Demon Hunter

Morsai Gunderling's page

99 posts. Alias of EldonG.


Full Name

Morsai Gunderling

Race

human

Classes/Levels

Magus 4

Gender

male

Size

m (5'9")

Age

19

Alignment

CG

Strength 16
Dexterity 14
Constitution 14
Intelligence 17
Wisdom 10
Charisma 10

About Morsai Gunderling

Morsai is a bit of a disturbed, twitchy young man who has seen things he can't explain, and they frighten him.

When he was but eight, he stumbled across a ritual - he assumed it was demonic, but the truth is perhaps even more sinister...the masked priest wasn't half demon, as he believes, but a man of Leng.

The cultists caught him, and kept him in a cage for almost a week. He was sure that he was to be sacrificed for a demon summoning, but it never happened - he was rescued, already comatose...he'd refused to eat what they gave him...but they burned strange things around him, and fed him liquids in his sleep.

For nearly a month, he didn't move...in this world...but he did in dreams. The dreams were vivid, and terrifying...he assumed it was the Abyss he dreamt about, and demon lords...

He still has the dreams, and wakes up in a cold sweat when he does.

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Physically, Morsai may be a small man, but he's all muscle and sinew. He's a bit quick-tempered when he finds someone being mistreated, and he has a bit of a reputation as a hot-head.

Morsai has long black hair, but some of it has gone silver, well before its time.

Since he's been considered an adult, Morsai has had many jobs...he flits from one to another, restless and unable to settle for what seems to be slim pickings. He can't maintain his own apartment, with his instability, so he stays in the common room of one of the local inns...not always the same one.

He also spends a lot of time in the temples...not that he's very pious, but they have libraries, and he's motivated...he has yet to find a layer of the Abyss that matches his dreams, but he keeps looking.

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Morsai's parents died when he was a young teen...he's convinced that the demon that found them asleep was looking for him. He hid with his little sister...who has gone on to work in a brothel. He swears that someday he'll find a way to free her from that life.

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MORSAI GUNDERLING
CR 3
Male Human magus 4
CG medium humanoid (human)
Init +2; Senses Perception +4,
Languages Celestial, Common, Draconic, Elven
AC 17, touch 12, flat-footed 15
hp 36 (4HD)
Fort +6, Ref +3, Will +4
Speed 30 ft. (6 squares)
Melee masterwork scimitar +7 (1d6+3/18-20)
Ranged masterwork longbow (composite/strength rating+3) +6 (1d8+3/x3)
Melee dagger +6 (1d4+3/19-20)
Ranged dagger (thrown) +5 (1d4+3/19-20)
Face 5 ft. Reach 5 ft.
Base Atk +3; CMB +6; CMD 18
Special Actions Spell Combat, Spellstrike,
Prepared Spells Prepared Spell List
Magus (CL 4th):
2nd - bull's strength (DC 15) , mirror image (DC )
1st - burning hands (DC 14) , corrosive touch , expeditious retreat (DC ) , shocking grasp
0th - arcane mark , detect magic , mage hand , prestidigitation (DC 13) Abilities Str 16, Dex 14, Con 14, Int 17, Wis 10, Cha 10
Special Qualities Arcane Accuracy, Arcane Pool (6/day), Armor Proficiency, Bonus Magus Arcane Pool (4x), Cantrips, Dual Talent, Spell Recall, , , ,
Traits Arcane Revitalization, Hard to Kill, Temple Acolyte
Feats Arcane Strike, Armor Proficiency, Light, Martial Weapon Proficiency, Simple Weapon Proficiency, Toughness
Skills Acrobatics +1, Appraise +3, Climb +2, Craft (Untrained) +3, Escape Artist +1, Fly +1, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +7, Knowledge (Planes) +10, Perception +4, Ride +1, Sense Motive +2, Spellcraft +10, Stealth +1, Swim +2, Use Magic Device +7,
Possessions masterwork scimitar; chain shirt +1; arrows (20); dagger (x5); pearl of power (1st level); potion of bull's strength; magus spellbook; potion of protection from evil (x4); wand of cure light wounds; wand of shield; Backpack, Masterwork [ Gear Maintenance Kit; Everburning Torch; ]; Masterwork Longbow (Composite/Strength Rating+3) ;
Magus Spellbook Arcane Accuracy (Su) You can expend 1 point from your arcane pool as a swift action to grant yourself a +3 insight bonus on all attack rolls until the end of your turn.
Arcane Pool (Su) You have a reservoir of mystical arcane energy that you draw upon to fuel your powers and enhance your weapon. This arcane pool has 6 points. The pool refreshes once per day when you prepare your spells. You can expend 1 point from your arcane pool as a swift action to grant any weapon you are holding a +1 enhancement bonus for 1 minute. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
Armor Proficiency (Ex) You can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Bonus Magus Arcane Pool (4x) Add +1/4 point to the magus' arcane pool.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Dual Talent Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Spell Combat (Ex) You can cast spells and wield your weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, you must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, you can make all of your attacks with your melee weapon at a -2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If you cast this spell defensively, you can decide to take an additional penalty on your attack rolls, up to your Intelligence bonus, and add the same amount as a circumstance bonus on your concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. You can choose to cast the spell first or make the weapon attacks first, but if you have more than one attack, you cannot cast the spell between weapon attacks.
Spell Recall (Su) You can use your arcane pool to recall spells he has already cast. With a swift action, you can recall any single magus spell that you have already prepared and cast that day by expending a number of points from your arcane pool equal to the spell's level (minimum 1). The spell is prepared again, just as if it had not been cast.
Spellstrike (Ex) Whenever you cast a spell with a range of "touch" from the magus spell list, you can deliver the spell through any weapon you are wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If you make this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19-20, or 18-20 and modified by the keen weapon property or similar effects), but the spell effect only deals x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Arcane Revitalization Once per day, when you confirm a critical hit with a weapon attack, you regain 1 arcane pool point. You can't exceed your maximum number of arcane pool points.
Hard to Kill When you are attempting a Constitution check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point total.