Corsair

Mors Buolgun's page

636 posts. Organized Play character for Eben al'Jol.


Classes/Levels

HP 22/24 :: AC 20 CMD 17 :: Fort +8 Reflex +5 Will +8 :: Perception +2 (Darkvision 60) Initiative +1

About Mors Buolgun

PFS # 121383-4

Conditions/Effects: none
Current ACP -6 (shield stowed/medium encumbrance)

TRACKING:
Class Abilities
Blessing 4/4 remaining
Fervor 3/3 remaining
.
Spells
Cantrips: Detect Magic, Mending, Read Magic, Stabilize
Level 1: Divine Favor, Divine Favor, Divine Favor, Shield of Faith
.
Scenario Temp
none
.
Expenses Incurred in-game (not applied against gold until conclusion of game)
none

Mors looks every bit the half-orc mercenary thug. Shaved head. Hard, black eyes. New scars crisscrossing older ones on much of his heavily-tattooed gray-green skin. His powerful, barrel-chested frame is clothed in a simple, rugged, utilitarian style. A mercenary's style. His weapons and spiked, full plate armor are worn, dinged, and dented. Over his right shoulder ride a pair of hilts … one of a well-made bastard sword and the other that of a much, MUCH larger version of the same. Daggers ride at chest and boot, and a heavy wooden shield hangs in easy reach from his full, double-traveling pack.

Height: 5’10” Weight: 237
Skin: gray-green Eyes: Black Hair: shaved

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Mors Buolgun
Male half-orc warpriest of Ragathiel 3
LG Medium humanoid (human, orc)
Favored Class: warpriest (+3/6 bonus combat feat)

Str 18, Dex 12, Con 14, Int 12, Wis 14, Cha 7

Init +1; Senses darkvision 60 ft.; Perception +2
Speed 30 ft. (20 ft. in armor)

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DEFENSE

hp 24 (3d8 [8,5,5] + 6 con)
AC 20, touch 11, flat-footed 19 (+9 armor, +1 dexterity)
CMD 17 (2 bab, +4 str, +1 dex)
Fort +8, Ref +5, Will +8
—> +4 for Endurance stuff

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OFFENSE
Base Atk +2; CMB +6
Melee +6
. . mwk cold iron bastard sword +8 (1d10+4; 19/x2)
. . armor spikes +6 (1d6+4)
. . Randalan's whip +6 (1d3+4; nonlethal, special)
. . morningstar +6 (1d8+4)
. . club +6 (1d6+4)
. . cold iron dagger +6 (1d4+4; 19/x2)
. . dagger +6 (1d4+4; 19/x2)

Ranged +3
. . javelin +3 (1d6+4)
. . sling +3 (1d4+4)
. . dagger +3 (1d4+4; 19/x2)

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SPELLS
Caster Level 3; concentration +5)
. . 1st—3 + 1 daily
. . 0 (at will)—4 prepped at a time

________________
Feats Diehard, Endurance, Furious Focus, Power Attack, Weapon Focus (bastard sword)
Traits fate's favored, Friend in Every Town (Know: Local)

Skills acp -5 (-7 w/ shield)
Climb +8* (1 rks)
Diplomacy +3 (1 rks, +1 trait)
Intimidate +2 (1 rks)
Knowledge: Local +8 (1 rks, +2 racial, +1 trait)
Knowledge: Religion +5 (1 rks)
Profession: Mercenary +6 (1 rks)
Sense Motive +6 (1 rks)
Spellcraft +5 (1 rks)
Swim +8* (1 rks)

Languages Common, Infernal, Orc

________________

Special Abilities:
Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Bonus Feats (Warpriest): Furious Focus (3rd)
City-raised proficient w/ longsword & whip; +2 to Know: local checks
Darkvision (60 feet) You can see in the dark (black and white vision only).
Destructive Attacks +1 (Su) At 1st level, you can touch an ally and bless it with the power of destruction. For 1 minute, the ally gains a morale bonus on weapon damage rolls equal to half your level (minimum 1).
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fate's Favored Increase luck bonuses by 1.
Fervor (Su): 3/day. By expending one use of this ability as a standard action (or swift on himself), can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy. As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.
Holy Strike (minor) (Su): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it's treated as good for the purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special ability.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoos +1 luck bonus to saving throws
Sacred Weapon (1 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Shaman’s Apprentice Endurance as a bonus feat

Boons:
Confirmed Field Agent (Confirmation):Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1
(minimum 1).

Explore, Report, Cooperate (Confirmation): You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name - such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item - would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Friend of Janira Gavix (Confirmation): The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Explore, Report, Cooperate (Wounded Wisp): You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it of your Chronicle sheet.

Prized Find (Wounded Wisp): You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon of your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).

Pharasma’s Blessing (Godsmouth Heresy): Pharasma blesses you for your service to the Godsmouth Cathedral. You may reroll any single attack roll targeting an undead creature or any single saving throw against an undead creature’s ability or effect, always taking the result of the second roll. You must make this reroll before the results of the first roll are known. If Pharasma is your patron deity, you receive a +4 bonus on your reroll. Once this ability has been used, cross it off the Chronicle.

Pathfinder’s Excellence, Combat (Siege of Serpents): Uses remaining [ ][ ]
Before making an attack, you may check one of the boxes preceding this boon in order to roll the attack twice and take the better result. If the attack is against a member of the Aspis Consortium or someone directly in the Consortium’s employ, the critical threat range of the attack doubles; this benefit doesn’t stack with any other effect that expands the threat range of a weapon (such as the Improved Critical feat). Once you check the last box, cross this entire boon off your Chronicle sheet.

Pathfinder’s Excellence, Resilience (Siege of Serpents): Uses remaining [ ][ ]
As a swift action, you can check one of the boxes preceding this boon to gain a number of temporary hit points equal to 1d8 plus twice your character level. These temporary hit points last for 10 minutes and do not stack with any other temporary hit points. So long as you have at least 1 of these temporary hit points remaining, you also have DR 2/— against attacks made by members of the Aspis Consortium and anyone in their direct employ. Alternatively, as a standard action you can check a box in order to heal 1d2 points of ability damage to one ability score. Once you check the last box, cross this entire boon off your Chronicle sheet.

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Gear:
Worn mercenary’s (soldier’s) uniform, mwk full plate w/ armor spikes, Cloak of Resistance +1, heavy wooden shield, masterwork cold iron bastard sword, morningstar, club, whip, cold iron dagger, dagger, javelin (3), sling, sling bullets (10), wooden holy symbol (Ragathiel)

Bandolier x2 (16 slots)
— acid flask
— acid flask
— alchemist’s fire
— alchemist’s fire
— Potion of Enlarge Person
— Potion of Enlarge Person
Oil of Magic Weapon
— holy water
— holy water
— holy water

Scrollcase
scroll of cure light wounds
scroll of Lesser Restoration (CL3)
scroll of Lesser Restoration (CL3)

Belt pouch flint and steel, whetstone, monies (155.51g)

Waterproof bag wayfinder, chalk (3), holy text, Pathfinder journal, soap

Masterwork backpack (44.5lbs): wand of cure light wounds (29 charges), crowbar, grappling hook, hemp rope (50 ft.), studded leather armor, sack (3), waterskin, bedroll, mess kit, pot, torch (3), trail rations (5), traveler's clothes, rolled up standard backpack

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Background, Personality & Beliefs:
Mors Buolgun is a roughneck, hard-living slum rat from Underbridge in Magnimar. His life as a bully, thug, thief, enforcer, and mercenary earned him a rap-sheet longer than most priests’ robes as well as a string of unsavory friends throughout the dirtier dives across Avistan … and ultimately it earned him a death sentence followed by a quick trip to the hangman’s noose. No amount of his life-long toughness or inborn, unfailing luck would have saved him, either. Despite the fact that—in an epic twist of irony—Mors wasn’t actually guilty of the crime. No, the privilege of saving Mors’s worthless neck was given to a Pathfinder and his hired Investigator. The Pathfinder—a certified Magnimarian lawyer, zealous champion of justice, and ardent follower of Ragathiel—learned of the farce trial and death sentence, then hired a local silver-horned investigator to right the court’s wrong.

It was the first time someone other than his no-good family had taken his side, and it gave Mors a fresh perspective. Mors has spent the years since trying to make good on the debt he owes the two men. Along the way, the Pathfinder gave Mors a connection with the Silver Crusade in the Society, and Mors has been working to make something valuable of himself since … despite his natural penchant for laziness and all-around low-life habits.

Personality
Mors is simple. Straight-forward. Blunt. Rarely using two words when one will do, and only that when a simple gesture fails. His humor is often loud, blunt, and cutting ... delivered by a crooked and well-scarred smile. His is a simple, worldly wisdom. He's not overly suspicious, trusting his well-seasoned instincts when dealing with people. Despite a face most people fear to trust, he's dependable. He's loyal. He keeps his word. And most importantly--and maybe most surprisingly--he is brutal in the face of Evil.

Beliefs
• This world sucks, full of jack-asses.
• That’s no reason to be a jack-ass.
• Use what ya got to stand up to jack-asses.
• Sometimes that means bustin’ heads.
• Please, oh please, let that mean bustin’ heads.
• If the local muckity-mucks have made laws to support them being jack-asses, you shut that sh!t down.
• That means you might get to have some real fun and bust some muckity-muck jack-ass heads.

Chronicles:
PFS# 121383-4
XP 7
Fame 12
Prestige 8
—> Prestige Purchases: Wand of CLW (2 Prestige), 2 Scrolls of Lesser Restoration (2 prestige)

Link to Chronicle & Gear Tracking GoogleDrive folder

Chronicle 1 :: Confirmation (PbP)
Chronicle 2 :: Prince of Augustana (PbP)
Chronicle 3 :: The Wounded Wisp (PbP)
Chronicle 4 :: Godsmouth Heresy (PbP)
Chronicle 5 :: Siege of the Serpents (PbP)

Progression Plans:
Big Hit Progression (no stat needed)
1) Endurance, Diehard, WF
2)
3) *Power Attack, Furious Focus
4)
5) WotC
6) *Vital Strike, *IWotC
7) GWotC (take level of Feral Hunter for Lead Blades?)
8)
9) ?, GWF