Mathezic

Morrolan of the Ghost Griffons's page

45 posts. Alias of pad300.


Full Name

Morrolan of the Ghost Griffons

Race

Aasimar | HP11/11| AC: 17, T: 12, FF:15| Spd: 30ft |

Classes/Levels

Shaman (unsworn) 1 | Init +2, Darkvision 60; Percept: +8, Sense Motive: +3 | Saves: F: +3, R: +2, W: +5; +2 vs compulsions +2 vs Death effects | CMB +0 / CMD 12

Gender

M

Size

Medium (5'11", 188 lbs)

Age

152

Special Abilities

See text

Alignment

N

Deity

Pantheistic (Spirits)

Location

Riddleport

Languages

Common, Shoanti, Draconic

Occupation

Mercenary

Strength 10
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 16
Charisma 15

About Morrolan of the Ghost Griffons

Morrolan of the Ghost Griffons

Description:

5’11, 188 lbs, a well muscled build, green eyes, brown hair going gray, short beard and mustache. The only clear clues to his aasimar heritage are that when he cries, his tears are multicoloured, and on his palm, he has a birthmark of showing a symbol of Desna (a butterfly).

Demeanour:
He is quiet and studious. A devout man, in his tribal terms, he looks to the spirits for guidance. He is lonely, his aasimar lifespan (and lesser age resistance SLA) have resulted in him being isolated from a tribe that has disappeared… Since coming to civilization , he has become a bit of a scholar, he is quick to pull out a good bottle of wine, his pipe, and to lose himself in a book of any kind. Still, he has the ability to concentrate on a project, especially those involving scholarship or magic.

Background:

Somewhere in the heritage of the Ghost Griffon tribe (a failing sub-tribe of the Wind Clan of the Shoanti), there’s a celestial in the woodpile… When Kieron got Sethra with child, a legacy resurfaced; their son Morrolan was a aasimar. That was 152 years ago…

He was raised in typical tribal fashion (heal, handle animal, perception), with his heritage leading him into a shamanic path. He learned at the feet of the elders, from leadership (Flagbearer feat) and dispute settling (diplomacy skill), through to the history and magic of the tribes (spellcraft, K History). He spent many years with the Ghost Griffons.

His aasimar longevity (and his lesser age resistance SLA) though, has left him watching as his contemporaries aged to dust, sundering his bonds to his tribe. He is very thankful that the spirits were wise enough to send him a spirit guide that could match his longevity – an Ioun Wyrd – otherwise he would be very lonely indeed. As it is, he longs for company. He keeps pets, but does not become too attached (due to his relative longevity).

Intellectual curiosity has brought Khoran to Riddleport where he has learned some civilized ways, but has not lost his connection to the spirits of the land. He still makes pacts with the spirits on a daily basis and his Ioun Wyrd is with him always. His intellectualism has led him to fall in the Order of Cyphers (thus the Tammerhawk’s agent trait and learning some K Arcana), and has come to the tournament to nose around for rumors about the blot.

Stats:

Morrolan
N Male Aasimar (Scion of Humanity)
Shaman 1 (Unsworn)
Init +2 = +2 (Dex)
Speed 30 ft
Darkvision 60 ft

Defense
AC : 17 = 10+2 (dex) + 4 (armor)+1 Natural Armor (familiar)
HP: 11 = 8+2 Con+1 FCB
Fort +3 = +0 Shaman 1+2(Con) +1 trait
Ref +2 = +0 Shaman 1+2(Dex)
Will +5= +2 Shaman 1+3(Wis)
+2 vs compulsions (traits, net, +2 vs Death effects
CMD : 12 =10 +0 (bab) + 2 (dex)
Acid resistance 5, Cold resistance 5, Electricity resistance 5.

Offense

BAB : +0
Melee: +1 Longspear (1d8+1) +0 Spiked Gauntlet+0 (1d4)
Ranged: +2 Sling (1d4)
CMB : +0 = +0 (Bab)+0(str)

Spells Prepared

L0 (DC 14, 3) : Guidance, Stabilize, Daze
L1 (DC 15, 1+1): ???

Current Hexes: ???

Stats
Str 10 = 10 (0 pts) -1 age (middle aged) +1 lesser age resistance SLA
Dex 14 = 14 (5 pts) -1 age (middle aged) +1 lesser age resistance SLA
Con 14 = 14 (5 pts) -1 age (middle aged) +1 lesser age resistance SLA
Int 14 = 13 (3 pts) +1 age (middle aged)
Wis 16 = 13 (5 pts) +2 Racial+1 age (middle aged)
Cha 15 = 12 (2 pts) +2 Racial+1 age (middle aged)

Feats : Flagbearer (1st),

Traits :
Seeker (Social), Lonely (Drawback), Tammerhawk’s Agent (campaign trait), Birthmark (Faith)

Skills (4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Diplomacy (1, +6 = 1 rank +3 trained +2 cha),
Spellcraft (1, +6=1 rank +3 trained +2 int),
Perception (1, +8 = 1 rank +3 trained +3 wis,+1 trait)
K Arcana (1, +7 = 1 rank +3 trained +2 cha+1 trait),
K Planes (1, +6 = 1 rank +3 trained +2 int),
Heal (1, +7 = 1 rank +3 trained +3 wis)

Background Skills (2/lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Handle Animal, (1,+6 = 1 rank +3 trained +2 cha)
K History (1, +8 = 1 rank +3 trained +2 int +2 racial)

Languages : Common, Shoanti, Draconic,

Class Abilities:

Spells: A shaman casts divine spells drawn from the shaman spell list. A shaman must choose and prepare her spells in advance.
To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a shaman’s spell is 10 + the spell’s level + the shaman’s Wisdom modifier.
Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–9. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 in the Pathfinder RPG Core Rulebook).
Shamans commune with their spirit animals to prepare their spells. Each shaman must choose a time when she must spend 1 hour each day in quiet contemplation with her spirit animal to regain her daily allotment of spells. A shaman can prepare and cast any spell on the shaman spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily communion.

Orisons: Shamans can prepare a number of orisons, or 0-level spells, each day as noted on Table 1–9. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Minor Spirit (Su): At 1st level, the unsworn shaman also forms a temporary bond with a minor spirit each day, granting her access to a shaman or witch hex of her choosing, but not a major hex or a grand hex. She must make this selection each day when she prepares her spells for the day. Until she changes the minor spirit, she continues to have access to the shaman or witch hex. At 2nd level, she can instead select a hex from one of her wandering spirits selected for that day. If she selects a witch hex, she treats her shaman level as her witch level, and uses her Wisdom in place of her Intelligence for the purpose of that hex.
She can make temporary bonds with two minor spirits (thus gaining two hexes) at 4th level, and with one additional minor spirit (and hex) every 4 levels thereafter. This ability replaces spirit and alters hex.

Spirit Animal (Ex): At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. See the Spirit Animal section on page 47.

A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch’s familiar does, the spirit animal serves as her conduit to divine power. If a shaman’s spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.

Race Abilities:

Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.
Scion of Humanity : Some aasimars’ 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 race, 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.
Immortal Spark: Aasimars with this racial trait defy the powers of death. They gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and can use lesser age resistance once per day as a spell-like ability. This racial trait replaces the skilled and spell-like ability racial traits.

Equipment (180 gp):

Weapons (12.1 gp): Longspear (5 gp), 2 X Sling (on belt and a second hidden as a hairband) , Spiked Gauntlet (5 gp), Dagger (2 gp), 10 bullets (1 sp)

Armor (60 gp): Lamellar Leather (60gp)

Equipment (74.54 gp): Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), backpack (2 gp), 50 ft hemp rope (1gp), String 50 ft (1 sp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), spell component pouch (5 gp), 2x Wooden Holy Symbol (2 gp), Wandermeal 5 days (5 cp), Healer’s Kit (50 gp),

Guard Dog (Self-Trained, 8.333 gp), Chain mail collar (reflavored Haramaki Barding) (6gp)

Leather Familiar Barding 10 gp

9 gp.

Spirit Animal:

Morrolan’s spirit animal is an oddity, an Ioun Wyrd,

Ioun Wyrd, Sage
N Tiny Construct
Init +2; Senses blindsight 30 ft.; Perception +2
Speed 0 ft., fly 30 ft. (average)
AC 18, touch 15, flat-footed 15 (+2 Dex, +1 Dodge, +2 size+1 Natural Armor+2 armor)
Hp 5
Fort +2, Ref +4, Will +4
Immune construct traits
Str 4, Dex 15, Con —, Int 6, Wis 14, Cha 5
Feats Dodge
Skills:
Fly +10 (1 rank +3 trained+2 dex+4 tiny)
1 additional ranks (1*{2-1int, min 1})
K(Nature) +2 (1 rank +3 trained-2 int+0 Sage Knowledge)

Special Abilities
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The shaman may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Sage Skills: A sage treats all Knowledge skills as class skills.

Dazzling Intellect (Ex): A sage’s Intelligence score is always equal to 5 + its master’s class level, but it gains natural armor increases as if its master’s class level were half what of the actual class level.

This alters the familiar’s Intelligence score and natural armor adjustment.

Sage’s Knowledge (Ex): A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master’s class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master’s class level.

This replaces alertness and the familiar’s ability to share its master’s skill ranks.

Equipment: Leather Familiar Barding

Morrolan’s Dog:

Morrolan’s has a pet dog, Khaavren,

N Small animal
Init +1; Senses low-light vision, scent; Perception +8
Defense
AC 14, touch 12, flat-footed 13 (+1 Dex, +1 natural, +1 size+1 armor)
hp 6 (1d8+2)
Fort +4, Ref +3, Will +1
Offense
Speed 40 ft.
Melee bite +2 (1d4+1)
Statistics
Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

Tricks: attack, defend, down, guard, track, watch.

Equipment: Chain Mail Collar (reflavored Haramki Barding)