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Male Rakasha-spawn tiefling Swashbuckler 4 HP 40/40 AC 19 Touch 14 FF 15 Fort +3 Ref +8 Will +0
![]() "I find myself in agreement with Alessandra about giving away our plunder, and I wish to ensure our crew's safety and well being above all others. To that end, I'd have us take enough food for every man to have one good meal, no more, no less." ![]()
Male Rakasha-spawn tiefling Swashbuckler 4 HP 40/40 AC 19 Touch 14 FF 15 Fort +3 Ref +8 Will +0
![]() "Maybe the Captain, the others seem rather inept Chaenath!"
He also readies himself to defend against the next reasonably accurate attack.
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Male Rakasha-spawn tiefling Swashbuckler 4 HP 40/40 AC 19 Touch 14 FF 15 Fort +3 Ref +8 Will +0
![]() I rely on Dex too much
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Male Rakasha-spawn tiefling Swashbuckler 4 HP 40/40 AC 19 Touch 14 FF 15 Fort +3 Ref +8 Will +0
![]() Malevor comes up beside Chaenath and leans over the rail. "Call my friend a whore again and I will have your eyes replaced with daggers. Now, who are you and what is your business here? I'm not in the manner of letting random people on my ship without knowing who they are and why they're here." ![]()
Male Rakasha-spawn tiefling Swashbuckler 4 HP 40/40 AC 19 Touch 14 FF 15 Fort +3 Ref +8 Will +0
![]() "Firstly, I agree with Sandara, Alessandra and Doc, let's head to Rickety's
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Male Rakasha-spawn tiefling Swashbuckler 4 HP 40/40 AC 19 Touch 14 FF 15 Fort +3 Ref +8 Will +0
![]() Malevor is going to constantly be cursed by the dark whispers that haunt all of his kin, sometimes just to quiet them or because for whatever reason, he listens to them. He usually means well but he commits enough evil to be kept from the good alignments. This may involve a character arc that drives him insane; torn between good and evil or I might just quell the whispers if his actions threaten group dynamic. Him killing Plugg is a good way to show an example of his "evil" actions. ![]()
Male Rakasha-spawn tiefling Swashbuckler 4 HP 40/40 AC 19 Touch 14 FF 15 Fort +3 Ref +8 Will +0
![]() Malevor grins at their recent triumph. "I guess if the crew would be following me already, it makes sense." He says to Alessandra as she loots the bodies.
coup de grace: 2d6 + 16 ⇒ (4, 4) + 16 = 24
if he's not helpless:
attack: 1d20 + 9 ⇒ (6) + 9 = 15 damage: 1d6 + 8 ⇒ (3) + 8 = 11 attack: 1d20 + 9 ⇒ (20) + 9 = 29 damage: 1d6 + 8 ⇒ (6) + 8 = 14 crit confirm: 1d20 + 9 ⇒ (20) + 9 = 29 crit damage: 1d6 + 8 ⇒ (2) + 8 = 10 attack: 1d20 + 9 ⇒ (15) + 9 = 24 damage: 1d6 + 8 ⇒ (3) + 8 = 11 attack: 1d20 + 9 ⇒ (10) + 9 = 19 damage: 1d6 + 8 ⇒ (5) + 8 = 13 After finishing Plugg, Malevor looks around to see if anyone stole his old gear. ![]()
Male Rakasha-spawn tiefling Swashbuckler 4 HP 40/40 AC 19 Touch 14 FF 15 Fort +3 Ref +8 Will +0
![]() "The only thing you'll be scourging once I'm through with ye is the ground in the Abyss!" Malevor moves and stabs Scourge, then gets ready for any retaliation.
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Male Rakasha-spawn tiefling Swashbuckler 4 HP 40/40 AC 19 Touch 14 FF 15 Fort +3 Ref +8 Will +0
![]() "Traitors! So quick to join your captors? It's like you were religious!"
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Male Rakasha-spawn tiefling Swashbuckler 4 HP 40/40 AC 19 Touch 14 FF 15 Fort +3 Ref +8 Will +0
![]() Inquisitor Ethron wrote:
Just been going through the discussion as gameplay had stopped, I'm sick at home and my phone decide that I clicked on the discussion tab. Found that I missed some questions. 1. Malevor isn't against all religions, but is extremely wary of religious people and hates Sarenrae with unbridled passion. This is due to the fact that followers of the goddess of forgiveness (Cult of the Dawnflower) hunted and attacked him everywhere he went for a long time, he can only imagine what other, less forgiving religions are like. 2. This is actually the first Rakasha spawn tiefling I've made without an animal head. Instead of hair he has snakes, they are usually dormant but when intimidation is required he can wake them. He also has a long red tail the ends in a triangle that he keeps constantly hidden. 3. Malevor holds his alcohol well, despite that he doesn't often drink because it dulls the senses, however if pressured Mead or Wine is his preferred drink. ![]()
Male Rakasha-spawn tiefling Swashbuckler 4 HP 40/40 AC 19 Touch 14 FF 15 Fort +3 Ref +8 Will +0
![]() "Son of a-" Malevor steps into a defensive position and waits for the incoming attackers.
Readied attack: 1d20 + 4 ⇒ (15) + 4 = 19
Ref Save: 1d20 + 7 ⇒ (9) + 7 = 16 ![]()
Male Rakasha-spawn tiefling Swashbuckler 4 HP 40/40 AC 19 Touch 14 FF 15 Fort +3 Ref +8 Will +0
![]() "This Rapier's horribly unbalanced." Malevor says with disdain. He gladly accepts the healing and thanks whoever's healing him. Malevor is concerned with Plugg's lack of respect for the lives of his crew members. He keeps his mouth shut but tries to find time to talk to Alessandra, Doc and Chaenath later. During the meantime he helps with the repairs. ![]()
Male Rakasha-spawn tiefling Swashbuckler 4 HP 40/40 AC 19 Touch 14 FF 15 Fort +3 Ref +8 Will +0
![]() After being stabbed by the first Grindylow Malevor attempts to parry the second attack. Parry: 1d20 + 6 ⇒ (10) + 6 = 16
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Male Rakasha-spawn tiefling Swashbuckler 4 HP 40/40 AC 19 Touch 14 FF 15 Fort +3 Ref +8 Will +0
![]() "Unused? Humph, I maimed or killed 3 of yours with that and another 5 from other raids. And add another 7 cult of the Dawnflower Assassins." "I suppose it is in all fairness. You did beat me in combat, albeit it wasn't fair."
About Korg RaknianAttacks: They are always with Power Attack
Skills:
4= 4 -1 Int +1 Human
2 Background Skills: Handle Animal & Linguistics Acrobatics (Dex) Climb (Str) 2 = 1 Rank +3 Str +3 Class -5 Armor Handle Animal (Cha) 6 = 1 Rank +2 Cha +3 Class Intimidate (Cha) 6 = 1 Rank +2 Cha +3 Class Linguistics (Int) 0 = 1 Rank -1 Int Perception (Wis) 4 = 1 Rank +0 Wis +3 Class Ride (Dex) Swim (Str) 2 = 1 Rank +3 Str +3 Class -5 Armor Feats:
Human: 1st level: Power Attack Class Features Verdant Bloodline:
Your body is suffused with raw plant life. When you bloodrage, your plantlike characteristics bolster your durability and grant you some control over vegetation.
Bonus Feats: Bolstered Resilience, Diehard, Endurance, Great Fortitude, Power Attack, Raging Vitality, Toughness. Bonus Spells: entangle (7th), greensight (10th), burst of nettles (13th), command plants (16th). Bloodline Powers: While bloodraging, you gain plantlike abilities and immunities as you become overgrown with jagged branches, rugged bark, and thick vines. Verdant Growth (Su) At 1st level, you gain fast healing 1 while bloodraging. Your fast healing increases by 1 at 4th level and every 3 levels thereafter, to a maximum of fast healing 6 at 19th level. If you have a bloodrager class feature that also grants you fast healing (such as the spelleater’s blood of life class feature), you can stack up to half of your fast healing from such abilities with the fast healing gained from this ability, but you cannot do so by an amount that exceeds your Charisma bonus (minimum 0). Oaken Skin (Ex) At 4th level, when entering a bloodrage, your skin thickens like bark and you gain a +2 enhancement bonus to your natural armor. At 8th level and every 4 levels thereafter, this bonus increases by 1. Botanical Plasticity (Su) At 8th level, as a swift action you can bend and twist the plant life within your body to elongate your limbs. Your reach increases by 5 feet until the end of your turn. Verdant Call (Sp) At 12th level, when entering a bloodrage, as a swift action you can animate nearby plants to aid you in combat, functioning as wilderness soldiers, using your Charisma modifier instead of your Wisdom modifier. This effect lasts for as long as you continue bloodraging, regardless of the spell’s normal duration. Nature’s Thorns (Su) At 16th level, creatures that hit you in melee (other than those using manufactured reach weapons) take 4d6 points of piercing damage. A creature takes this damage only on its first successful attack against you in a combat round, and not on subsequent attacks in that round. Verdant Apotheosis (Su) At 20th level, verdant power surges throughout your being. While bloodraging, you gain tremorsense out to 30 feet. In addition, you gain immunity to paralysis, poison, sleep, and stunning effects, even while you are not bloodraging.
Fast Movement +10 feet Bloodrage: 4 +2 con +1 Fav Class= 7 rounds/day Equipment:
16 Gold 12 Silver 1 Copper Current Carrying Weight 63 lbs Carrying Capacity
Four-Mirror Armor +6 AC +2 Max Dex -5 AC Check 45 GP 45 lbs
Backpack 2 GP 2 lbs
Donkey 8GP
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