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Morgan

Basic InformationEdit

      Race: Human
     Class: Sorcerer (Elemental Bloodline)
     Level: 1
Experience: 1,184 XP
 Alignment: Chaotic Neutral
 Languages: Common, Deltan, Middle Landellian, Inner Sea
     Deity: -
First Seen: The Dunn Wright Inn
  Location: Special Delivery
Background: Open


AbilitiesEdit

  • Please indicate Racial and Level Adjustments
STR: 10 +0 (00 pts)
DEX: 12 +1 (02 pts)
CON: 11 +0 (01 pts)
INT: 14 +2 (05 pts)
WIS: 12 +1 (02 pts)
CHA: 18 +4 (10 pts) +2 racial

Combat StatisticsEdit

(Max -2)      HP:   6 = [1d6 + CON (00) + FC (00)] (Sorcerer)
              AC:  11 = [10 + DEX (01) + Armor (00) + Shield (00) + Natural (00) 
                         + Size (00) + Misc (00)]
        AC Touch:  11 = [10 + DEX (01) + Size (00) + Misc (00)]
   AC Flatfooted:  10 = [10 + Armor (00) + Shield (00) + Natural (00) 
                         + Size (00) + Misc (00)]
            INIT: +01 = [DEX (01) + Misc (00)]
             BAB: +00 = [Sorcerer (00)]
             CMB: +00 = [BAB (00) + STR (00) + Misc (00)]
             CMD:  11 = [10 + BAB (00) + STR (00) + DEX (01) + Misc (00)]
       Fortitude: +00 = [Sorcerer (00) + CON (00) + Misc (00)]
          Reflex: +01 = [Sorcerer (00) + DEX (01) + Misc (00)]
            Will: +03 = [Sorcerer (02) + WIS (01) + Misc (00)]
           Speed:  30'
Damage Reduction:  00/Any
Spell Resistance:  00
   Spell Failure:  00

Weapon StatisticsEdit

  • Please specify the nature of Special and Miscellaneous Adjustments
Shortspear: Attack: +00 = [BAB (00) + STR (00) + Misc (00) + Magic (00)]
            Damage: 1d6+0, Crit: 20/x2, 

Racial FeaturesEdit

Ability Adjustments: +2 to one ability score (Cha)
               Size: M
              Speed: 30'
      Favored Class: Sorcerer (Extra 0-level spell)
         Bonus Feat: Humans select one extra feat at 1st level.
             Skills: Humans gain an additional skill rank at first 
                     level and one additional rank whenever they 
                     gain a level.

Class FeaturesEdit

Elemental Bloodline Sorcerer

           Armor/Weapons: Sorcerers are proficient with all simple weapons. They 
                          are not proficient with any type of armor or shield.

               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.

       Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at
                         1st level. 

Bloodline Arcana (Fire): Whenever you cast a spell that deals energy damage, you
                         can change the type of damage to match the type of your
                         bloodline. This also changes the spell's type to match
                         the type of your bloodline.
   
   Elemental Ray (Fire): Starting at 1st level, you can unleash an elemental ray
                         as a standard action, targeting any foe within 30 feet
                         as a ranged touch attack. This ray deals 1d6 points of
                         damage of your energy type + 1 for every two sorcerer
                         levels you possess. You can use this ability a number
                         of times per day equal to 3 + your Charisma modifier.
                         (7 for Morgan)

FeatsEdit

       Eschew Materials: You can cast any spell with a material component costing
 (Sorcerer Bonus Feat)   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.
 
        Elemental Focus: Fire: Choose one energy type (acid, cold, electricity,
  (1st Level)            or fire) Add +1 to the Difficulty Class for all saving
                         throws against spells that deal damage of the energy
                         type you select.

Greater Elemental Focus: Fire : Add +1 to the Difficulty Class for all saving
  (Human Bonus)          throws against spells that deal damage of the energy
                         type you select. This bonus stacks with the bonus
                         from Elemental Focus.

TraitsEdit

    Charming (Social): You gain a +1 trait bonus when you use Bluff or Diplomacy
                       on a character that is (or could be) sexually attracted to
                       you, and a +1 trait bonus to the save DC of any
                       language-dependent spell you cast on such characters or
                       creatures.

 Gifted Adept (Magic): Pick one spell when you choose this trait. Whenever you
   Burning Hands       cast that spell, its effects manifest at +1 caster level.

SkillsEdit

Skill Points: 5 = [Base (02) + INT (02)/Level; FC (00), Racial (01)] (Sorcerer)

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics               1     0       0       1     -0   +0
Appraise                 6     1       3       2          +0
Bluff                    8     1       3       4          +0
Climb                    0     0       0       0     -0   +0
Craft (       )                0       0       2          +0
Diplomacy                4     0       0       4          +0
Disable Device                 0       0       1     -0   +0
Disguise                 4     0       0       4          +0
Escape Artist            1     0       0       1     -0   +0
Fly                      1     0       0       1     -0   +0
Handle Animal                  0       0       4          +0
Heal                     1     0       0       1          +0
Intimidate               4     0       0       4          +0
Knowledge (Arcana)       6     1       3       2          +0
Knowledge (Dngnrng)            0       0       2          +0
Knowledge (Engnrng)            0       0       2          +0
Knowledge (Geography)          0       0       2          +0
Knowledge (History)            0       0       2          +0
Knowledge (Local)              0       0       2          +0
Knowledge (Nature)             0       0       2          +0
Knowledge (Nobility)           0       0       2          +0
Knowledge (Planes)             0       0       2          +0
Knowledge (Religion)           0       0       2          +0
Linguistics                    0       0       2          +0
Perception               1     0       0       1          +0
Perform    (       )           0       0       4          +0
Profession (       )           0       0       1          +0
Ride                     1     0       0       1     -0   +0
Sense Motive             1     0       0       1          +0
Sleight of Hand                0       0       1     -0   +0
Spellcraft               6     1       3       2          +0
Stealth                  1     0       0       1     -0   +0
Survival                 1     0       0       1          +0
Swim                     0     0       0       0     -0   +0
Use Magic Device         8     1       3       4          +0

Known Spell ListEdit

   Cantrips                   Level 1 ~ 4/day
 * Spark (DC 16)            * Burning Hands (CL+1, DC 17)
 * Flare (DC 16)            * Disguise Self
 * Arcane Mark
 * Prestidigitation
 * Umbrella

EquipmentEdit

Equipment                        Cost       Weight
Explorer's Outfit                 --        --  lb
       
Shortspear (Melee)                 1   gp    3  lb
Light Crossbow                    35   gp    4  lb
  10 Crossbow Bolts in quiver      1   gp    1  lb
Dagger                             2   gp    1  lb
                    
Backpack                           2   gp    2  lb
  Oil, pint, x10                   1   gp   10  lb
  Courtier's Outfit               30   gp    6  lb
  Ruby Necklace                   50   gp   --  lb
  Bedroll                           .1 gp    5  lb
  100' of Hemp Rope                2   gp   20  lb
  Crowbar                          2   gp    5  lb
  Flint and Steel                  1   gp   --  lb
  5 Days of Trail Rations          2.5 gp    5  lb
  10 more Crossbow Bolts           1   gp    1  lb
                                ======     ====
                      Totals:    130.6 gp   63  lb

            Light  Medium   Heavy    
Max Weight:  0-33   34-66   67-100 Heavy Encumbrance

FinancesEdit

PP: 135                                    Initial Character Money:    150   gp
GP: 17                                   earned on first adventure:  1,359   gp
SP:  9                                                             ========== 
CP:  0                                             Career Earnings:  1,509   gp
                                                 Carried Inventory:   -131.1 gp
                                             Consumed or Destroyed:      0   gp
                                                                   ========== 
                                                           Coinage:  1,367.9 gp

DetailsEdit

      Size: M
    Gender: F
       Age: 22
    Height: 5 foot, 6 inches
    Weight: 132 pounds
Hair Color: Red
 Eye Color: Brown
Skin Color: Caucasian 

Appearance: Morgan is a charming and beautiful young woman who, were it not for her shapely appearance, would fit in with the predominately male profession of adventuring. She keeps her bright red hair cut short, and usually wears comfortable clothing that allows her to move around the battlefield. She has dark brown eyes, and a warm, bright smile that hides her potentially destructive nature. In many cases, Morgan will bind her chest and wear looser clothing to hide the fact that she is, indeed, female, so that she can better fit her assumed identity. She often wears a loose fitting pair of trousers, a large, thick jacket, a wide brimmed hat, and a scarf wrapped around her lower face and neck.

Demeanor: Morgan, despite her beauty, shies away from exploiting her personal appeal. Always more interested in exploring caves and forests than wearing dresses, Morgan is more comfortable in a seedy bar than a ballroom. She is determined, passionate, and quick to anger or make decisions.


BackgroundEdit

Morgan Blake, as she is now known, was born Maria Crendraven on the outskirts of Whiteoak, a small town a day east of Tritower to Michael and Sarah Crendraven. The Crendravens were a family of hunters and trappers who lived in the forest outside of town, and made a steady profit selling furs to merchants headed back west. From a young age, the parents knew something was off about their daughter. Her hair was unnaturally red for their family, all having brown hair, and resisted any attempts to change the color. They would wake up in the middle of the night to find the fireplace lit in the cabin. Candles would go missing. Their daughter would disappear into the forest for hours on end, always without any explanation. Eventually, the Crendravens decided to let their daughter do what she pleased, that whatever strange things were happening would eventually cease as she grew older.

The years passed. The child grew into a beautiful young woman, but the strange occurrences only became more and more common. Word spread, whispered across tables in bars and down trade lanes, of a beautiful maiden, hair red as fire, who lived in the forest outside of Whiteoak. These whispers, however, attracted the wrong kind of attention.

One night, when the girl was 19 years old, the family cabin was surrounded by a group of bandits led by a mercenary captain named Morgan Blake. Blake demanded the daughter, threatening the lives of the family. Unwilling to give up his daughter, Michael Crendraven attacked Blake, but was struck down by the bandits. As a punishment for this transgression, the mercenary ordered the home burned down, with the Crendravens inside.

The rest of the Crendraven family burned inside the house, all save Maria, the daughter. She had known for most of her life that she held some strange affinity for flames, but had never guessed that it went as far as protecting her from a raging inferno. Once the bandits left, she stumbled from the fire, briefly mourned the passing of her family, then embarked on a mission for vengeance.

Following the bandits' tracks back to their camp, Maria summoned forth the magic that had lain dormant in her blood her entire life. She slew the bandits that killed her family, burning them alive as they had done the day before. Afterwards, since Maria Crendraven was presumed dead after the house fire that consumed her family, she adopted the identity of the man who killed her father. She used the reputation of the mercenary to leverage her way into acquiring equipment from local vendors, then muscled her way to Venza to search for work befitting her unique talents. Though she justifies it as a means to an end, Maria, or Morgan, as she now is known, relishes the power afforded her by her talents.

Adventure LogEdit

Special Delivery Jan 1st, 2013 - March 13th, 2013
      XP Received: 1,184 XP = (680 EXP + 504 TXP over 72 days)
Treasure Received: 1,359 GP = (927 EXP + 432 TXP over 72 days)

Level UpsEdit

  Level 2:
    Class: Class
      BAB: +0 to +0
     Fort: +0 to +0
      Ref: +0 to +0
     Will: +0 to +0
     Feat: Feat
 Features: Class Features
       HP: Max -2 or Link to IC Roll, +1 FC Bonus (If Chosen)
Skill Pts: +0 = +0 (Class) +0 (Race) +00 (Old Total) 
                +1 (FC Bonus if Chosen) = 00 (New Total)
 
Level 2 to Level 3 Next, and so on . . .

ApprovalsEdit

  • Approval (Jan 10th, 2013) (Satin Knights - Judge) level 1
  • Approval (10 Jan 2013) (Systole ~ Alternate Judge Extraordinnaire) level 1

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