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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
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raging hammer: +14 (1d12+10/x2)
raging natural attack sequence:
raging power natural attack sequence:
Ranged
Spells prepared (CL 6, concentration +8):
Level 0 (4) create water, virtue, mending, spark Level 1 (4 plus domain spell)
Level 2 (3 plus domain spell)
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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
Other Gear
Coin
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wild shape (3/4) evil stick charges remaining (13/50)
showmanship (1/1) gm reroll (1/1) --------------------
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) -------------------- Defense -------------------- AC 17, touch 15, flat-footed 14 (+2 natural armour, +3 Dex, +2 size) hp 22 Fort +8, Ref +6, Will +6 --------------------
Abilities Str 6 Dex 17 Con 11 Int 7 Wis 14 Cha 7 Feats
Skills
Special abilities
chronicles:
22XP; 43 Fame; 22 PP 1. Bid for Alabastrine; 1XP, 2PP
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: 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 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 |