Full Name |
Malack the Accursed |
Race |
Human |
Classes/Levels |
AC:15 F:+6 R:+1 W:-1 HP:14 |
Gender |
Male |
Age |
30-40 |
Alignment |
Chaotic Neutral |
Occupation |
Badass |
Strength |
18 |
Dexterity |
12 |
Constitution |
16 |
Intelligence |
10 |
Wisdom |
8 |
Charisma |
10 |
About Malack the Accursed
Malack the pirate years
Human (Kellid) Fighter 1
CN Medium Humanoid (human)
Init +3; Senses Perception -1
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 14 (1d10+3)
Fort +6 (+4 vs. hot or cold environments, +4 vs. suffocation), Ref +1, Will -1
Resist Fortified Drinker
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Offense
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Speed 20 ft.
Melee Brass knuckles +4 (1d3+7/x2) and
Greatsword +4 (2d6+9/19-20/x2)
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Statistics
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Str 18, Dex 12, Con 16, Int 10, Wis 8, Cha 10
Base Atk +1; CMB +5; CMD 16
Feats Diehard, Endurance, Power Attack -1/+2
Traits Dockside Brawler, Fortified Drinker, Reactionary
Skills Acrobatics -2, Climb +5, Escape Artist -2, Fly -2, Intimidate +4, Ride -2, Stealth -2, Swim +5
Languages Common, Hallit
Combat Gear Brass knuckles, Greatsword, Hide armor;
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Special Abilities
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Diehard You are stable and can choose how to act when at -1 to -9 HP.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Fortified Drinker +2 save vs. mind-affecting for 1h after drinking alchohol.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.