Tsadok Goldtooth

Mor'targh's page

80 posts. Organized Play character for Marc just Marc.


Full Name

Vargh Mor'Targh

Race

| HP: 44/44| AC: 13 15 (12 Tch, 11 Fl) | CMB: +3, CMD: 15 | F: +5, R: +6, W: +8 | Init: +2 | Perc: +4, SM: +1

Classes/Levels

| Speed 30ft | Elemental Ray: 7/7, Orc Ferocity 1/1 Day | Spells: 1st 7/8 ; 2nd 7/7; 3rd 5/5 | Active conditions: Noble. Mage Armor

Gender

Male CN Half Orc (“Taldan”) Sorcerer (FIRE!!!!) 7

Size

Medium

Age

17

Alignment

CN

About Mor'targh

Vargh Mor'Targh
Male half-orc sorcerer 7
CG Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +1
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Defense
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AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 44 (7d6+14)
Fort +5, Ref +6, Will +8
Defensive Abilities orc ferocity; Resist fire 10
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +3 (1d4/19-20)
Bloodline Spell-Like Abilities (CL 7th; concentration +12)
. . 8/day—elemental ray (1d6+3 fire)
Sorcerer Spells Known (CL 7th; concentration +12)
. . 3rd (5/day)—fireball (DC 20), protection from energy, resinous skin[UC]
. . 2nd (7/day)—flaming sphere (DC 19), invisibility, scorching ray (bloodline energy type), see invisibility
. . 1st (8/day)—ant haul[APG] (DC 11), burning hands (bloodline energy type) (DC 18), detect secret doors, endure elements, enlarge person (DC 16), heightened awareness[ACG], mage armor, touch of the sea[APG] (DC 16), vanish[APG] (DC 16)
. . 0 (at will)—dancing lights, detect magic, flare (DC 16), light, open/close (DC 15), prestidigitation, read magic
. . Bloodline Elemental
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Statistics
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Str 10, Dex 14, Con 12, Int 11, Wis 13, Cha 20
Base Atk +3; CMB +3; CMD 15
Feats Elemental Focus[APG], Eschew Materials, Point-Blank Shot, Precise Shot, Skill Focus (Knowledge [nobility]), Spell Focus (evocation)
Traits fires of hell, reactionary
Skills Acrobatics -1 (-5 to jump), Intimidate +7, Knowledge (arcana) +5, Knowledge (nobility) +4, Knowledge (planes) +5, Spellcraft +10, Use Magic Device +10; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ bloodline arcana (change energy damage spells to match bloodline energy), orc blood
Combat Gear potion of spider climb, potion of water breathing (2), wand of infernal healing (50 charges), alchemist's fire (5), oil (10); Other Gear dagger, eastern star ioun stone, amulet of natural armor +1, cloak of resistance +2, headband of alluring charisma +2, page of spell knowledge (ant haul)[UE], page of spell knowledge (endure elements)[UE], page of spell knowledge (mage armor)[UE], backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 3,838 gp
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Tracked Resources
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Alchemist's fire - 0/5
Comprehend Languages - 0/0
Dagger - 0/1
Elemental Ray (1d6+3 fire, 8/day) (Sp) - 0/8
Fires of Hell (5 rounds, 1/day) (Su) - 0/1
Ioun stone (eastern star) - 0/1
Orc Ferocity (1/day) - 0/1
Potion of spider climb - 0/1
Potion of water breathing - 0/2
Torch - 0/10
Trail rations - 0/5
Wand of infernal healing (50 charges) - 39/50
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Special Abilities
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Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Fire energy.
Darkvision (60 feet) You can see in the dark (black and white only).
Elemental Focus (Fire) +1 DC to spells that deal damage of the chosen energy.
Elemental Ray (1d6+3 fire, 8/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.

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