 6/7 | conditions: none

Gender

M NG Half-elf Wizard (Illusionist) 3

Size

M

Age

22

Alignment

NG

Languages

Common, Elven, Draconic, Dwarf, Sylvan, Giant

Occupation

Herbalist

Strength 8
Dexterity 14
Constitution 12
Intelligence 19
Wisdom 12
Charisma 10

About Morof Tarci

Appearance
Morof looks like a simple man. He has black hair and white skin. It is clear he is a wizard given the visible spell components hanging around his belt, even though he keeps his spellbook safe in his backpack. He seems usually a bit inattentive to conversations and seems to always be looking around as if there is a very interesting bird or misplaced box somewhere.

Personality
Morof likes to indulge people in conversation, although he is slow to respond and seems to always overthink his words. He cares for people he doesn't know and hopes to give others the opportunities he has had, so he tries to give advice when he can, but is a little shy when the subject isn't familiar to him.

Background:

Morof Tarci was born to the south of Brevoy. He was born in a farm, in a simple life. His human mother Theresa said that his elven father left a long time ago, so it is only both of them. It took Morof a long time and some force of will to give up the search of his father. He liked learning his mother's trade, herbalism. Wanting to learn more, he set out to learn magic.

It took him a long while to find someone who would teach him but he eventually found an old elf living alone named Kurtos. Kurtos appreciated the company and they grew a friendship. Morof learned that elves were somewhat close to the fey, so he learned what he could of their culture and life. Wanting to learn more about them, he focused more on the side of magic which the fey prefer to use to play pranks, that is, illusions. His interest was so strong that he started to believe his father was a fey instead of an elf.

His youth started to show when he became aggitated with the talks of the swordlords wanting to establish some foothold to the south. He started talking about making his mother proud, being a patriot and stop living in a fantasy world. Kurtos was unhappy with this sudden human attitude, but he wasn't surprised. He let the boy go, as long as he promised to visit. So Morof set out to help tame the stolen lands.

Basic info:

Str 8, Dex 14, Con 12, Int 19, Wis 12, Cha 10
Male
Medium Size
NG Half-elf Wizard lvl 3 (Illusionist)
Favorite class bonus (wizard, rogue): 3 skill point
BaB 1
CMB +0 (1BaB -1 Str)
CMD 13 (1BaB +2 Dex + 10)
Init +2; Senses: Perception: +2, Sense Motive +1, Low-light vision

Defense
AC 13, touch 12 flat-footed 11 (+1 Armor +2 Dex)
HP 22 (8 1stHD + 4*2 HD + 3*1 Con + 3 Feat)
Fort +3 (+1 base +1 Con +1 trait)
Ref +3 (+1 base +2 Dex)
Will +4 (+3 base +1 Wis) (immune to sleep and add 2 vs enchantment)

Offense
Speed 30 ft
Melee mwk dagger +0 (1d4-1 19/20x2)
Ranged light crossbow +3 (1d8/19-20x2), Range 80ft
Space 5 ft, Reach 5 ft

Spells:

CL 3
Arcane bond - Ring
Arcane specialization: +illusion -enchantment -evocation

Concentration: +7 (3 CL + 4 Int)
DC: 14 + spell level
DC for illusion: 15 + spell level

Spell level (slots + illusion extra): Prepared
Cantrip (4): Detect Magic, Ghost Sound, Mage Hand, Prestidigitation
1 (3+1): Grease, Obscuring Mist, Ray of Enfeeblement + Color Spray
2 (2+1): Glitterdust, Detect Thoughts + Hypnotic Pattern

Spellbook
Cantrip: All
1: Alarm, Cause Fear, Color Spray, Comprehend Languages, Endure Elements, Feather Fall, Grease, Obscuring Mist, Ray of Enfeeblement, Silent Image
2: Blur, Detect Thoughts, Glitterdust, Hypnotic Pattern, Invisibility, Levitate, Minor Image, Mirror Image, Spider Climb, Web

Feats, Skills, Traits and Languages:

Traits:
Seeker: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Rostlander (campaign): Your hardy nature grants you a +1 trait bonus on all Fortitude saves.

Feats:
Lvl 1 - Spell focus (illusion)
Half-elf - Skill focus (Perception)
Wizard 1 - Scribe Scroll
Lvl 3 - Toughness

Skills (2 class +4 Int +1 favorite class = 7 ranks/level)):
ACP 0
Knowledge arcana +10 (3 Rank +4 Int +3 CS)
Knowledge local +10 (3 Rank +4 Int +3 CS)
Knowledge nature +10 (3 Rank +4 Int +3 CS)
Knowledge planes +10 (3 Rank +4 Int +3 CS)
Knowledge religion +10 (3 Rank +4 Int +3 CS)
Perception +11 (3 Rank +1 Wis +3 CS +1 trait +3 feat)
Spellcraft +10 (3 Rank +4 Int +3 CS)

Background skills (2/level):
Knowledge geography +8 (1 Rank +4 Int +3 CS)
Knowledge history +8 (1 Rank +4 Int +3 CS)
Knowledge nobility +8 (1 Rank +4 Int +3 CS)
Profession herbalist +7 (3 Rank +1 Wis +3 CS)

Languages: Common, Elven, Draconic, Dwarf, Sylvan, Giant

Equipment:

Magical gear
Bracers of armor +1
Scrolls:
- Obscuring Mist
- Ray of Enfeeblement
- Color Spray

Normal gear
Dagger x2
Light crossbow
10 bolts
Light horse (combat-trained)
Backpack
Belt pouch
Waterskin
Paper x2
Parchment x1
Ink
Soap x2
Hemp rope

Money left: 1426.98

Money transactions:

Money is tracked in gp. Decimals are sp and centesimals are cp

Spent
54 - Starting gear
110 - Light horse (combat-trained)
1000 - Bracers of armor +1
25 - Scroll of Ray of Enfeeblement
150 - Scroll of Blur
150 - Scroll of Detect Thoughts
150 - Scroll of Invisibility
150 - Scroll of Levitate
150 - Scroll of Minor Image
150 - Scroll of Mirror Image
150 - Scroll of Spider Climb
150 - Scroll of Web
187.5 - CLW wands participation

Earned
3000 - Starting gold
1003.48 - Oleg's reward

Special Class Abilities:

Arcane bond (ring)
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools (see arcane school below).

A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Arcane school (illusion)
A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard’s spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Cantrips
Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).

Scribe Scroll
At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Extended illusions
Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.

Blinding Ray
As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Half-elf traits:

Ability Score Modifiers: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-elves are humanoid creatures with both the human and the elf subtypes.
Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Half-elves have a base speed of 30 feet.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.