Morrolan de'Morcaine's page

338 posts. Organized Play character for Kydeem de'Morcaine.

Full Name

Morrolan de'Morcaine


Dwarf Ftr1/Inq 7, HP:69/69, AC:27, Touch:11, Flat Footed:26,


F:+12, R:+5, W:+9 (+2 vs. psn, spells, and spl abilities; +2 res vs. evil), Init:+3, Perc:+13


Ragathiel (Empyreal Lord of Heros)

About Morrolan de'Morcaine

Morrolan de'Morcaine, Jarbalkr clan:

Male dwarf fighter 1/inquisitor of Ragathiel 7 (Pathfinder RPG Advanced Player's Guide 38)
NG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +13 (+15 vs. magic traps, +15 to notice unusual stonework)
AC 27, touch 11, flat-footed 26 (+11 armor, +1 Dex, +1 natural, +4 shield; +2 deflection vs. evil)
hp 69 (8 HD; 7d8+1d10+24)
Fort +12, Ref +5, Will +9; +2 vs. poison, spells, and spell-like abilities; +2 resistance vs. evil
Defensive Abilities defensive training
Speed 30 ft.
Melee +1 elysian bronze bastard sword +12/+7 (1d10+5/19-20) or
. . cold iron morningstar +10/+5 (1d8+4) or
. . dagger +10/+5 (1d4+4/19-20)
Ranged darkwood composite longbow +8/+3 (1d8+3/×3)
Special Attacks bane (7 rounds/day), hatred, judgment 3/day
Inquisitor Spell-Like Abilities (CL 7th; concentration +9)
. . At will—detect alignment, discern lies (7 rounds/day)
Inquisitor Spells Known (CL 7th; concentration +9)
. . 3rd (1/day)—prayer, communal resist energy[UC]
. . 2nd (4/day)—blistering invective[UC] (DC 14), honeyed tongue[APG], communal protection from evil[UC], see invisibility
. . 1st (5/day)—compel hostility[UC], comprehend languages, divine favor, ear-piercing scream[UM] (DC 13), litany of weakness[UC]
. . 0 (at will)—create water, detect magic, detect poison, guidance, sift[APG], stabilize
. . Domain Conversion inquisition[UM]
Str 18, Dex 12, Con 16, Int 14, Wis 14, Cha 5
Base Atk +6; CMB +10; CMD 21 (25 vs. bull rush, 22 vs. disarm, 22 vs. sunder, 25 vs. trip)
Feats Antagonize[UM], Favored Judgment[UM], Intercept Charge[ACG], Intimidating Prowess, Judgment Surge[UM], Shake It Off[UC], Weapon Focus (bastard sword)
Traits a sure thing, armor expert
Skills Appraise +2 (+4 to assess nonmagical metals or gemstones), Bluff +6, Climb +6, Diplomacy +13 (+15 vs. geniekind), Disguise +1, Heal +8, Intimidate +20, Knowledge (arcana) +6 (+8 to understand the nature and ways of dragons), Knowledge (dungeoneering) +6 (+8 while navigate dungeons beneath the Cairnlands' siege castles, +8 to navigate the tunnels of the Darklands and identify Darklands natives), Knowledge (local) +9 (+11 to identify drow and their customs, weaknesses, and tactics), Knowledge (nature) +6, Knowledge (planes) +6 (+8 vs. geniekind, +8 to identify demons and other outsiders native to the Abyss), Knowledge (religion) +6, Linguistics +3 (+5 to learn about Azlanti sentence construction and idioms), Perception +13 (+15 vs. magic traps, +15 to notice unusual stonework), Ride +1, Sense Motive +16 (+18 to distinguish between true statements and exaggeration regarding esoteric topics), Spellcraft +13, Survival +6 (+8 to navigate Jungles of Mwangi Expanse, +8 to notice and follow tracks in Arctic environments), Swim +4; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Celestial, Common, Dwarven, Kelish, Varisian
SQ monster lore +2, solo tactics, stern gaze +3, track +3
Combat Gear oil of bless weapon, oil of daylight, potion of bear's endurance, potion of bull's strength, potion of cure light wounds, potion of fly, potion of spider climb, potion of touch of the sea, potion of touch of the sea, scroll of neutralize poison, remove disease, remove paralysis, scroll of silence, silence, snapleaf[UE], wand of cure light wounds (39 charges), wand of endure elements (45 charges), wand of remove fear (50 charges), wayfinder, shining, acid, air crystal (2), alchemical grease[APG] (2), alchemist's fire (3), antiplague[APG] (2), antitoxin, healer's kit, holy water (2), smokestick (2), thunderstone (2); Other Gear +2 elysian bronze full plate, collapsible tower[UE], +1 elysian bronze bastard sword, cold iron morningstar, dagger, darkwood composite longbow (+3 Str) with 11 +1 seeking arrows and 5 adamantine durable arrow and 43 cold iron arrows and 5 mithral durable arrow, amulet of natural armor +1, boots of striding and springing, cloak of resistance +2, handy haversack, traveler's any-tool[UE], belt pouch, cleric's vestments, climber's kit, cold weather outfit, disguise kit, fishhook, flint and steel, grappling hook, ink, inkpen, mirror, mwk manacles, parchment (2), pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicles, volume 1, pathfinder chronicles, volume 11, pathfinder chronicles, volume 14, pathfinder chronicles, volume 2, pathfinder chronicles, volume 27, pathfinder chronicles, volume 44, scroll box[UE], signal whistle, silk rope (50 ft.), silver holy symbol of Ragathiel, spell component pouch, string or twine[APG], sunrod (2), swarmsuit[APG], tindertwig (2), trail rations (3), waterskin (2), weapon cord[APG], whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, 126 pp, 6 gp, 9 sp, 2 cp
Special Abilities
Antagonize Use Diplomacy or Intimidate to goad creatures
Bane (+2 / 2d6, 7 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (7 rounds/day) (Sp) Discern Lies at will
Favored Judgment (Outsider) Judgments gain +1 to bonuses for attacks to from foe chosen (on ranger's favored enemy list).
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Inquisitor Domain (Conversion Inquisition) Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Intercept Charge When opp charges ally with feat, mv up to speed to get in way of charge.
Judgment (3/day) (Su) Variable bonuses increase as the combat continues.
Judgment Surge (1/day) Gain improved versions of your judgments
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknesses of creatures.
Shake It Off Gain +1 to all saving throws per adjacent ally
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +3 (Ex) +3 to Sense Motive and Intimidate.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Track +3 Add the listed bonus to Survival checks made to track.
9: feat: shared judgement, teamwork feat: improved back to back,
11: feat: shield focus