The Brinebrood Queen

Malakar_Paradise's page

516 posts. Alias of Nicolas Paradise.


Full Name

Malakar

Gender

Male CG Undine(frostsoul) Druid(SharkShaman) 5|HP 57/57|AC w/o Shield 18(T:14, FF:15)|AC w/Shield 20(T:14,FF:17)|CMB +6 CMD 20|F:+7, R:+5, W:+7|Init +3|Perc: +10|Speed 20ft., Swim 20ft.|Spells 1st: 3/4, 2nd: 1/3, 3rd:1/1|Hero Point 0|

Size

Medium

Age

88

Alignment

CG

Deity

Gozreh

Languages

Common, Aquan, Druidic, Terran

Strength 17
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 14
Charisma 5

About Malakar_Paradise

Backstory:
Malakar was born in a small coastal town in the Land of Linorn Kings. The village was mostly Undine's and a few Ulfen.
The village subsisted mostly on fishing and traded for anything else it needed. Malakar like all of his kind was in tune with the ocean but he had a greater connection to nature as a whole and as such he was trained by the village elder in the old ways of druidism. As he grew and trained Malakar felt more in common with animals and nature than he did with his fellow Undine's and men. Because of this he spent much time swimming the frigid coastline exploring. Not so long ago he uncovered a member of the village was exploiting the sea and taking more than was needed for trade of survival. This villager was harvesting the fins of sharks as rare power components for spells and leaving the animals he harvested from bleeding and barely able to swim. Malakar should have reported the crime to the village and let this person be judged and sentenced. However Malakar felt as if this affront was personal. He rushed toward the poachers vessel and boarded and attacked the man without so much as a thought to what he was doing. He attacked him with tooth and claw such a rage he was in. When he finally let his attack subside he was covered in gore flesh stuck in his nails and teeth. He was not remorseful.
He threw what was left of the poacher into the waters where is was swarmed by sharks and fish leaving nothing behind. Malakar brought the poachers vessel back to the village with the evidence of his crimes.
However upon learning what he had done the village judged him.
Murder was crime itself but kinslaying was taboo. The town sentenced him to exile. Malakar at first felt betrayed but than realized he was on the side of nature. A storm did not regret its coming and he did not regret defending the ocean. He left the village with pride. As he swam down the coast looking for new places to stay he found himself stalked by a small shark. He began to commune with this creature and and feed it and realized it had lost its mother it's school to the poacher.
The two became brothers and Malakar named it Razor. Malakar moved south down the lost coast stopping in different ports and towns looking for supplies and jobs. When in Korvosa he learned of a an expedition looking to settle in the ancient land of Azlant. Seeing this as an opportunity to begin anew and put his skills to use he sent a letter to the leader of this venture. He waited not for a reply and assumed his skill would be welcome and he began the long journey swimming through the rivers, streams lakes and seas to reach Andoran to join the expedition.


Malakar
Undine(Rimesoul,Amphibious,Hydrated Vitality) Druid(Shark Shaman)5
CG Medium Outsider(native)
Init +3;Darkvision 60ft.;Perception +10

Defense:

AC 18(20 With Buckler) ,Touch 14, Flat-foot 15(17 with shield)
HP 57(5d8 (+2x5)con +5 favored class + 5 toughness)
Fort +7, Ref +5, Will +7
Energy Resist: Cold 5; Special: Hydrated Vitality

Offense:

Speed 20ft.(30ft. out of armor), Swim 20ft.(30ft. out of armor)
Scimitar + 6(1d6+3 18-20x2) or Power Attack +5 (1d6+5 18-20x2), Bite +6(1d6+4) or Power Attack +5 (1d6+6), Spear +6 (1d8+4 x3) or Power Attack +5 (1d8+6 x3)
Ranged Spear +6 (1d8+3) 20ft. x3

Druid Spells Prepared:
(CL 5, Concentration +7)
3rd - resist energy, communal
2nd - barkskinx2, lesser restoration
1st - Read Weather, cure light wounds x2, acid maw
0(at will)-Detect Magic, Know Direction, Read Magic, Create Water

Statistics:

Str 17, Dex 16, Con 14, Int 10, Wis 14, Cha 5
BAB +3 CMB +6 CMD 20

Feats:
toughness(1), power attack(3)

Skills:
Acrobatics +4, Climb +7, Handel Animal +5, Heal +8, K.Nature +7, Linguistics +1, Perception +10, Profession(fishing) +9, Stealth +3, Survival +11, Swim +19

Languages:
Common, Aquan, Druid, Terran

Gear:
Hide Armor, Quarterstaff, Scimitar, Dagger, Spear x2, animal feed(carnivore) x5, masterwork backpack, blanket, flint and steel, holly and mistletoe, mess kit, belt pouch, spell component pouch, soap, waterskin, +1 Darkwood Buckler, cloak of resistance +1, ring of protection +1
Scrolls: Summon Monster I, Remove Fear, Cure Moderate Wounds, Remove Disease
Wand: Flaming Sphere(6 charges)
Money
19g 5s 5c

Traits

Whiteout:
When the air is full of water, your elemental blood allows you to blend with your surroundings and become one with the precipitation.
Benefit(s) In areas of non-magical fog, rain, snow, or similar conditions (such as the spray of a waterfall), you gain the effects of concealment, but with a miss chance of 10%. If the precipitation would already grant you concealment, the miss chances stack.

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. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Athletic(swim):
You have always had a knack for physical activity. You either grew up in a rural area and had an active childhood where you were always climbing trees, swimming in lakes and rivers, and clambering up rocky hillsides, or you competed in and excelled at contests or sports while growing up in a larger settlement. Due to this background, little can slow you down or inhibit your movements. When the Bountiful Venture Company interviewed you, they noticed your stature and physicality, and they chose you for the colonial expedition knowing that a strong back is always helpful in a growing colony.
You reduce your armor check penalty by a number equal to one-third your character level (minimum 1) for purposes of Acrobatics, Climb, and Swim checks, and you gain a +1 trait bonus to one of these three skills, chosen when you take this trait.