Male LN tempered pilgrim witchwyrd operative 4 | SP 20/20 HP 28/28 RP 4/4 | EAC 14; KAC 15 | Fort +0; Ref +6; Will +5 | Init: +4 | Perc: +9, SM: +10
About Morvruul the Merchant
Morvruul the Merchant
Male witchwyrd tempered pilgrim[pw] operative 4 Alien Archive 123
LN Medium monstrous humanoid
Init +4; Senses darkvision 60 ft.; Perception +9
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DefenseSP 20 HP 28 RP 4
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EAC 14; KAC 15
Fort +0; Ref +6; Will +5
Defensive Abilities absorb force, evasion
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Offense
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Speed 40 ft.
Melee tactical baton +5 (1d4+2 B; analog, operative, thrown) or
. . tactical sword cane +5 (1d4+2 P; analog, operative; critical bleed 1d3)
Ranged survival flare gun +5 (1d3+2 F; analog, bright; critical burn 1d6) or
. . tactical baton +3 (1d4+2 B; analog, operative, thrown) or
. . tactical semi-auto pistol +5 (1d6+2 P; analog)
Offensive Abilities debilitating trick, trick attack +1d8
Spell-Like Abilities (CL 4th)
. . 1/day—magic missile
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Statistics
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Str 10 (+0); Dex 15 (+2); Con 8 (-1); Int 14 (+2); Wis 12 (+1); Cha 14 (+2)
Skills Bluff +14 (spy: +4 to Bluff checks to make trick attacks), Computers +11 (4 ranks), Culture +12, Diplomacy +7, Disguise +12, Engineering +11 (4 ranks), Intimidate +11, Mysticism +8, Perception +9, Piloting +11 (4 ranks), Profession (Merchant) +14 (+15 to earn a living), Sense Motive +10, Sleight Of Hand +11; (theme knowledge (tempered pilgrim))
Feats Masked Visage[COM][COM], Skill Focus (Bluff), Skill Focus (Disguise), Skill Focus (mysticism)
Languages Abyssal, Akitonian, Aklo, Common, Cyrunian, Drow, Eoxian, Goblin, Kasatha, Shirren, Shobhad, Vercite, Vesk
Other Abilities basic hireling access (+4), digital presence, expert blackmail, four-armed, holographic clone, spy, without a trace[COM]
Other Gear freebooter armor I, survival flare gun with 1 flares, tactical baton, tactical semi-auto pistol with 9 small arm rounds, tactical sword cane[PW], disguise kit, engineering tool kit, formal clothing, holoskin, industrial backpack, mk 1 havoc charge[TR], personal comm unit, professional clothing, professional's tools, toolkit (hacking), trapsmith's tools, credstick (7,400 credits)
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Special Abilities
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Absorb Force (Su) As a reaction, a witchwyrd can use any number of its free hands to catch magic missiles (from the spell of the same name) fired at it. Doing so absorbs the missile and manifests as a glowing nimbus around that hand (which is no longer considered free). The energy lasts 6 rounds or until it is used to create an additional force bolt. To use this ability, the witchwyrd must be aware of the incoming magic missile and cannot be flat-footed.
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Masked Visage - With his face concealed, Morvruul can be inscrutable. While a mask obscures his face, Morvruul gains a +2 circumstance bonus to Bluff checks to lie. DCs of Sense Motive attempts against Morvruul increase by 2, as does the DC of Intimidate attempts to bully him.
Force Bolt(Su) – Morvruul can cast magic missile as a spell-like ability once per day. For every two magic missiles caught using his absorb force ability, Morvruul can use his force bolt ability an additional time each day.
Four-armed – Morvruul has four arms, which allows him to wield and hold up to four hands’ worth of weapons and equipment. While his multiple arms increase the number of items he can have at the ready, it doesn’t increase the number of attacks he can make during combat.
Haggler – Morvruul receives a +2 racial bonus to Bluff and Diplomacy checks
Operatives Edge – Morvruul has a +3 insight bonus to initiative checks and to skill checks.
Specialization (Spy) – Morvruul can attempt a Bluff check with a +4 bonus to make a trick attack by using the surroundings to his advantage.
Trick Attack - Morvruul can move up to his speed as full round action and then make an attack with a melee weapon with the operative special ability or any small arm. Just before he makes the attack, Morvruul may attempt a Bluff (at +17), Intimidate, Stealth check(DC=20+target’s CR) If successful at the check, Morvruul deals an additional 1d8 damage to the target and the target is flat-footed.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Starfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Experience 2 XP
Slotted Faction Dataphiles
Wealth 396 Credits
Reputation 4 Fame, 4 Global Reputation
Reputation with Acquisitives: 0
Reputation with Dataphiles: 4
Reputation with Exoguardians: 0
Reputation with Second Seekers (Luwazi Elsebo): 0
Reputation with Wayfinders: 0
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“Morvruul the Merchant”
Operative 1
LN Witchwyrd tempered pilgrim operative
Init +3; Senses Perc +5 (darkvision, 60 ft.), SM +5
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Defense
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EAC 14, KAC15
SP 5 HP 10 RP 3
Fort -1, Ref +4, Will +3
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Offense
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Speed 30 ft.
Melee baton, tactical +2 (1d4 B)
Melee sword cane +2 (1d4 S, crit 1d3 bleed)
Ranged semi-auto pistol +2 (1d6 P. 30 ft.)
Ranged flare gun, survival +2 (1d3 F. 30 ft.)
Space 5 ft.; Reach 5 ft.
Special Attacks
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Statistics
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Str 10, Dex 15, Con 8, Int 14, Wis 12, Cha 14
Skills Bluff +11,** Computers +7, Culture +7, Diplomacy +9,** Disguise +9, Engineering +7, Intimidate +7, Mysticism +6, Perception +6, Piloting +7, Profession (merchant) +14,*, Sense Motive +6
* With bonuses from tool kit and clothing ** Racial bonuses
Starship-Combat Version of Skills
Encourage (+9 Diplomacy)
Taunt (+6 Intimidate)
Science +7
Engineering +7
Gunnery +3
Feats Skill Synergy (Mysticism, Profession (merchant))
Languages Common, Cyrunian, Akitonian, Kasatha, Shobhad
Other Abilities Absorb Force (Su) – As a reaction, Morvruul can use any number of his free hands to catch magic missiles (from the spell of the same name) fired at him. Doing so absorbs the missile and manifests as a glowing nimbus around that hand (which is no longer considered free). The energy lasts 6 rounds or until it is used to create an additional force bolt (see below). To use this ability, Morvruul must be aware of the incoming magic missile and cannot be flat-footed.
Force Bolt(Su) – Morvruul can cast magic missile as a spell-like ability once per day. For every two magic missiles caught using his absorb force ability, Morvruul can use his force bolt ability an additional time each day.
Four-armed – Morvruul has four arms, which allows him to wield and hold up to four hands’ worth of weapons and equipment. While his multiple arms increase the number of items he can have at the ready, it doesn’t increase the number of attacks he can make during combat.
Haggler – Morvruul receives a +2 racial bonus to Bluff and Diplomacy checks
Combat Gear comm unit, tool kit (merchant), tactical baton, pistol (semi-auto tactical), holoskin, sword cane, survival flare gun, disguise kit, engineering kit, trapsmith's tool kit,
hacking kit, industrial backpack, professional clothing, freebooter armor I (+2 EAC, +3 KAC)
Other Gear
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Special Abilities
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Operatives Edge – Morvruul has a +1 insight bonus to initiative checks and to skill checks.
Specialization (Spy) – Morvruul can attempt a Bluff check with a +4 bonus to make a trick attack by using the surroundings to his advantage.
Trick Attack - Morvruul can move up to his speed as full round action and then make an attack with a melee weapon with the operative special ability or any small arm. Just before he makes the attack, Morvruul may attempt a Bluff (at +11), Intimidate, Stealth check(DC=20+target’s CR) If successful at the check, Morvruul deals an additional 1d4 damage to the target and the target is flat-footed.
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Boons Slotted this Adventure
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Ally: Faction: Dataphiles
Personal: Witchwyrd Heritage
Promotional: Record Keeper
Social: Faction's Friend
Starship: Hero of the Stars
Slotless: Starfinder Insignia, Marked Field Agent, Star Sugar Heartlove!!!
All My Boons:
Witchwyrd Heritage (Personal)
Dataphiles Champion (Faction)
Faction's Friend (Social)
Hero of the Stars (Starship Boon; Limited Use)
Starfinder Insignia (Slotless Boon):
Marked Field Agent (Slotless Boon)
Star Sugar Heartlove!!!