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About Morrow, TueCharacter Name: Morrow Tue
Gender: Male
Known Languages: Common, Elven, Draconic
Flatfooted Armor Class: 21
Armor Type/Weight: Magical Mithral Chain Shirt +1 [10.0 lb.], Magical Light Shield +1 [6.0 lb.]; Magical Ring of Protection +1 [0.0 lb.]; Magical Amulet of Natural Armor +1 [0.0 lb.] Special Armor Class Notes: None
Overall AC Penalty: None
Base Movement: 30’/round
Special Saving Throw Notes: Resistance (10) against first magical fire attack in a single day, +1 resistance to saves against fire-based spells [Ring of Moradin]
Melee Attack Bonus: +14\+9\+4 [BAB (11\6\1) + STR (3)] Ranged Attack Bonus: +12\+7\+2 [BAB (11\6\1) + DEX (1)] Special Combat Notes: Can cast any known touch spell and deliver the spell through your weapon as a standard action that does not draw an AoO (Arcane Channeling ability); +1 to attack rolls and damage rolls for all ranged attacks within 30' distance (Point Blank Shot feat); no -4 penalty for firing into a melee (Precise Shot feat); may subtract a number that may not exceed the BAB [9] to all attacks in one round and add that same number to all damage rolls or twice that number if the weapon is used two-handed (Power Attack feat)
Magical 'Shocking Burst' Longsword +2 (M) / +16\+11\+6 melee attack / 1d8 +5 [+1d6 electricity] damage / 19-20 [x2 +1d10 electrical] critical / slashing damage
Greater Fiendslayer Crystal attached to Norebo's Hand:
Cold Iron Warhammer (M) / +14\+9\+4 melee attack / 1d8 +3 damage / [x3] critical / bludgeoning damage Longbow (M) / +12\+7\+2 ranged attack / 1d8 damage / 80’ range / [x3] critical / piercing damage
Dagger (M) / +14\+9\+4 melee attack / +10\+5 ranged attack / 1d4 +3 damage / 10’ range / 19-20 [x2] critical / piercing damage Total Weapon Weight: 17.0 lb.
Total Skill Points Earned = 65 [47 spent on skill ranks, 8 spent on skill tricks] Skill Name - Skill Total, number of Ranks and/or Racial Modifier Appraise: = +2 (INT) Untrained
Armor Check Penalty Applies
Corner Perch: If you succeed on a Climb check to ascend or descend either a chimney or a corner, you can suspend yourself during the climb until the end of the following turn and use your hands freely for any other purpose. At the end of the turn, you must continue to climb up or down the walls as normal, or succeed on another Climb check against the normal DC +5 (move action) to maintain position and use hands freely. Leaping Climber: If you begin a climb by making a Jump check as a swift action, you can add the vertical distance of your jump to the distance climbed in that round. Treat the Jump check as being made with a running start even if you didn’t move at least 20 feet. Speedy Ascent: If you succeed on a Climb check to move at least 10 feet, you can move an extra 10 feet as part of that action. Quick Swimmer: If you succeed on a Swim check to move at least 10 feet, you can move an extra 10 feet as part of that action.
Feat Name & Description: Feats Point Blank Shot: +1 to attack / damage rolls for ranged attacks up to 30’. Precise Shot: No -4 penalty for firing or throwing into a melee with a ranged attack. Power Attack: May choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. The bonus damage on two-handed weapons and with one-handed weapons used in both hands is doubled. This number may not exceed the BAB, penalty and bonuses apply until beginning of next action. Combat Casting: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while grappling or pinned. (Duskblade bonus feat) Fiery Burst [Reserve]: As long as you have a fire spell of 2nd level or higher available to cast, you can spend a standard action to create a 5-foot radius burst of fire at a range of 30 feet. This burst deals 1d6 points of fire damage per level of the highest-level fire spell you have available to cast. A successful Reflex save (DC = 10 + level of spell allowing ability’s use + INT) halves the damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting fire spells. Cleave: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
Extra Feat: Humans gain one bonus feat at 1st level. Extra Skill Points: Humans gain four bonus skill points at 1st level, then one extra skill point at each level thereafter. Spells: A duskblade casts arcane spells, which are drawn from the duskblade spell list (PHB II, pg 24.) To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Int modifier. You can cast only a certain number of spells of each spell level per day. In addition, you receive bonus spells per day if you have a high Intelligence score A duskblade's caster level is equivalent to his class level. You begin play knowing two 0-level spells and two 1st-level spells, chosen from the duskblade spell list. You also know one additional 0-level spell for each point of Intelligence bonus. Each time you gain a new class level, you learn one additional spell of any level you can cast, chosen from the duskblade spell list. Upon reaching 5th level, and at every subsequent odd-numbered level, you can choose to learn a new spell in place of one you already know. In effect, you lose access to the old spell in exchange for gaining the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell you can cast. For instance, upon reaching 9th level, you could trade in a single 1st-level spell (two levels below the highest-level spell you can cast, which is 3rd) for a different 1st-level spell. You can swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that you gain new spells known for the level. You need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level. Arcane Attunement (Sp): The duskblade can use the spell-like powers dancing lights, detect magic, flare, ghost sound and read magic a combined total of times per day equal to 3 + your Int modifier. These spell-like powers do not count against your total of spells known or spells per day. Armored Mage (Ex):Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause spells to fail if those spells have a somatic component. A duskblade's limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class. At 4th level, you learn to use medium armor with no chance of arcane spell failure. At 7th level can use a heavy shield with no chance of arcane spell failure. Arcane Channeling (Su): The duskblade can use a standard action to cast any touch spell known and deliver the spell through his or her weapon with a melee attack. Cast a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally, then the effect of the spell is resolved. Quick Cast (Su): Beginning at 5th level, you can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less. You can use this ability twice per day at 10th level, three times per day at 15th level, and four times per day at 20th level. Abjurant Armor (Su) [+4]: Any time the abjurant champion casts an abjuration spell that grants armor bonus or shield bonus to AC, he can increase the value of the bonus by his class level. Extended Abjuration (Su): The abjurant champion doubles the duration of all abjuration spells cast (as though with the Extend Spell feat). Swift Abjuration (Su) [2nd Level]: Beginning at 2nd level, you can cast abjuration spells as a swift action, as if you had applied the Quicken Spell feat to them (but without any change in level). The maximum level of spell you can quicken in this way is equal to 1/2 your class level (rounded up). Arcane Boost (Su): Beginning at 4th level, you gain the ability to burn arcane energy to empower your martial abilities. As a swift action, you can spend one of your uncast spells or spell slots to grant yourself one of the following insight bonuses for 1 round.
Spell Power (Ex): [+2]Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +2 bonus on your caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases to +3 at 11th level, to +4 at 16th level, and to +5 at 18th level. Weapon and Armor Proficiency: Duskblades are proficient with all martial weapons, as well as all armors and shields (except tower shields).
Known Spells 0 Level: Acid Splash, Ray of Frost, Disrupt Undead, Touch of Fatigue
Spell Save DC 0 Level Spells: DC = 12
Spells per day 0 Level Spells: 6x per day
Explorer’s Outfit [0.0 lb.] 5 Year Membership in Greyhawk’s Wizard Guild (Purchased on 25th Day of Coldeven, 594 C.Y.) Magical Gauntlets of Ogre Power [4.0 lb.] Magical Boots of Dragonstriding [1.0 lb.] Magical Healing Belt [1.0 lb.] MIC pg 110.
Magical Ring of Moradin [0.0 lb.] (This simple golden ring has a large red gemstone set into it that sparkles with an inner fire. The wearer of the ring gains fire resistance 10 against the first fire attack that day, the protection renewing itself each morning at dawn. In addition, the wearer receives a +1 resistance bonus on saves made against fire spells and effects. The ring must be worn for 24 hours to have any effect.) Magical Wand of Lessor Vigor (50 charges; CL 1; Fast Healing 1 for 11 rounds; Spell Trigger Activation) [0.0 lb.] Spell Component Pouch [2.0 lb.] Belt Pouch [0.5 lb.] holds:
Magical Heward’s Handy Haversack [5.0 lb.] Everything in pack is weightless - requires a move action to retrieve any stored item, but does not provoke an AoO
Equipment Weight: 11.5 lb. Total Weight Carried / Encumbrance Load: 53.5 lb. / Light Load [Max = 76 lb.]
Morrow was a small child, always considered to be less capable physically than his peers, and he liked it that way. He was smart enough to figure out that he didn't want to follow in his father's career path. After all, the lumberjack's of Falcon's Hollow were nothing more than pawns for the logging consortium. Brainless labor making the powers behind the scene lots of coin while they toiled to their deaths. Morrow dodged work, shirking his responsibilities at every chance he got, knowing that he could eventually figure out his true life's path. This worked well until his teen years when his parents finally tried to apprentice him. Then his laziness earned him beatings and the reputation as a slacker. Fortunately for him, that was about the same time that he learned that he had a magical talent. While his parents were despairing having raised such a lazy son, Morrow was searching for a magic tutor. He thought he found true luck when a traveling elven wizard came through town. Morrow approached him, trying desperately to impress him and apprentice to the wizard. The wizard tested Morrow, determined where his gifts lay, and explained the difference between his wizardry and Morrow's power. Morrow was disappointed, but focused his time on learning and practicing his talent. The wizard stayed long enough to start Morrow on the right path and explain some of what magic could do. Since then Morrow has gotten by doing simple work that he could do while learning to fight and to integrate his magic into his combat skills. Morrow was a disappointment to his father. His father, Riald Tue, is a simple man, large and strong, working for the logging consortium. Riald felt that he was incredibly lucky when his sweetheart Sharrah consented to become his wife. A small cottage outside of the palisade was all they could afford, but Riald was happy. Sharrah was good at keeping up appearances, but she desired more. When a roaming bard wandered through town, she found him charming. Not long after the bard was run out of town, Sharrah found that she was with child. She never told Riald about it and allowed him to believe that Morrow was his. Sharrah might have babied Morrow too much, but she knew that he would not grow up as large as his father. When Morrow showed an aptitude for magic, Riald was disgusted. The life of a lumberjack did not lead to liking or trusting magic. Riald has hardly spoken to Morrow since he learned to use his magic. The last words Riald said to Morrow were “Good riddance” when Morrow told him that he wanted to join an adventuring group. Morrow is hanging around town looking for adventure. He avoids the lumber consortium whenever possible, preferring to hang around the church or docks to see anything new. He likes Lady Cirthana and will do whatever he can to help her. In the evenings, Morrow usually haunts the Sitting Duck, listening for stories of adventurer’s that pass through. He has traveled with a couple small groups as far as the outskirts of the Dim Forest to the east and up-river as far as the waterfall on the River Foam. Morrow is not popular with the owner of the Sitting Duck because he avoids spending any money that he does not have to. Having heard that the local herbalist is seeking adventurers to retrieve some ingredients for a cure to the current plague, Morrow is watching to see who joins, and will join if he can.
Used Arcane Attunement 1 (of 5) times this day. Used Quick Cast 0 (of 2) times this day.
Used Boots of Dragonstriding for 0 (of 1) times this day. Used Belt of Healing [1 charge is restored at dawn] for 0 (of 3) charges this day. Used Ring of Moradin [resistance is restored at dawn each day] for 0 (of 10) HP of fire resistance this day. Used 'Norebo's Hand' to cast Cure Moderate Wounds 0 (of 3) times this day.
0 Level - Zero (of six)
Used 2 (of 50) charges in Wand of True Strike Used 0 (of 50) charges in Wand of Lessor Vigor Used 0 (of 20) arrows from quiver 0 days (of 6) worth of trail rations (used up from inventory) |