Sanvil Trett

Muroi I's page

184 posts. Organized Play character for gfvelastegui.


Full Name

Muroi I

Race

Halfling

Classes/Levels

Sorcerer (Starsoul) 2 - HP 14/14, AC 13, T 13, FF 11, F +3, R +4, W +5, Initiative +2, Perception +2, Concentration +5

Gender

Male

Size

Small

Age

20

Alignment

Neutral

Deity

Nethys

Location

Absalom

Languages

Common, Halfling, Gnome, Dwarven

Strength 8
Dexterity 14
Constitution 13
Intelligence 14
Wisdom 10
Charisma 18

About Muroi I

PFS #:
# 8587-2

Muroi I
Male Halfling / Sorcerer (Starsoul) / 2
N Small humanoid (halfling)
Initiative +2; Keen Senses, Perception +2


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Defense
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AC 13, touch 13, flat-footed 11 (+0 Armor, +2 Dex, +1 small)
hp 14 (2d6+4)(+10 Second Level, +2 Con, + 2 favored class)
Fort +3, Ref +4, Will +5 (+2 against fear)
CMD +11


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Offense
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Speed 20 ft.
Melee dagger +1 (1d3-1/19-20x2)
Concentration checks +5 (+4 casting on the defensive or while grappled.)


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Statistics
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Str 8, Dex 14, Con 13, Int 14, Wis 10, Cha 18

Base Atk +1; CMB -1; CMD 11

Feats:

- Combat Casting:

You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

- Eschew Materials:

You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Traits

- Mathematical Prodigy::

You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you. Knowledge (engineering) Class skill.

- Whistleblower::

You are wise to the scheme of liars, thieves, and cheats, granting you a +1 bonus on Sense Motive checks, and that skill becomes a class skill for you.

Skills
Acrobatics (Dex) +2
Appraise (Int) +2
Bluff (Cha) +8 (1 Rank)
Climb (Str) +1
Fly (Dex) +2
Intimidate (Cha) +8 (1 Rank)
Knowledge (arcana) (Int) +7 (1 Rank)
Knowledge (history) (Int) +7 (1 Rank)
Knowledge (nature) (Int) +2
Knowledge (engineering) (Int) +3
Perception (Wis) +2
Sense Motive (Wis) +9 (1 Rank)
Spellcraft (Int) +7 (2 Rank)
Stealth (Dex) +6 (1 Rank)

Languages: Common, Halfling, Gnome, Dwarven

Combat Gear: Dagger (2,00 GP, 0,50 lb.), Cloak of Resistance +1 (1.000,00 GP, 1,00 lb.)
Other Gear: Backpack (empty) (2,00 GP, 0,50 lb.), Bedroll (0,10 GP, 1,25 lb.), Blanket, winter (0,50 GP, 0,75 lb.), Case, map or scroll (1,00 GP, 0,50 lb.), 2 Pouches, belt (empty) (2,00 GP, 0,25 lb.), Rope, silk (50 ft.) (10,00 GP, 5,00 lb.)
Money: PP 0, GP 999, SP 4, CP 0

Carrying Weight 9,75 lb. Light Load.


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Special Abilities, Racial Traits, Bloodline, Boons
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- Small:

Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

- Slow Speed:

Halflings have a base speed of 20 feet.

- Fearless:

Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

- Halfling Luck:

Halflings receive a +1 racial bonus on all saving throws.

- Keen Senses:

Halflings receive a +2 racial bonus on Perception skill checks.

- Sure-Footed:

Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.

- Minute Meteors (Sp):

At 1st level, you can summon a rain of tiny meteorites as a standard action to fall in a 5-foot column, 30 feet high, with a range of 30 feet. The meteors inflict 1d4 points of fire damage + 1 per 2 sorcerer levels. A Reflex save negates this damage. The save DC is equal to 15. You may use this ability a number of times per day equal to 7. 7/7

- Bloodline Arcana:

Whenever you cast an evocation spell, targets that fail their saves are dazzled by tiny sparkling starlights for 1 round per level of the spell.

- Cantrips:

Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

- Explore, Report, Cooperate:

You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you make - such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item- would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

- Prized Find:

You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).

- Azlanti Wonders:

While interviewing the Azlanti general Krahnaliara Lac Suhn, you learned the location of an Azlanti site that might have survived millennia or tragedy and looting. When you adventure in a ruin, archaeological site, or other structure that predates Earthfall (approximately 10.000 years ago, including more Azlanti and Thassilonian sites), you can cross this boon of your Chronicle sheet and choose two of the following: AC, attack rolls, saving throws, or skill checks. For the duration of the adventure while you are exploring the site, you gainf a +1 insight bonus on the selected rolls or to your Armor Class.

- Timelost Chronicler:

You have journeyed through the ancient serpentfolk city of Sessegishoss and witnessed the fall of the Starstone, granting you a remarkable perspective of Golarion´s history. You gain a permanent +1 bonus on Knowledge (history) checks from your first-hand knowledge. Once per scenario you may call on the nascent power granted by your exposure to the falling Starstone to find inner greatness, granting you a +1 morale bonus to a single d20 roll. You must declare your use of this power before the roll is made.

- Ragdya's Blessing:

Due to the respect you showed to the Vudran god Ragdya's sacred animal, you have received that deity's blessing. You may cross this boon off your Chronicle sheet to gain a climb speed of 20 feet for 1d4 rounds. For 1 round after this boon expires, if you would fall due to failing a Climb check, you fall slowly as if affected by feather fall (CL 1st) so long as you remain adjacent to a wall or other solid surface.

- Inside Knowledge:

As a former member of the Aspis Consortium, Magali Delroya is well informed about the organization’s activities, and she shares some of her information with you. You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon of the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.

- Lord Avid’s Recommendation:

Lord Avid is impressed that you managed to complete your mission without using his writ, and he speaks highly of your discretion. You gain a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross this boon of your Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based skill check increases to +4 , and you can apply it while interacting with anyone on the Isle of Kortos.


==Spells==

Spells per Day Level 1: 5/5
------------ Level 0 ------------
DC14
- DETECT MAGIC
- READ MAGIC
- RAY OF FROST (Ranged touch attack +4)
- DISRUPT UNDEAD (Ranged touch attack +4)
- FLARE
------------ Level 1 ------------
DC15
- MAGIC MISSILE
- RAY OF ENFEEBLEMENT (Ranged touch attack +4)

+5 Concentration checks (+4 casting on the defensive or while grappled.)

Backstory:

My parents came to Brevoy many years ago, looking for freedom. They learned that The Fifth River Freedom denounces slavery as an abomination, so they knew this place would be their home. My parents had good luck avoiding the slaveholders of the road. When they arrived they were moving around the northern Brevoy, until they established in Port Ice. They fell in love of this cold city, where most of time, we live covered with snow and ice.

My parents taught me mathematics since I was just a kid, I remember during my free time I enjoyed resolving math problems. Anyway, the winter was so hard that few people could leave from their homes. We have never experienced problems with people from Brevoy. My father worked as an accountant for the city's resources. It was a good job for a foreigner, because he was responsible for the lives of people in the city during the winter.

I was born inside of the walls of Port Ice. Three years ago, I discovered that I can use magic. I don´t know how or why, and my parents neither know. I visit the wizard in the city and he has taught me to control somehow my powers. At least, I don´t hurt anyone on purpose. I love this city, but I have curious to know what can be found beyond the walls. Two months ago, a group of the Liberty's Edge came to give us the news they were looking for champions who will face a mission in Absalom. I saw my opportunity to win wealthy and grandeur, so I joined.

Finally, let me tell you how I discovered magic in me. It was the fifth night of summer; I was lying in my garden, looking to the sky, watching the stars. They were so bright, so beautiful. For a moment, I wished to touch them. Suddenly, a rain of tiny stars or rock or whatever it was fell and hit me. I almost died. My mom found me the next day in the garden. I remember being on my bed when I finally woke up. My mom and my dad didn´t believe my story about what happened and every time I try to talk about it, they change the subject. I started to look for someone who can explain me about this event and it is how I met the wizard of Port Ice. He listened to my story and explained me that my blood is linked somehow with an ancestor with magic powers. He taught me how to control my powers and other basic spells like read magic, detect magic and some others. He was the person who gave me books to learn about arcana and nature. Since that day, I spend my time studying and working to help my family. I help to an engineer to repair and construct houses, barns, silos, and other buildings that help Port Ice´s people. Math is helpful in this job. That was my life until I heard about the Liberty's Edge.

Scenarios finished:

- Pathfinder Society Scenario #6–10: The Wounded Wisp. Event:#58272. XP: +1. Prestige +2. GP: 430. Fame: +2
- Pathfinder Society Scenario #7–00: The Sky Key Solution. Event:#82317. XP: +1. Prestige +2. GP: 500. Fame: +2
- Pathfinder Society Scenario #6–08: The Segang Expedition. Event:#90401. XP: +1. Prestige +2. GP: 509. Fame: +2
- Pathfinder Society Scenario #7–10: The Consortium Compact. Event:#151567. XP: +1. Prestige +2. GP: 430. Fame: +2

Appearance:

Muroi is 3 ft. tall. Long black hair to his shoulders and bright green eyes give him a youthful appearance. He is wearing a black wool coat, a black scarf, a white shirt, a thick black pants, and black boots. He loves the black color; it helps to hide into the shadows.

He is curious, inopportune, hasty and restless. He loves to help others and almost always he is smiling. If you become his friend he will never fail you.

He loves to get knowledge, wherever it comes. He enjoys listening music and interesting stories about heroes. He is a dreamer.