Eldran Tesh

Morvius Charthagnion III's page

361 posts. Organized Play character for Merck.


Race

Lore Oracle lvl 4 [ HP 35/35 | AC 20 T 14 FF 16 | CMD 15 | F +4 R +6 W +5 | Init +0 Per +1]

Age

20

Alignment

NG

Deity

Iomedae

Languages

Common, Celestial

About Morvius Charthagnion III

PFS # 35561-4
STR 18, DEX 7(18), CON 14, INT 12, WIS 10, CHA 18
Angel Blooded Aasimar (Human - Scion of Humanity trait)
Male
Medium Size
Oracle, Lore Mystery lvl 4

COMBAT STATS
BaB +3
Init +0; Senses Perception 1, Darkvision 60 ft.
CMB +7 (+3BaB +4strength)
CMD 15 (+3BaB +4strength -2dexterity +10)
Favored class Oracle (+4HP at lvl 4)

DEFENSE
AC 20, touch 14, flat-footed 16 (+6 armor, +4 Cha)
Resistences Acid 5, Cold 5, Electricity 5
HP 35/35 (4d8+8)(+4 Favored Class)
Fort +4 (+4 vs disease)
Ref +6
Will +5

OFFENSE
Speed 30 ft, 20 ft Armored
Melee +1 Glaive +8 (d10+7/x3)
Melee Alchemical Silver Mwk Heavy Mace +8 (1d8+6/x2)
Melee Cold Iron Mwk Morningstar +8 (1d8+6/x2)
Melee Cestus +7 (1d4+4/19-20x2)
Melee Dagger +7 (1d4+4/19-20x2)
Ranged Sling +1 (1d4+4/x2), range 50ft.
Space 5 ft; Reach 5 ft

TRAITS
Reactionary: +2 initiative checks
Bully: You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.

FEATS
Intimidating Prowess
Power Attack

SKILLS
Appraise 5 (3+1rank+1int)
Diplomacy 4 (3+1rank+4cha-4curse)
Intimidate 16 (3+4rank+4cha+4str+1trait)
Heal 7 (3+2rank+0wis+2racial)
Knowledge Arcana 5 (3+1rank+1int)
Knowledge Dungeoneering 5 (3+1rank+1int)
Knowledge Engineering 5 (3+1rank+1int)
Knowledge Geography 5 (3+1rank+1int)
Knowledge History 5 (3+1rank+1int)
Knowledge Local 5 (3+1rank+1int)
Knowledge Nature 5 (3+1rank+1int)
Knowledge Nobility 5 (3+1rank+1int)
Knowledge Planes 7 (3+1rank+1int+2racial)
Knowledge Religion 5 (3+1rank+1int)
Perception 1 (0+1+0)
Sense Motive 4 (3+1rank+0wisl)
Spellcraft 5 (3+1rank+1int)

SPELLS:

Know

Orisons:

Stabilize
Detect Magic
Read Magic
Light
Guidence
Resistance

1st LVL:

Cure Light Wounds
Command
Divine Favor
Identify

2nd LVL:
Tongues
Communal Protection from Evil

Spells per Day

1st lvl: 7/7
2nd lvl: 4/4

EQUIPMENT:

+1 Glaive (S), 1d10dmg, crit x3, reach, boon prize, 1700gp, 10 lbs.
Cold Iron Mwk Morningstar (B and P), 1d8 dmg, crit x2, 316 gp, 6 lbs.
Alchemical Silver Mwk Heavy Mace (B), 1d8 dmg, crit x2, 402 gp, 8 lbs.
Breastplate (6/3/-4), 200gp, 30 lbs.
Light Wooden Shield (+1/—/–1), 3 gp, 5 lbs.
Cestus (B or P) 1d4 dmg, crit 19-20x2, 5gp, 1 lbs
Dagger (P or S), 1D4 dmg, crit 19-20 x2, 2gp, 1 lbs
Sling (B), dmg 1d4+3, crit x2, range 50ft.
Backpack, 2gp, 2 lbs
Noble's outfit 75 gp
Jewerly 100gp
2x Oils of Bless Weapon 2x50gp.
Silver Holy Symbol of Iomedae, 25gp, 1 lbs.
Bedroll, 0.01gp, 5 lbs
Flint and Steel, 1gp, - lbs 49
Grappling Hook, 1gp, 4 lbs
Belt Pouch, 1gp, 1/2 lbs
Hemp Rope (50ft.), 1 gp, 10 lbs 68
Waterskin, 1gp, 4 lbs
Explorer's Outfit, 8 lbs
Spell component pouch, 5gp, 2 lbs
20x sling bullets 2 sp
5x Trail Rations, 0.15gp, 3 lbs
Oil x3
Wand of Cure Light Wounds 45/50 charges
Wand of Bless 49/50 charges
Cloak of Resistence, $1000gp

Money left: 1816
Total equipment weight: lbs
Equipment carried on his body: lbs
Equipment carried on backpack: lbs

LORE MYSTERY:

Class Skills:
An oracle with the lore mystery adds Appraise, Spellcraft, and all Knowledge skills to her list of class skills.

Bonus Spells:
identify (2nd), tongues (4th), locate object (6th), legend lore (8th), contact other plane (10th), mass owl’s wisdom (12th), vision (14th), moment of prescience (16th), time stop (18th).

REVELATIONS:
Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity.

Focused Trance (Ex): You can enter a deep meditation, blocking out visual and auditory stimuli and allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can only take move actions. During this period, you gain a bonus equal to your level on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a single Intelligence-based skill check with a +20 circumstance bonus. You may enter your focused trance a number of times per day equal to your Charisma modifier.

CURSE - Wasting:

You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 competence bonus on saves made against disease.

At 5th level, you are immune to the sickened condition (but not nauseated).

At 10th level, you gain immunity to disease.

At 15th level, you are immune to the nauseated condition.

RACIAL TRAITS:

Ability Score Racial Traits: Angel Blooded aasimars gain +2 Strength and +2 Charisma.

Type: Aasimars are outsiders with the native subtype.

Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.

Base Speed: Aasimars have a base speed of 30 feet.

Scion of Humanity: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Languages: Aasimars begin play speaking Common and Celestial ( not Morvius). Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Skilled: Angle-Blooded Aasimar have a +2 racial bonus on Heal and Knowledge the Planes checks.

Spell-Like Ability (Sp): Angel-Blooded aasimars can use Alterself once per day as a spell-like ability (caster level equal to the aasimar's class level).

Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

BACKSTORY:

Morvius is the only heir to a minor noble house of Oppara. His aging parents had already given up on children when Magda Charthagnoin found herself with child. But the joy of the family did not last. Her pregnancy was a difficult one and the baby was born sick and premature. Watching the life of his son waste away with every breath a desperate Morvius Charthagnion II begged for help in the city's main temples and spent most of the family's fortune in donations. In the end it was a High Priestess of Iomedae that managed to operated a true miracle. Every night during a three years she would visit the Charthagnion's manor to ministrate her god's blessings upon young Morvius.

While never truly becoming a healthy child he survived and as a side effect of his treatment developed a special connection with the Inheritor. Since his young age the noble displayed the ability to spontaneously cast divine magic and his body was forever changed by the celestial blessings. As the years went by, under the cleric's guidence, he was able to horn his abilities to the level of a regular priest.

Gaunt and with premature gray hair Morvius frail frame hides a strong and capable young man. During childhood he was very shy and spent most of his free hours helping in his goddess's temple or surrounded by books, the heroes in the tomes would never make fun of his sickness like the other children. But now that he is a grown man and a graduated student he has other plans.

Morvius joined the Pathfinder Society and make a name for himself and reclaim the Charthagnion's lost fortune, to the dismay of his parents. He states that his goal is to advertise the glory of the Inheritor to the people of Taldor but in truth the Society is a way for him to prove himself above his crippled body and cast away the ghosts of his childhood.

Boons:

Mendevian Weapon Training:
Queen Galfrey of Mendev understands both that poorly equipped crusaders are of little use to the ongoing war against demonkind and that an inadequately trained crusader cannot make effective use of good equipment. As a result, those who dedicate themselves to the Fifth Crusade have access to training and equipment that might not otherwise be available. When you would be permitted a Day Job check, you may instead spend 4 Prestige Points to receive intensive training with a specific weapon or suit of armor. You receive a masterwork version of the weapon or armor, and you gain proficiency in that specific weapon or armor (but not others of its type). If you are already proficient with the selected armor or weapon, you instead gain a +2 bonus to CMD against disarm and sunder combat maneuvers targeting the chosen item.

Choose the weapon or armor from the following list: breastplate, glaive, heavy shield, or longsword.