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About MortharDiplomat:
Morthar in an act that made him well known in both the noble and champion districts served as an ambassador between two families with a long and brutal blood feud. He successfully managed to mend relations between these two families, the Farfell's of the noble District and the Redvales of the Champion district upon his arrival in the city but a year ago... Since then Morthar has found a steady stream of work as a professional "mediator" for Nobles, Merchants and even the occasional star crossed pair of lovers... Of course he charges a fee and this job helps him learn of important secrets and influential vices... Pact:
Morthar was born a slave in Cheliax and was used by a lazy student of one of Cheliax's lesser known Academae of magic... Unfortunately for the idiot it turned out that Morthar was far more intelligent then he had ever been... While the "master" was out drinking Morthar was busy digesting the information contained in the numerous books of lore that lay scattered around the quarters of the brat. He learned Infernal, Abyssal and Celestial within the course of two years and in another two would become powerful enough to destroy his master... Morthar tampered with the magical circle of his "master" in a slight but devastating way, when his "master" performed the summoning spell for a hellhound the circle did not protect him from the creature... Morthar then made his escape and struck out into the wilderness of Cheliax to strike his Pact, his years of listening to his master and other students he brought to his bed had given him loads of information concerning the numerous vices of the Academae... In a darkened basement of a manse in ruins Morthar called forth a Bone Devil or Osyluth from the depths of Hell. He had taken great preparations in his summoning, first he had chosen a "new" Osyluth (aka one with little experience in pacts) and struck a bargain with it... Instead of offering his soul Morthar offered the creature valuable information concerning the students, teachers and even the headmaster of the Academae... In exchange for power Morthar tells the Osyluth of the numerous mortal vices and secrets that he gathers, Morthar always makes sure to know the business of everyone where he ends up so that he can feed his patron on the less valuable secrets and vices, Morthar does this well... stats:
Male human warlock (Devil Pact) 1 LE Medium humanoid (human) Init +4; Senses Perception +0 DEFENSE AC 14, touch 10, flat-footed 14 (+4 armor)
OFFENSE Speed 30 ft.
STATISTICS Str 10, Dex 10, Con 10, Int 16, Wis 10, Cha 18 (16+2)
Personality/goals:
Morthar is a true diabolist, he is not some wizards washout apprentice desperately bargaining for even a shred of power... Morthar in addition to his diabolical powers possesses exceptional charisma and focus, he is a keen bargainer and well aware of the effects reputation can have on others. Morthar is also highly political, where as another diabolist might seek out long lost magical artifacts for power Morthar prefers to manipulate others to gain power. Morthar understands and acknowledges the power of magic and respects it however he considers political power to be superior to it in most instances.
Morthar's main goal is to become the ruler of Sasserine in everything except name. To do this he is focused upon building up contacts, informants and allies from all sectors of societies. Whether they be from the grungy district of Shadowshore or from the gilded Halls of the Nobility Morthar will build up his powerbase and eventually takeover all of Sasserine... appearance:
Morthar's face is a intriguing one, while he does not fit the term "handsome" he draws others to him easily... His face is like that of a scholar, inquisitive and hawk like. His eyes are black, a side effect of his pact. He maintains a goatee and his hair is pure black, in contrast to his skin which seems to always be pale even when exposed to sunlight... He wears a chain shirt composed of red links and a cloak and hood of black material. Morthar stands at just under six feet tall and walks with the gate of a man who has seen and fought much and lived to tell the tale... Pact Tongue:
Pact Tongue School enchantment (compulsion) Spell Level 1 Casting Time 1 standard action Components S, V Range Close (25 ft. + 5 ft/level) and personal Target One creature that speaks a language Effect The caster simultaneously learns the tongue of a nearby creature and binds that creature to speak truthfully. The caster learns a single language spoken by the target creature as per the comprehend language spell (and thus cannot speak the language himself). Additionally, the target creature is treated as though it were within the area of a zone of truth . Duration 1 min /level Saving Throw Will negates; Spell Resistance yes Lash of the Slaver:
-Lash of the Slaver: By reshaping the fell energies that normally form her mystical blasts, an invoker can form her dark powers into a tool of possession and enslavement known as a “slaver’s lash” as a move action. A slaver’s lash resembles a sinisterlooking whip and may function as such. The invoker is proficient in this whip. Additionally, the invoker may make a touch attack with this whip against a creature within 15 feet. If the test is successful, the slaver’s lash wraps around the target creature and latches on with unearthly strength. The lash remains attached to creatures as long as the invoker continues to concentrate on it each round. Each round as a free action, the invoker may give the creature a single command. On the creature’s next turn, it must make a Will save to avoid carrying out the command in place of taking its own actions. While attached to a creature, the lash will grow or retract as much as needed to remain taut and attached to the creature regardless of how far the creature moves from the invoker. An Escape Artist test with a DC equal to 10 + the invoker’s class level + the invoker’s Charisma modifier allows a creature to escape from the lash. The lash may be sundered like a normal whip, though the invoker may reshape it as a move action. While the invoker’s mystic blast is in the shape of a whip, she may not use her mystic blast as she normally would (and attacks with the lash deal damage as a normal whip rather than as a mystic blast). Changing a mystic blast to and from lash form is a move action or as part of an attack made with the lash of the slaver made as a standard action. It can also be changed as part of any mystic blast. Tempter:
The invoker has gained unnatural charisma in exchange for turning her fellow mortals towards evil. She may use charm person as a spell-like ability with a caster level equal to her class level a number of times each day equal to her Charisma modifier. At 6th level, she may use her daily uses of this ability to cast suggestion instead. At 12th level, she may expend two uses of this ability to cast mass suggestion . At 16th level, she may expend two uses of this ability to cast dominate person or charm monster. In order to continue benefitting from this ability, the invoker must attempt to persuade a living creature to commit an act they would consider immoral at least once each week. If the invoker fails to tempt a living creature in this way, she loses access to her mystic blast class feature until she has done so. Mystic Blast:
Mystic Blast (Sp:) Even the greenest of invokers can easily learn to manipulate their eldritch power as though it were a newfound limb. At will the invoker may make an attack with her mystic blast as a standard action. Mystic blasts are ranged touch attacks that deal damage. Normally this damage is untyped, but she my chose to make this damage of a type based on of her pact (as described in the pact class feature below). Changing the damage type is a free action. The invoker’s mystic blast does 1d6 damage at first level and an additional 1d6 damage every two levels thereafter. Mystic blasts have a range increment of 60 feet and a X2 critical modifier. An invoker’s effective caster for her mystic blast is equal to her invoker level. |