Angvar Thestlecrit

Nathaniel Morai-Thrune's page

58 posts. Alias of nightflier.


Full Name

Nathaniel Morai-Thrune

About Nathaniel Morai-Thrune

Nathaniel Morai-Thrune
N Male Human (Chellish) Beguiler 4
Initiative +1, Movement 30 ft.
Favored Class: Beguiler (+1 skill)
25 point buy
STR 10
DEX 12 +1
CON 10
INT 20 +5
WIS 10
CHA 16 +3

DEFENSE

hp 20
AC 16
Fort: +1 Reflex: +2 Will: +3

OFFENSE

BaB +1

STATISTICS

Skills:

Bluff +9
Diplomacy +9
Disable Device +7
Intimidate +6
Knowledge (arcana) +11
Knowledge (history) +7
Knowledge (local) +11
Linguistics +11
Perception +6
Sense Motive +6
Stealth +7

Languages:

Chelish, Infernal, Ancient Azlant, Varisian, Dwarven, Elven, Abyssal, Celestial, Ignan

Feats:

NOBLE SCION
You are a member of a proud Chelaxian noble family.
Prerequisites: Cheliax affinity, member of Chelish noble house.
Benefit: You gain benefits based on the noble house to which you belong.
Thrune: You gain Infernal as a bonus language. In addition, at 9th level you may bind to yourself an imp servitor

in a ritual that takes 7 days. Your imp servitor grants and possesses all the benefits and abilities of a 1st-level
sorcerer’s familiar.
Special: You may only gain this feat at 1st level.

BATTLECASTER (CAr pg75)
Building on your existing training allows you to avoid the chance of arcane spell failure when you wear armor

heavier than normal.

SPECIAL

Armored mage, trapfinding
Cloaked casting (+1 DC), surprise casting
Advanced learning

POSSESSIONS

Rapier 20 gp 1d4 1d6 18–20/×2 2 lb.
Dagger 2gp 1 lb.
Breastplate 200 gp +5 30 lb.
Noble’s Outfit 75 gp 10 lb.: This set of clothes is designed specifically to be expensive and to show it. Precious metals and gems are worked into the clothing. Explorer’s outfit 10 gp 8 lb
Signet ring 100 gp
Spell Component Pouch
Handy Haversack 2,000 gp: A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it
does not provoke the attacks of opportunity that retrieving a stored item usually does.

2407

DESCRIPTION

Nathaniel is tall and thin. His long black hair is puled in a braid and his Asmodean beard is always neatly trimmed. Dark green eyes are always watching for an angle, for an opportunity. Sharply dressed in his silk and leather uniform in the colours of his House, black and silver, Nathael is imposing site. Even more when he prepares for war and dones his blackened breastplate decorated with the arms of House Morai - silver dragonwolf rampant on a black field.

BACKGROUND

When House Thrune assumed the throne of Cheliax, the knives of House Morai made short work of Thrune's enemies. Never large in numbers, House Morai was always influental. Never counted amongst the most powerful noble houses, they were content to watch from the shadows and strike when the enemies of Cheliax least expect. Nathaniel was born in the house of Morai, 29 years ago. As the last scion of once powerful house, he was givenn the honor of acceptance in the Infernal House of Thrune at the early age, but at the price of adding it's name to his and marking him as servitor to the Thrunes. Reading the chronicles of his House, Nathaniel learned that guile is sometimes more powerful than the sword. Now he travels Golarion seeking to learn the secrets of power and to gather enough welth and influence to revive his house and for it to once again become most prised servitor of Infernal Throne.

SPELLS

Beguiler Spells

0 level
Dancing Lights
Daze
Detect Magic
Ghost Sound
Message
Open/Close
Read Magic

1st Level Beguiler Spells:
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Charm Person: Makes one person your friend.
Cloak of Intimidation: Target gains +10 on Intimidate checks for 1 minute/level.
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Command: One subject obeys selected command for 1 round.
Create Illusion: Creates a minor illusion of your design. Disguise Self: Changes your appearance.
Distract: Target takes -4 penalty on Concentration, Listen, Search, and Spot checks, and can take only partial actions.
Empathy: You know the subject’s surface emotions.
False Lie: Illusion causes subject to appear dishonest. Halt: Prevents opponents from moving adjacent to you.
Highway Robbery: Convinces target one item is worth 5 times its actual value.
Hypnotism: Fascinates 2d4 HD of creatures.
Inhibit: Subject delays until next round.
Manipulate Desire: Swings the target’s romantic activities towards the extreme.
Sleep: Puts 4 HD of creatures into magical slumber.
Ventriloquism: Throws voice for 1 minute/level.
Whelm: Deals 1d6 nonlethal damage to target.

2nd Level Beguiler Spells:
Awakened Fears: Target is attacked by its inner fears, suffering 3d6 nonlethal damage and becoming shaken.
Charisma: Subject gains +4 to Cha for 1 min./level. Cunning: Subject gains +4 Int for 1 min./level.
Delusions of Grandeur: Subject believes it is more competent than it actually is.
Detect Thoughts: Allows “listening” to surface thoughts.
Hideous Laughter: Subject loses actions for 1 round/level.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Innocence: Target believes your claims of innocence. Invisibility: Subject is invisible for 1 min./level or until it attacks.
Lingering Illusion: Stores silent image of you programmed to activate when properly triggered.
Magic Mouth: Enchanted mouth speaks when triggered.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Nondescript: Target becomes easily forgettable.
Phantasmal Assailants: Phantasmal attackers deal Dexterity and Wisdom damage.
Phantom Trap: Makes item seem trapped.
Rebuke: Subject is dazed and shaken, may be unable to cast spells.
Reflective Disguise: Viewers see you as their own race and gender.
Stinging Swarm: Subject can only take one move or standard action, must make Concentration check to cast spells.
Torrent of Tears: Subject is temporarily blinded and
emotionally distraught.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Twist the Blade: Subject deals damage to itself with held weapon.

3rd Level Beguiler Spells:
Babble: A target creature cannot speak properly.
Cruel Disappointment: Subject fails next action, but believes it succeeded for 1 round.
Displacement: Attacks miss subject 50%.
Disquietude: Target avoids contact with others, must stay 15 feet away from other creatures.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level. Illusory Script: Only intended reader can decipher.
Inevitable Defeat: Subject takes 3d6 nonlethal damage/round.
Kleptomania: Target is randomly afflicted with the urge to steal small items.
Miscast Spells: Compulsion causes subject to miscast spells occasionally.
Phantasmal Decoy: Creates phantasmal decoy for target to chase.
Phantom Objects: Illusion disguises subjects as pieces of furniture, art, or statuary.
Rage: Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC.
Secret Page: Changes one page to hide its real content. Suggestion: Compels subject to follow stated course of action.
Telepathic Bond: Allows telepathic communication between creatures.

Advanced Learning:

3rd lvl: Power Word - Pain (Races of Dragon)