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Villamar Koth

Malcom Eviscerator's page

236 posts. Alias of DougFungus.

About Malcom Eviscerator

Malcom Eviscerator
Human Male Fighter 12 Age 26
CN Medium Humanoid (Human)
Init +4; Perception +17

AC 29, touch 14, flat-footed 25 [+4 Dex][+25 armor]
HP 115/132 [Max HP @ Lv. 1-12][+12Con][Favored Class Bonus +0]
Fort +9 [8 Base][+1 Con], Ref +8 [4 Base][+4Dex], Will +6 [4 Base][+1Wis][+1TRAIT]

Speed 30 ft.

Heavy Wooden Shields
Power Attack:

To Hit w/ Primary Hand: +12+7+2 = [+12+7+2BAB] [+4STAT] [+0SIZE] [-4Power Attack]
To Hit w/ Off Hand: +12+7 = [+12+7+2BAB] [+4STAT] [+0SIZE] [-4Power Attack]
Damage: 1d6 [+4Str] [+2Shield Bonus(Shield Master&Shield Focus)] [+8Power Attack]

No Power Attack:

To Hit w/ Primary Hand: +16+11+6 = [+12+7+2BAB] [+4STAT] [+0SIZE]
To Hit w/ Off Hand: +16+11 = [+12+7+2BAB] [+4STAT] [+0SIZE]
Damage: 1d6 [+4Str] [+2Shield Bonus(Shield Master&Shield Focus)]

Space 5 ft., Reach 5 ft.
Base Atk +12/+7/+2; CMB +16 [+20 bullrush] [+20 overrun]; CMD 30 [32 vs bullrush] [32 vs overrun]

Str 18, Dex 18, Con 12, Int 12, Wis 12, Cha 12
Special Qualities: Bonus Feat, Bravery, Skilled
Improved Bull Rush
Greater Bull Rush
Charge Through
Improved Overrun
Greater Overrun
Power Attack
Quick Draw
Improved Shield Bash
Shield Focus
Shield Slam
Shield Master
Two-Weapon Fighting
Improved Two-Weapon Fighting
Double Slice

Acrobatics +16 = +12[RANK] +4[STAT]
Appraise +1 = +1[STAT]
Bluff +1 = +1[STAT]
Climb +15 = +8[RANK] +3[CLASSSKILL] +4[STAT]
Diplomacy +1 = +1[STAT]
Disguise +1 = +1[STAT]
Escape Artist +4 = +4[STAT]
Fly +4 = +4[STAT]
Handle Animal +9 = +5[RANK] +3[CLASSSKILL] +1[STAT]
Heal +1 = +1[STAT]
Intimidate +6 = +2[RANK] +3[CLASSSKILL] +1[STAT]
Perception +21 = +12[RANK] +1[TRAIT] +3[CLASSSKILL] +4[Perception] +1[STAT]
Ride +8 = +1[RANK] +3[CLASSSKILL] +4[STAT]
Sense Motive +1 = +1[STAT]
Sleight of Hand +6 = +2[RANK] +4[STAT]
Stealth +4 = +4[STAT]
Survival +18 = +11[RANK] +3[Survival] +3[CLASSSKILL] +1[STAT]
Swim +14 = +7[RANK] +3[CLASSSKILL] +4[STAT]
Racial Modifiers Human +2 Str
Languages Common, Dwarven

Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Bonus Feat: Humans select one extra feat at 1st level.
Bravery (Ex): You gain a +3 bonus to Will saves against fear effects.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. (All 12 Ranks have been placed in Acrobatics)
Weapon Training (Ex): Attacks with a weapon from listed groups, gain a bonus on attack and damage rolls. (Included in weapon blocks), Heavy Blades +2, Bows +1

Eyes and Ears of the City (Abadar): Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Indomitable Faith: You were born in a region where your faith was not popular, yet you never abandoned it. You gain a +1 trait bonus on Will saves as a result.
Armor Training (Ex): You are more maneuverable while wearing armor. Whenever you are wearing armor, you reduce the armor check penalty by 3 and increase the maximum Dexterity bonus allowed by your armor by +3

Loaction: On Persons
Carrying Capacity Light: 116 Medium: 233 Heavy: 350
GP: 2645GP

2 Lumps of Garbage:
These items used to be Shields until they were eaten by a Gargoyl and destroyed in the process. These notes are kept here in case they may ever be restored.
STATS = 4lbs, +2Shield Bonus, 0ACP, Max Dex-

Pice Breakdown = Masterwork Quickdraw Shield w/ spikes - 219GP
Mythral - 1000GP
+1 Armor Enhancement Bonus 1000GP
+1 Bashing Bonus 1000GP
+4 weapon Enhancement Bonus 32 000GP
Total = 35 219GP X2 = 70 438 GP

Power Attack:

To Hit w/ Primary Hand: +16+11+6 = [+12+7+2BAB] [+4STAT] [+0SIZE] [+4ENHANCEMENT] [-4Power Attack]
To Hit w/ Off Hand: +16+11 = [+12+7+2BAB] [+4STAT] [+0SIZE] [+4MAGIC] [-4Power Attack]
Damage: 1d8 [+4Str] [+4EMHANCEMENT] [+2Shield Bonus(Shield Master&Shield Focus)] [+8Power Attack]

No Power Attack:

To Hit w/ Primary Hand: +20+15+10 = [+12+7+2BAB] [+4STAT] [+0SIZE] [+4ENHANCEMENT]
To Hit w/ Off Hand: +20+15 = [+12+7+2BAB] [+4STAT] [+0SIZE] [+4MAGIC]
Damage: 1d8 [+4Str] [+4ENHANCEMENT] [+2Shield Bonus(Shield Master&Shield Focus)][/

+5 Mythral Agile Halfplate 34 850 GP
STATS = 28Lbs, +8 armor Bonus, +5 Enhancement Bonus, Max Dex+2(+5W/Armor Training), ACP -2(o w/ armor training)

Backpack (Masterwork) 4 lbs. - 50 GP
Flask 1.5 lbs - 3 CP
Flint & Steel - lbs. - 1 GP
Grappling Hook 4 lbs. - 1 GP
Tankard 1 lbs - 2 CP
Rope (Silk) 50 ft. 5 lbs. - 10 GP
Sack .5 lbs. - 1 SP
Sunrod 1 lbs. - 2 GP
Ale 1 Gal. 8 lbs. - 2 SP
Crowbar 5 Lbs. - 2 GP
Saw 2 Lbs. - 4 CP

Total Weight: 68 lbs.

PersonalityStrong, hansom and courageous Malcom sees himself as a kind of "Jack of all trades". When faced with a decision, he always sides with the "morally just" cause and often roots for the underdog. Malcom does lac common sense at times and is described as being recklessly brave. A treasure hunter at heart Malcome has a weakness for gold and other valuables hand his spending habits can at times also be as reckless as he is bravery. Though he doesn't consider himself a mercenary Malcom will take up another's job or cause if the payment is good enough, and doesn't go against his moral code.

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