Varisian Barbarian

MalaKi's page

123 posts. Alias of ManPig.


Full Name

MalaKi

Race

Human

Classes/Levels

Level Adjustment +1 Rogue 1 Ranger 2 Sidewinder Monk 1

Gender

Male

Size

Medium

Age

22

Special Abilities

3 Power Points: Inertial Armor (ML 4 DC 13 Charisma based)

Alignment

LN

Deity

Dragon-King

Location

Somewhere near the City-State of Raam

Languages

Common, Dwarf, Elf

Occupation

Slave Catcher

Homepage URL

What the heck am I doing out here; and where are my clothes?

Strength 12
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 17
Charisma 14

About MalaKi

MalaKi is a human male who stands a healthy 6' 2" and weighs in at a solid 232 lbs.

Background:

MalaKi was born a slave to a very minor noble. As he aged he began to steal small items and food to help himself and his family survive. With time he became quite good at it (Rogue). Unbeknownst to MalaKi, his owner was watching his skill progress. This minor noble, one Tavaskar the Sly, sensed an opportunity to make a little coin and get rid of a potential problem in one fell swoop. Tavaskar struck a deal with a Slave Catcher and before MalaKi knew what happened he was property of a dwarf named Rockwrath. Rockwrath taught MalaKi to track and many other skills (Ranger). MalaKi learned to love his job. He became quite good at it. About a year ago a new member joined Rockwrath's band. He was a little man who called himself Sidewinder. He fought with his bare hands and had uncanny abilities. MalaKi showed a great deal of interest in this fighting style and Sidewinder took him on as a pupil (Monk; would like to use a variant monk from "Dragon" magazine called a Sidewinder Monk...If you would rather me play it per PHB that is cool). Being a slave and a slave catcher is not that bad a life and things were going well for MalaKi; that is until just recently. It seems his life has taken somewhat odd turn...
*I would like to add the following to Malaki’s background if it meets with your approval:
MalaKi is a slave catcher from Raam. The reason MalaKi is in the desert in the first place is he was chasing a run away slave. Said slave was also captured at the Oasis and subsequently died before the Tyr storm. I had toyed with the idea of being on the trail of Aso but decided I didn’t want any reason for that mini-reaver to take a dislike to MalaKi. ^-^ After escaping capture MalaKi thought to himself “It is good to be free.” He then had an epiphany. For the first time in his life he thought of himself as a free man, not as property. He is struggling with that idea right now. He is looking at the members of the group with the “need” to identify a leader; someone that he can follow. He is used to working independently, but only so far as accomplishing the task that was given to him. He is also torn about weather or not to go back to Raam.
*Once I read your short description of Raam I decided MalaKi would choose “undead” as his favored enemy.
*
*
*
*
*
*
*
*
*
*
*
*
*
Equipment:
Garrot, Peasant Outfit, Stone ShortSword (-2,-2),Raaman passport (forged), Mistress Sable, loose headwrap (turban) with veil (used to conceal Mistress Sable), tan robe (threadbare but serviceable), 4 ceramic coins.

Stat Block:
Male human LA+1 Rogue 1 Ranger 2 Sidewinder Monk 1
LN Medium humanoid
Init +6; Spot +3, Listen +7 Favored Enemey: Undead (+2 Damage, some skill checks)
Action Points 3
Language Common, Dwarf, Elf
=======================================================================
AC 16, touch 16, flat-footed 16 (Inertial Armor for 20/20/20)
hp 27
Fort +7 Ref +7 Will +5
=======================================================================
Spd 30 feet
Melee Improved Unarmed Strike +3 (1d6+1/x2)
Melee Flurry of blows +1/+1 (1d6+1/x2)
Melee Flurry of blows plus two weapon attack -1/-1/-1 (1d6+1/x2)
[Mistress Sable +2, not included in stats above]
Space 5 ft. Reach 5 ft.
Base Atk +2; Grp +3
Manifester level 5 DC Modifier +2 (Charisma based)
=======================================================================

Skills and Feats:

Spoiler:

Feats: Improved Initiative (1st level), Combat Reflexes (Bonus Human), Favored Enemy Undead (Class Abiity Ranger), Track (Bonus Ranger), Wild Empathy (Class Ability Ranger), Improved Two Weapon Fighting (Class Ability Ranger), Dodge (3rd level), Improved Unarmed Strike (Bonus Sidewinder Monk), Stealthy (Bonus Sidewinder Monk)

Skills: (62 pts)

SKILLS:.....................Skill Modifier (Ability Modifier/ Ranks/ Miscellaneous Modifier/Notes)
Appraise:.........................1=======(1/0/0/none)
Balance:..........................6=======(2/2/2/Synergy-Tumble)
Bluff:................................7=======(2/5/0/none
Climb:..............................1=======(1/0/0/none)
Concentration:................2=======(2/0/0/none)
Craft (any):......................1=======(1/0/0/none)
Decipher Script:...............x=======(1/0/0/no training)
Diplomacy:........................4=======(2/0/2/Synergy-Bluff)
Disable Device...................2=======(1/3/-2/no tools)
Disguise:..........................4=======(2/0/2/Synergy-Bluff)
Escape Artist:..................4=======(2/2/0/none)
Forgery:...........................1=======(1/0/0/none)
Gather Information:..........8=======(2/4/2/Synergy-Knowledge-Local)
Heal:................................3=======(3/0/0/none)
Hide:................................8=======(2/4/2/Feat-Stealthy)
Intimidate:........................4=======(2/0/2/Synergy-Bluff)
Jump:...............................8=======(1/5/2/Synergy-Tumble)
Knowledge (Local):..........5=======(1/4/0/none)
Knowledge (Nature):.......8=======(1/5/2/Synergy-Survival)
Knowledge (Religion):......x=======(0/0/0/ untrained)
Knowledge (the Planes)...x=======(0/0/0/ untrained)
Listen:..............................7=======(3/4/0/none)
Move Silently:...................8=======(2/4/2/Feat-Stealthy)
Open Lock........................x=======(2/0/0/untrained)
Profession (none):……….…x=======(0/2/0/untrained)
Ride:.................................3=======(3/0/0/none)
Search:.............................6=======(1/5/0/none)
Sense Motive:...................3 =======(3/0/0/none)
Sleight of Hand.................9=======(3/4/2/Synergy-Bluff)
Spellcraft:..........................x=======(0/0/0/untrained)
Spot..................................3=======(3/0/0/none)
Survival:...........................10=======(3/5/2and2/Synergy-Knowledge Nature)
Swim:.................................x=======(1/0/0/can't swim)
Tumble.............................9=======(2/5/2/Synergy-Jump)
Use Magic Device...............x(2/0/0/untrained)
Use Rope..........................3(2/1/0/none)

Sidewinder Monk

Spoiler:

Dragon magazine 331 pg. 89.
Alignment: LG, LN, LE
Combat: Rogue
Good Save: Fort, Ref, Will
Hit-Die: d8
Armor: —
Weapons: Club, Crossbow (light or
heavy), Dagger, Handaxe,
Javelin, Kama, Nunchaku,
Quarterstaff, Sai, Shuriken,
Siangham, Sling
Skill Points: 4
Str: Climb, Jump, Swim.
Dex: Balance, Escape Artist, Hide,
Move Silently, Tumble.
Con: Concentration.
Int: Craft, Know(arcana),
Know(religion).
Wis: Listen, Profession, Sense Motive,
Spot.
Cha: Diplomacy, Perform.

Level 1 Bonus Feat: Persuasive or Stealthy
Unarmed Strike
Flurry of Blows (–2)
Wisdom bonus to AC

Human (Athasian)

Spoiler:

+2 any ability score, +2 any ability score
+3 power points 1st level and 5th level
+1 1st level power off of Psion/Wilder list at first level
+1 2nd level power off of Psion/Wilder list at fifth level
+5 power points and +1 3rd level power off of Psion/Wilder list at 10 level
+7 power points and =1 4th level power off of Psion/Wilder list at 15 level
+1 level adjustment.

Powers:

Spoiler:
[list]
Inertial Armor
Psychokinesis
Level: Psion/wilder 1, psychic warrior 1
Display: Visual; see text
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)
Power Points: 1; see text

Your mind generates a tangible field of force that provides a +4 armor bonus to Armor Class. Unlike mundane armor, inertial armor entails no armor check penalty or speed reduction. Because inertial armor is composed of psychokinetic force, incorporeal creatures can’t bypass it the way they do normal armor.

Your inertial armor can be invisible or can appear as a colored glow, at your option.

The armor bonus provided by inertial armor does not stack with the armor bonus provided by regular armor.
Augment

For every 2 additional power points you spend, the armor bonus to Armor Class increases by 1.

Mistress Sable

Spoiler:

Full Name: Mistress Sable

Race: Psicrown of Puncturing

Gender: Female

Special Abilities: Hypnotism 3/day, 10 ranks Bluff, 10 ranks Diplomacy, Detect Faction 1 60'

Alignment: N

Deity Faction: 2

Occupation: Speech, Telepath, 120 ft. darkvision and hearing, Fort +8, Ref+8, Will+8 Ego 15

Intelligence: 17
Wisdom 10:
Charisma 17

About Mistress Sable:
This item functons as a +2 wounding weapon on natural attacks, allowing the wearer to make a touch attack that deals 1d6 points of Constitution damage by draining blood 3/day

Ostro

Spoiler:
Note: Ostro is now owned by and in the possession of the kreen warrior Skarsnikt.

Full Name: Ostro

Race: +1 Armor Bracers of Mighty Fists

Gender: M

Special Abilities: CLW 3/ day, Deathwatch (passive), Keoghtom's Ointment 1/ wk, Periapt of Wound Closure (passive).

Occupation: 120 ft. Darkvision / hearing, Speech and Telepathy, Fort +9, Ref. +9 Will +9; Ego 13

Intelligence: 10
Wisdom: 17
Charisma: 17

About Ostro
Forged of linked golden chains insert with rubies, these bracers provide the wearer with both a bonus to armor class and natural / unarmed attacks.

Fearless and ever optimistic, Ostro encourages his wielder to enter battle heedless of the odds. He loathes the thought of healing a coward.