Tengu

Malachi Malarkey's page

395 posts. Organized Play character for supervillan.


Full Name

Trade Prince Captain Malachi Malarkey

Race

Male Tengu

Classes/Levels

Barbarian (untamed rager) 3/Brawler (snakebite striker) 1/Druid (kraken caller) 4 | AC 23 T 13 FF 20 | HP [71/71] 60/71 | F +16 R +13 W +12 +2F/W rage| Init +3 | Perc +17 (20 in bright light) lowlight vision | rage (7/16) | supplies (4/7)

Gender

active effects:
tentacles (8h), water breathing (10h), barkskin +3 (60m), ext. heroism (160m), longstrider (6h), bulls strength (6m)

Size

M

Alignment

CN

Deity

Besmara

Occupation

Pirate; Respectable businessman; Purveyor of fine fruit and vegetables

Strength 18
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 14
Charisma 7

About Malachi Malarkey

"The finest fruits and vegetables this side of the Steaming Sea, yes!"

Bot me!:

Malachi is a melee brute with a number of tricks up his sleeves. He's a bit lacking in staying power (Tengu CON penalty hurts) so relies on hitting hard and fast.

Mal has two common attack modes - magic adamantine lucerne hammer, or full natural attack. The hammer is the default initial attack mode; full natural attack is for when things turn ugly.

Rage makes an enormous difference to the natural attack sequence thanks to Mal's Furious amulet - so Rage whenever you really need to hit.

The raging full natural attack sequence consists of two claws, a bite, a gore (rage power), and four secondary tentacles. Mal needs to have his Wildshape active to get the tentacles (his form is otherwise unchanged - see Kraken Caller druid archetype).

Mal has two dice of sneak attack, so he loves to flank.

If Mal has to move more than 5' to engage an enemy, he is likely to attempt a Dirty Trick manoeuvre, probably to Blind his opponent.

Malachi Malarkey
Male Tengu Barbarian (untamed rager)3/Brawler (snakebite striker)1/Druid (kraken caller)4
CN Medium Humanoid (Tengu)
Init +3; Senses lowlight vision; Perception +15 (+3 more in bright light conditions)
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Defense
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AC 20, touch 13, flat-footed 17 (+7 armour, +3 Dex)
hp 71 (3d12+1d10+4d8+19)
Fort +14, Ref +11, Will +10
Resist the waves' lure; lesser fortification (25%)
Resist Acid 5, Resist Cold 5, Resist Electricity 4, Resist Fire 2

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Offense
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Base Atk +7; CMB +11 (+17 dirty trick with tentacles); CMD 24
Speed 30 ft. (base 40 ft.)
Melee
adamantine lucerne hammer +1, +12/+7 (1d12+7/x2)
cold iron dagger +11/+6 (1d4+4/19-20x2)
brawler unarmed strike +11/+6 (1d6+4/x2)
2 claws +11 (1d3+4/x2)
bite (peck) +11 (1d3+4/x2)
4 tentacles +6 (1d4+2/x2)

raging hammer: +14 (1d12+10/x2)
raging power hammer: +12 (1d12+16/x2)

raging natural attack sequence:
2 claws, +15 (1d3+8/x2)
bite (peck), +15 (1d3+8/x2)
4 tentacles, +10 (1d4+5/x2)
gore, +15 (1d8+8/x2)

raging power natural attack sequence:
2 claws, +13 (1d3+12/x2)
bite (peck), +13 (1d3+12/x2)
4 tentacles, +8 (1d4+7/x2)
gore, +13 (1d8+12/x2)

Ranged
darkwood mighty (+3STR) composite longbow +11/+6 (1d8+4/x3)
chakram +10 (1d8+4/x2)
thrown cold iron dagger +10 (1d4+4/19-20x2)

Spells prepared (CL 6, concentration +8):

Level 0 (4)
create water, virtue, mending, spark

Level 1 (4 plus domain spell)
Aspect of the Falcon (D), faerie fire, produce flame, longstrider, cheetah's sprint

Level 2 (3 plus domain spell)
Eagles Splendour (D), barkskin, bull's strength, bone fists

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Statistics
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Abilities:

Str 18 Dex 16 Con 14 Int 12 Wis 14 Cha 7

Feats:

Extra Rage, power attack (-2/+4.+6), accomplished sneak attacker, shaping focus, improved dirty trick

Traits:

cheat death, magical knack (druid)

Skills:
40 ranks
[1] Acrobatics 7 (Jump 7) (4 armoured)
[1] Appraise 6
[1] Climb 8 (5 armoured) (+4 with tentacles)
[5] Knowledge: nature 11
[8] **Linguistics 13
[8] **Perception 15 (+3 in bright light)
[1] Profession (sailor) 8
[8] *Profession (merchant) 13
[1] Sense Motive 6
[1] Stealth 9 (6 in armour)
[3] Survival 9 (11 to avoid getting lost)
[2] Swim 11 (8 in armour) - can always take 10 (+4 with tentacles)

ACP: -3

Languages:

Common, tien, tengu, auran, aquan, aklo, undercommon, terran, druidic, ignan, draconic, orc, dwarven, celestial, wayang, polyglot, infernal, giant, abyssal, elven, sylvan

Equipment:

Gear from current adventure

Combat Gear
furious amulet of mighty fists
adamantine lucerne hammer +1
darkwood mighty (+3STR) composite longbow
cold iron dagger
chakram x4
heavy wooden shield
imperial sea dragonhide breastplate +1, lesser fortification
spring-loaded wrist sheath x 2
wand of infernal healing (13/50)
wand of shield (35/50)
wand of clw (32/50) (in sheath)
alchemists fire (1/1)
antiplague (1/1)
antitoxin (1/1)
arrows (18)
blunt silver arrows (20)
sleep arrow (1)
oil of magic weapon (1/1)
oil of bless weapon (1/1)
oil of daylight (1/1)
scroll of fly x2
scroll of lesser restoration

Other Gear
cold weather outfit
backpack
50' hemp rope
flint&steel
waterskin
8 torches
climbers kit
wine (common)
cloak of resistance +2
cracked green prism ioun stone (saves)
bone wayfinder
token of kobold (+2 diplo vs reptilian humanoids)
besmara's tricorne
pink rhomboid ioun stone (slotted in wayfinder; +2CON, +1 Ref save)
cracked vibrant purple prism ioun stone (stores one spell level, currently Shield)
druid's vestments
infiltrator's kit (contains: set of caltrops, chalk, a disguise kit (8/10), an ear trumpet, fake footprint shoes, a skeleton key, and a wrist sheath).

Coin
0 CP; 7 SP; 7956GP

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TRACKED RESOURCES
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rage (8/16)
hawkeye (3/5)

wild shape (3/4)

evil stick charges remaining (13/50)
shield charges remaining (35/50)
wand of clw charges remaining (32/50)

showmanship (1/1)

gm reroll (1/1)

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Special Abilities
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Special Qualities:

fast movement
sneaky (+2 stealth and perception skills)
natural weapons (2 x claw and bite attacks)
lowlight vision
gifted linguist
rage: +4 morale bonus to STR and CON, +2 morale bonus to will saves, -2AC, 16 rounds per day
feral appearance (+1 intimidate)
brawler's cunning
martial training (brawler levels count as monk and fighter for feat prereqs)
brawler unarmed strike
sneak attack +2d6
call of the waves (must worship Besmara)
nature bond (Eagle domain; grants familiar)
Hawkeye (5/day, +2 ranged attack or +2 perception; untyped bonuses, swift action)
nature sense (+2 survival and know: nature skills)
wild empathy (1d20+2)
dauntless swimmer
hold breath (12 mins)
resist the waves' lure (+4 vs spells and SLAs of aquatic creatures)
wild shape: aquatic animal forms only, or tentacles (racial bonus to climb, swim CMB- dirty trick equal to number of tentacles (4), standard action ink cloud 10' radius 1/minute underwater only - provides total concealment, lasts 4 rounds)
rage power: lesser fiend totem (gore attack)
despicable tactics (improved dirty trick)

familiar:

Polly
Female Parrot-Hawk (Hawk)
Tiny magical beast (emissary archetype familiar)
Init +3; Senses lowlight vision; Perception +18 (+14)
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Defense
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AC 17, touch 15, flat-footed 14 (+2 natural armour, +3 Dex, +2 size)
hp 22
Fort +8, Ref +6, Will +6

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Offense
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Base Atk +5; CMB +6; CMD 14;
Speed 10 ft. Fly 60ft (average)
Melee
2 x talons +10, 1d4-2/x2

Abilities Str 6 Dex 17 Con 11 Int 7 Wis 14 Cha 7

Feats
tiny familiar weapon finesse, +1

Skills
Fly 11
Perception 10 (19 using Malachi's ranks)
Stealth 11

Special abilities
lowlight vision, master gets +3 perception in bright light sight based checks, divine guidance (cast guidance at will)l, improved evasion, share will (if either Malachi or Polly fails a will save, the save can be rerolled; but if the reroll is also a fail, both Malachi and Polly are affected even if normally they would not be), empathic link, domain influence: war (tactics), once per day an ally within 30' may roll twice for initiative and take the better result.

chronicles:

22XP; 43 Fame; 22 PP

1. Bid for Alabastrine; 1XP, 2PP
2. Quest for Perfection 1: The Edge of Heaven; 1XP, 2PP
3. Quest for Perfection 2: On Hostile Waters; 1XP, 2PP
4. Quest for Perfection 3: Defenders of Nesting Swallow; 1XP, 2PP
5. Scions of the Sky Key 1: On Sharrowsmith's Trail; 1XP, 2PP
6. Scions of the Sky Key 2: Kaava Quarry; 1XP, 2PP
7. Scions of the Sky Key 3: The Golden Guardian; 1XP, 2PP
8. Sewer Dragons of Absalom; 1XP, 2PP
9. Tome of Righteous Repose; 1XP, 2PP
10. The Hydra's Fang Incident; 1XP, 2PP
11. Treacherous Waves; 1XP, 2PP
12. To Seal the Shadow; 1XP, 2PP
13. The Frostfur Captives; 1XP, 2PP
14. Destiny of the Sands 1: A Bitter Bargain; 1XP, 2PP
15. Signs in Senghor; 1XP, 2PP
16. Shadow's Last Stand 1: At Shadow's Door; 1XP, 2PP
17. Rivalry's End; 1XP, 2PP
18. Through Maelstrom Rift: 1XP, 2PP
19. In the Grandmaster's Name: 1XP, 2PP
20. The Hao Jin Cataclysm: 1XP, 2PP
21. Beneath Unbroken Waves: 0.5xp, 1PP (slow track)
22. The Bloodcove Blockade: 0/5xp, 1PP (slow track)
23. Sniper in the Deep: 1XP, 1PP

boons:

New Contacts: +2 to one know: nobility check, once only; treat fame as 2 higher (max 2*XP) for one purchase.
Slush Fund: minimum day job result = 75gp, get bribes and tolls refunded up to the same amount each adventure.
Deeptreasure edge: once only, spend this boon instead of up to 150gp of gemstone components for a spell cast by Malachi or an adjacent ally.
Gold Crown Advantage: once per scenario, waive any customs or transportation fee of up to 25gp. Expend this boon to get a day job roll of 35.
Grippli's favour: +2 to CHA checks to influence grippli.
Stinkeye's friend: expend this boon to get a +4 insight bonus vs a gaze attack.
Vanei's friend: once per scenario, reroll a failed bluff, diplomacy or knowledge check pertaining to the aspis consortium. Cross off this boon if your reroll fails.
Contraband dividend: free stuff! (sleep arrow)
Kobold friend (see token of kobold above; this item occupies the neck slot)
Righteous Redemption: more free stuff!
Worthy foe, Tusks: vs magical beasts or humanoid (orc)s, gain the following: swift action for +2 attack and weapon damage, +2 dodge bonus to AC till next turn; OR gain +2 to your caster level check vs SR, +1 DC to your spells and abilities, +2 bonus to your saves till next turn.
Showmanship: once per adventure, use Profession (Merchant) for disable device, know: engineering, or use magic device as if trained.
1 only: a cleric of Asmodeus in Egorian (capital of Cheliax) will cast a Divination for you.
Free Citizen of the Republic of Andoren.
Saviour of the reef: 1 only, after rolling a save against poison but before the result is declared you can cross off this boon to get a +5 alchemical bonus on the save.
Water affinity 1
Grace of Minatan Heroes: 1 only, standard action Greater Magic Fang or Greater Magic Weapon, CL=HD, 1min/level duration
Inahiyi's gratitude: 2 1 only, immediate action to treat positive and negative energy as if you were undead for 1 minute
Wayang body modification: +2 to CHA checks vs Wayangs whilst your modifications are visible (Malachi got some feathers bleached)
Unparalleled supplies: 7/day, you or your allies can reroll damage dice (one use per die); you must take the second result even if lower.
Master of Trade: once per session, make a purchase at 10% discount (does not apply to spell components).
No Stranger to the City: +2 on Know: Local checks regarding Kaer Maga and can make these checks untrained. Expend this boon to reroll a single bluff, diplomacy or intimidate check to influence a citizen of Kaer Maga.
Subtle Revenge
Connections in Senghor
Student of the Twelve Rites: 3 uses only. Either get cheaper retraining, or spend one use for Feather Fall, two uses for levitate, mirror image or spider climb, or all three uses for dispel magic.
Aspis Profiteer: when you participate in a scenario involving the Aspis Consortium, your GM initials a box (one of 3); once per adventure, cross off a box to obtain an item worth up to 75gp * number of goals completed (150gp). Resale value 0gp. One box initialed (and now used).
Fool Me Once: +2 Sense Motive vs current and former pathfinders.
Air Affinity 1
Elemental Awakening: earth 3, air 2, fire 2, water 5; gain energy resistances and bonuses to CHA checks to influence elemental-type creatures equal to the number of elemental affinity boons that all your characters have obtained; give up these bonuses to cast an SLA (various according to element): feather fall (air), stone shield or stone shape (earth), burning hands or fireball (fire), touch of the sea, quench, water breathing, cone of cold or solid fog (water).
Society infiltrator: buy disguise kits at half price (discount does not stack with any other discount, cannot be sold at a profit).
Sommelier's private selection: 3 only, standard action to drink a rare and potent vintage that heals you for (level/2)*d8hp, max 5d8.
Saviour of the Tapestry: canny survivalist (Round Mountain). A ratfolk joins you on your adventures, granting the following benefits. You may spend 2PP to learn Undercommon; You may make a Handle Animal or Survival skill check with a +14 total bonus (up to twice) OR you may gain flanking for one round (up to twice, in combination with the skill check option). Skill bonus scales with level.
Wavemaster: 4 only. As a swift action check a box to gain Swim 30 and the ability to use bludgeoning and slashing weapons underwater without penalty for 1 minute; or check a box as an immediate action to hold your breath for 4 rounds instead of attempting a CON check.
Malika’s Aid: 2 only. You can check one of the boxes that precedes this boon before attempting a Heal, Knowledge (geography), Knowledge (nature), or Survival check to roll the check twice and take the better result. You are treated as trained for the purpose of that skill check, and if your modifier is lower than +5, treat it as +5 for the purpose of this check.
Saltroot Intermediary: You have brokered a deal between the Exchange and a dangerous druid circle called the Saltroots. As a demonstration of his group’s power, the leader Erwyn Harvacus has imbued you with a small amount of druidic magic. You can cast any of the following spell-like abilities below by checking the listed number of boxes that precede this boon. (4 boxes total). Once you have checked all of the boxes, one of your veins turns a deep green, signifying your ties to the Saltroots but granting no other effects. For these spell-like abilities, use your character level as your caster level, and use your Wisdom bonus to determine saving throw DCs and your concentration bonus. Any Level: entangle (1 box), speak with plants (2 boxes), tree shape (mangrove only, 1 box), wood shape (1 box); Level 7+: blight (1 box), repel vermin (2 boxes), water breathing (1 box)

Master of Trade purchases:

Chronicle 20: Pink Rhomboid Ioun Stone, 7200gp
Chronicle 21: cracked green prism ioun stone (saves), 3600gp