Emil Kovkorin

Morsel's page

22 posts. Alias of mechaPoet (RPG Superstar Season 9 Top 32).


Full Name

Morsel

Classes/Levels

Symbiat 3 | 24/24 HP | 17 AC 17 T 14 FF (+1 vs traps) | 17 CMD (+2 vs deft maneuvers) | F +3 R +7 (+1 vs traps) W +4 | Init +4 | Perc +8 (Trap Spotter 10 ft) | SM +7 | Knowledge (Nature) +11 | Concentration +6 | Spell Pool 8/9 | Psionics 11/12

Gender

Tiefling

About Morsel

Morsel
Tiefling Symbiat 3
N Medium Outsider (Native)
Init +4; Perception +8
SQ Darkvision 60 ft

Defense
AC 17, 17 touch, 14 flat-footed (+3 Dex, +4 Int); +1 vs traps
HP 24 (3d8+6)
Fort +3 Ref +7 (+1 vs traps) Will +4
Resist Cold 5, Electric 5, Fire 5
Special Trapsense

Offense
Speed 40 ft
Melee +6 masterwork whip (1d3, x2), or +7 Deft Maneuvers (+8 disarm or steal)
Ranged +6 bludgeon (1d4, x2, or weapon damage)

Spheres (CL 2nd; Spell level 1st; Concentration +6)
Casting tradition: Vermin Thoughts (Bonus SP: 1 per odd level)
Drawbacks: skilled casting (Knowledge [Nature]), somatic casting (2), animal shaman (mind), meld into dark (dark)
Boons: none

Dark Sphere: Create darkness
Dark Talents: Step Through Darkness
Mind Sphere: Suggestion (Charm); restricted to animals and vermin

Charms:
You may place charms on creatures. Charms require a standard action to use and have a range of Close. You may only use charms on targets that possess your own creature type (humanoid for humanoids, etc.) although the Expanded Mind talent changes this. Each charm has three strengths; lesser, greater, and powerful. Lesser charms are at-will abilities, but you may not target an individual creature more than once in a day with any individual lesser charm. Greater charms cost a spell point to use and powerful charms cost 2 points to use. You must possess the Powerful Charm talent before you may use any powerful charms.

Mind Talents: Mind Spy (Charm)
Telekinesis Sphere: (close range, 20 ft +5 per 5 CL, tiny items) Sustained Force, Hostile Lift, Bludgeon, Catch
Telekinesis Talents: Finesse, Flair, Tether, Powerful Telekinesis

Statistics
Str 10 Dex 16 Con 12
Int 19 Wis 10 Cha 8
Base Atk +2; CMB +2 (+7 Dex); CMD 17 (+2 vs deft maneuvers)
Feats Extra Magic Talent (Dark Sphere) (from race), Lingering Psionics, Deft Maneuvers
Skills (Only skills with ranks listed) No Armor Check Penalty
- Acrobatics +9 (3 ranks, +3 Dex, +3 class)
- Disable Device +12 (3 ranks, +3 Dex, +2 tools, +3 class, +1 trait)
- Knowledge (Geography) +11 (3 bg ranks, +4 Int, +3 class, +1 trait)
- Knowledge (Local) +10 (3 ranks, +4 Int, +3 class)
- Knowledge (Nature) +11 (3 ranks, +4 Int, +3 class, +1 trait)
- Knowledge (Planes) +10 (3 ranks, +4 Int, +3 class)
- Perception +8 (3 ranks, +3 class, +1 rat bones, +1 ESP)
- Sense Motive +7 (3 ranks, +3 class, +1 ESP)
- Sleight of Hand +6 (3 bg ranks, +3 Dex)
- Stealth +9 (3 ranks, +3 Dex, +3 class)
Languages Common, Dwarven, Elven, Gnome, Infernal, Orc
SQ Darkvision 60 ft, bullying, obscured heritage (SoP), fiendish resistance, prehensile tail, battlefield sense, casting, mental powers, psionics 4 + Int + 2 x Level per day (mind link, battlefield relay, telekinetic manipulation, share expertise) DC 10 + Level /2 + Int, spell pool Level + Int per day, ESP, evasion, pushed movement, trapsense +1
Traits Campaign: trap finder; Faith: devotee of the green
Favored Class Symbiat: +3 HP

Equipment:
Weapons and Armor
Masterwork cold iron dagger
Masterwork whip
Sap

Consumables
Acid x2
Alchemists fire x2
Antiplague
Antitoxin
Holy water x2
Potion of cure light wounds

Other Gear
Two-headed rat bones
Cloak of resistance +1
Quick runner’s shirt
Cold weather outfit
Furs
Mwk backpack
Rat + cage, tiny
100ft silk rope

Funds
46.99 gold

Two-Headed Rat Bones
* Masterwork Thieves Tools: +2 Disable Device
* Telekenetic Disarm (Negates -5 penalty for using Flair to perform disable device at a distance)
* Danger Sense (gains a +1 bonus on initiative rolls and gives a +1 bonus to perception. These bonuses increase by +1 every three levels thereafter: 3rd, 6th, 9th, etc)
* Trapspotter (Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.)

Background:
Puberty was a confusing time, because two very notable things happened simultaneously. One, The Thing in Her Head showed up, accompanied by waves of pain, and started talking to her, mocking and hungry and impatient to devour this new Morsel. Second, her horns started to grow in, her tongue elongated and split to resemble a serpent’s, and scaled, barbed tail grew from her backside. For her parents, the keepers of the Frozen Dream inn, this was a bit much. Luckily, running an inn full of treasure seekers, troublemakers, and wanderers meant that several of them could easily identify the problem: the innkeepers’ daughter was a tiefling.

Unfortunately, that didn't explain why she could no longer remember her name (instead going by what The Thing called her: its next Morsel), why she could move things without touching them, or why she could convince the cellar rats to steal sweets for her. Many in Issen blamed the fey, or orcish hexes, or dangerous stray magic leaking from Kagen’s mansion, or all three. All Morsel knew was that The Thing in Her Head, for all its posturing and hunger, its alien presence was bound to her and its power manifested through her. Their relationship blossomed into one of a tyrannical (but ultimately impotent and annoying) mentor and an exasperated (though quick witted) pupil. Whatever its origin, The Thing was undeniably knowledgeable. It knew the language and ways of vermin, of things that scuttled and hid, crawled and scavenged, wriggled and schemed, from the humble cockroach to nightmarish beasts covered in eyes and membranous wings that The Thing would mentally show Morsel. She found that if she could learn to think like The Thing, to articulate the opportunism and survival of verminous existence, she could draw on its otherworldly power.

Although Morsel’s parents grew from wary to accepting of their daughter’s strange new state, the townsfolk were less accepting. Her adolescence consisted of fighting dirty against the other village kids who taunted her, siccing all manner of bugs on the people who spat at her, and stealing from the superstitious merchants passing through town who openly stared at her. Life became unbearable - for Morsel, for the townsfolk, for The Thing - and soon she snuck off with a band of adventurers leaving her parents’ inn for opportunities on the horizon. She traveled to warmer places, offering her skills as a professional rat to all sorts. She smuggled contraband, she burgled lavish houses, she raided caravans, she worked with “adventurers” who were little more than glorified grave robbers. Always, though, her travels would lead her back to Issen, where she stayed at the Frozen Dream like the other . Something was different, this time, though. Call it a knack for sensing opportunity, but Morsel felt in her gut (and egged on by The Thing) that her next step was to check out Kagen’s place. The old man had left around the same time that she had for the first time, but he had never returned. Though the place was dripping in defensive magic, Morsel felt sure she could find a way past. Maybe the old man would have some information about why The Thing in Her Head had shown up. And if not, hey, the stuff in there was bound to be worth something.

Appearance and Personality:
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