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About Morof TarciAppearance
Personality
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
Defense
Offense
Spells:
CL 3 Arcane bond - Ring Arcane specialization: +illusion -enchantment -evocation Concentration: +7 (3 CL + 4 Int)
Spell level (slots + illusion extra): Prepared
Spellbook
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:
Skills (2 class +4 Int +1 favorite class = 7 ranks/level)):
Background skills (2/level):
Languages: Common, Elven, Draconic, Dwarf, Sylvan, Giant Equipment:
Magical gear
Normal gear
Money left: 1426.98
Money transactions:
Money is tracked in gp. Decimals are sp and centesimals are cp Spent
Earned
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 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
Scribe Scroll
Extended illusions
Blinding Ray
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. |