Aspis Agent

Murdoch McCorey's page

38 posts. Organized Play character for Michael Riter.


Full Name

Murdoch McCorey

Race

Dwarf

Classes/Levels

Dwarf Barbarian 1 | HP: 15 | AC: 17 T: 12 FF: 15 | CMD: 16 | F: +5 R: +2 W: +3 | Init: +4 | Perc: +6| Speed: 30' |

Gender

Male

Size

Medium

Age

112

Alignment

Neutral

Deity

Norgorber

Location

Cheliax

Languages

Common, Dwarf

Occupation

Assassin

Strength 16
Dexterity 14
Constitution 16
Intelligence 12
Wisdom 14
Charisma 5

About Murdoch McCorey

Murdoch McCorey is a strange dwarf in many respects: he enjoys the company of humans more than his own kinsmen, he prefers the thrill of battle more than the pounding of hammers on hot steel... and he holds no love for the gods of the dwarven pantheon.

A devotee of The Reaper of Reputation, Murdoch loves the political games of those within the Inner Sea, and though he has no particular skill with words, Murdoch has found an exhilarating role as a mercenary and enforcer for various merchant guilds within the Inner Sea region. Working with all sorts of merchants, he has made friends with the Sczarni, Qadira, and now the Aspis Consortium. Upon the merger between Qadira and the Sczarni families, the Consortium's higher ups assigned him to join this new Exchange to gather information and help it grow by any means possible. The growth of the Exchange after all... would be beneficial to the Aspis Consortium in the long term. He was told not to return until he has been made a Venture-Captain.

Taking this advice as seriously as possible, Murdoch has done everything he could to earn the trust and respect of his fellow Pathfinders, even taking on missions which are detrimental to the Consortium in the short term. Though Murdoch would be the first to claim his allegiance to the Consortium, he completes his missions against them with such ruthless efficiency, that one must wonder if he hasn't completely switched to the side of the Pathfinder Society.

Stats:
[SIZE=+1]Murdoch McCorey[/SIZE]
Medium Neutral Dwarf Barbarian, Level 1, Init +4, HP 15/15, Speed 30 feet
AC 17, Touch 12, Flat-footed 15, CMD 16, Fort +5, Ref +2, Will +3, CMB +4, Base Attack Bonus 1
Scythe (2d4, x4)
Scale Mail (+5 Armor, +2 Dex)
Abilities Str 16, Dex 14, Con 16, Int 7, Wis 14, Cha 10
Condition None
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Reactionary: You were bullied often as a child, but never
quite developed an offensive response. Instead, you became
adept at anticipating sudden attacks and reacting to danger
quickly. You gain a +2 trait bonus on Initiative checks.

Indomitable Faith: You were born in a region where
your faith was not popular, yet you never abandoned it.
Your constant struggle to maintain your own faith has
bolstered your drive; you gain a +1 trait bonus on Will

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Interesting Moments in the life of Murdoch McCorey:

-On his very first mission as a Pathfinder, Murdoch was beset by hideous undead creatures upon entering the Blakros Museum. Six seconds (one round) and two natural 20s later, Murdoch was calmly wiping his scythe from the mess of undead parts which were scattered across the room. It was the first time he had ever swung that weapon.

Later that very same day, he found a mask which acted as the symbol of his god Norgorber. He promptly decided the Blakros Museum had no use of it, and kept it for himself, having worn it ever since.

-After being beset by members of the Steel Wyverns, Murdoch convinced them to let him join the gang, getting a tattoo on his left shoulder. Later that day, he killed the Steel Wyverns one by one, leaving him the last surviving member, and de facto leader of the gang.

-Having been sent to the Segang Jungle, Murdoch found himself in a life or death battle with an asura. After he and his allies valiantly defeated the creature, Murdoch spent the back to Absalom preparing the creature's hide as an additional accessory to his attire. Now, Murdoch's armor has a set of terrifying ebony wings protruding from the back, making him seem more like the warlike asura.

All other information on Murdoch is outdated. He praises Lissala now. That is all you have to know.