Aldern Foxglove

Malick's page

497 posts. Alias of Rev Rosey.


Full Name

just "Malick". The rest got lost a while back.

Race

human

Classes/Levels

Resourceful Warlord/Commando Captain 13

Gender

male

Size

medium

Age

27

Alignment

Unaligned

Deity

Whover looks the right way at the time

Location

a warzone

Languages

common, draconic

Occupation

Turning his hand to whatever's there. Man's gotta work, right?

Strength 20
Dexterity 11
Constitution 13
Intelligence 17
Wisdom 9
Charisma 16

About Malick

Basics
AC: 27
F: 27
R: 24
W: 25

Init: +9 (inc warlord bonus)
Speed: 5 (run 7)

Passive Insight: 15
Passive Perception: 15

HP: 77/95
Temp HP: 8
Bloodied value: 47
Surges: 7/10; Surge value: 23
AP: 0
XP: 39,000

Basic melee attack with halberd: 1d20+17; 1d10+10 (reach 2)
Basic melee with javelin: 1d20+16; 1d6+8
Unarmed basic melee: 1d20+11; 1d4+5
Basic ranged attack with javelin: 1d20+16; 1d6+8

+2 damage to bloodied targets (item bonus)
1d6 extra damage on OAs (item bonus)

Class features
Allies within 10 squares that can see and hear Malick gain +2 to init rolls.

Allies who can see and hear Malick and spend an AP to attack get +11 damage bonus to their next attack. If attack does not hit, ally gets +11 temp hp instead. (half level + Int mod + feat bonus).

Inspiring Word (twice per encounter): Minor action. Ally within 5 squares can spend healing surge +3d6

Commando Captain features (paragon)

Camouflaging Command (11th level): When you use a warlord power that grants movement to an ally, that ally gains concealment until the end of your next turn.

Commando Action (11th level): When you spend an action point to take an extra action, an enemy of your choice within 10 squares of you grants combat advantage to you until the end of your next turn.

Skills (italics are trained skills)

Spoiler:

Acrobatics +7 (inc item bonus)
Arcana +9
Athletics +15
Bluff +9
Diplomacy +14
Dungeoneering +5
Endurance +14 (inc item bonus)
Heal +10
History +7
Insight +5
Intimidate +16 (inc background bonus)
Nature +5
Perception +5
Religion +9
Stealth +5
Streetwise +9
Thievery +6 (+8 with thieves tools)

Feats

Spoiler:

Saving Inspiration - Inspiring Word: can forgo extra dice of damage to give target saving throw instead

Toughness (+5hp per tier)

Weapon Focus (polearm) - +1 damage per tier with polearms

Weapon Expertise (polearm) - attack bonus with polearms

Improved Resources (allies gain +2 bonus to damage or temp hp when using AP within range)

Paragon Defenses (+1 F/R/W)

Hunting Wolf Style
Prerequisite: Any martial class
Benefit: You gain a benefit with any of the following powers you possess.
Wolf Pack Tactics (warlord): The ally you allow to shift can be within 2 squares of you, instead of adjacent to you or the target.

Durable

Polearm Flanker: When you make a melee attack with a polearm against a target that is not adjacent to you, choose an unoccupied square that is adjacent to both you and the target. You are considered to occupy that square for the purpose of determining if you flank the target for the attack.

Powers and such

Spoiler:

At-Will
Wolf-pack tactics
Standard Action Melee weapon
Target: One creature
Special: Before you attack, you let one ally within 2 squares to either you or the target shift 1 square as a free action. (See feat for additional funkiness)
Attack: +17 v AC
Hit: 1d10+10 damage

Viper's Strike
Standard Action Melee weapon
Target: One creature
Attack: +17 v AC
Hit: 1d10+10
Effect: If the target shifts before the start of your next turn, it provokes an opportunity attack from an ally of your choice.

Brash Assault
At-Will Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: 1d20+17 vs. AC
Hit: 1d10+10
Increase damage to 2[W] + Strength modifier at 21st level.

Effect: The target can make a melee basic attack against you as a free action and has combat advantage for the attack. If the target makes this attack, an ally of your choice within 5 squares of the target can make a basic attack against the target as a free action and has combat advantage for the attack.

Encounter

Bloody Ending
Standard Action Melee weapon
Target: One bloodied creature
Attack: +17 vs. AC
Hit: 2d10+ 13 (Str mod + Int mod)

Resourceful Presence: Your allies gain a +2 power bonus to attack rolls against the enemy until the end of your next turn.

Sunder Armour
Standard Action Melee weapon
Target: One creature
Attack: +17 vs. AC
Hit: 2d10+10
On hit, until the end of your next turn, any attack roll against the target can score a crit on a roll of 18-20.

Polearm Vault
Move Action Personal
Requirement: You must be wielding a polearm.
Effect: Move 4 squares, ignoring difficult and hindering terrain. You can use this power to move through an enemy’s space, but doing so provokes opportunity attacks when leaving a square adjacent to the enemy as normal.

Malenbranche's Pull
Martial. Weapon. Must be wielding a reach weapon.
1d20+17 v AC
2d10+10 damage.
On hit, slide the target 3 squares to a space adjacent to you. After the slide, the target is knocked prone.

Commando Manouver
Encounter Martial
Move Action Close burst 10
Targets: One or two allies in burst
Effect: The targets can shift 3 squares.

Healer's Gift
Trained in Heal. Melee touch. One dying creature. Creature can spend healing surge (from 0).

Blindside Assault - Commando Captain -
Standard Action Melee weapon
Target: One creature

Effect: Before the attack, you slide one ally 6 squares to a space adjacent to the target. The ally can then make a melee basic attack against the target as a free action.
Attack: +17 v AC
Hit: 2d10+10

Daily
Bastion of Defense
Standard Action Melee weapon
Target: One creature
Attack: 1d20+17 vs. AC
Hit: 3d10+8. Allies within 5 squares of you gain a +1 power bonus to all defenses until the end of the encounter.
Effect: Allies within 5 squares of you gain temporary hit points equal to 5 + your Charisma modifier. (8 temp hp)

Staggering Spin
Standard Action Close burst 1
Target: Each enemy in burst
Attack: +17 vs. Fortitude
Hit: 1d10+8, and you push the target 1 square. If the target is then adjacent to any of your allies, those allies can make a melee basic attack against the target as an opportunity action.

Miss: Half damage, and no push.

Caging Glaive
Standard Action Melee weapon
Requirement: You must be wielding a reach weapon.
Target: One creature
Effect: Before making the attack, slide your target to any space adjacent to you.
Attack: +17 vs. AC
Hit: 3d10+8, and your target is slowed and grants combat advantage to all creatures until it starts its turn in a square outside your melee reach.
Miss: Half damage and target is slowed and grants combat advantage to all creatures until the end of your next turn.

Instant Planning
Minor Action Close burst 5
Target: You and each ally in burst
Effect: Until the end of your next turn, every target gains your choice of a power bonus to attack rolls equal to your Charisma modifier (+3), a power bonus to speed equal to your Charisma modifier (+3), or a power bonus to all defenses equal to your Intelligence modifier (+3).

Resourceful Presence: You can grant a different bonus to each target.

Dwarven armour.
Daily. Personal (free action). You can regain hp as though you had spent a healing surge.

Sacrificial Halberd.
Daily. Free Action. Use this power when you hit with the weapon. Spend a healing surge but instead of regaining hp, cause the target to become weakened to end your next turn.

Jassolen's skull powers
Skulls powers:
Lay on hands as a paladin 1/day
Can answer one question about enemy abilities/powers per day

Equipment

Spoiler:

+3 Dwarven Braidmail (level 12) - see daily powers for property

+3 Sacrificial Halberd (level 11)
Enhancement: +3 attack rolls and damage rolls
Critical: 3d6
Property: See Daily power above.
+3 Distance Javelin - range is 15/30. No crit bonus.
+3 Badge of the Berserker (level 11) - +3 F/R/W
When you charge, your movement as part of the charge does not provoke OAs.

Gauntlets of Blood - +2 damage v bloodied foes

Bracers of Tactical Blows - 1d6 extra damage on OAs

Acrobat Boots - +1 Acrobatics, stand from prone as minor

Woundstitch powder
Power (At-Will): Standard. You sprinkle this dust on an adjacent dying creature. That creature stops making death saving throws until it takes damage, and any untyped ongoing damage on the creature ends.

Adventurer's Kit
Climbing kit
Disguise kit
Thieves tools
grappling hook

Background and personality

Spoiler:

Grubby Clark Gable. Firm believer in his own scruffy charms. Evidence suggests his optimism is not completely misplaced.
Background: Commissioned Officer (+2 Intimidate).

Malick is a mercenary at heart. He likes being alive and he likes winning. Those two things are not always compatible. Ruing has his admiration because he's still alive and he's winning often enough.

Ruing stumbled across Malick in a bar when he was fending off an offended husband initially with some well-placed words and later with a well-placed punch in the gut which brought the graduation party to an abrupt halt. A promising career looked as if it was vanishing until Ruing stepped in.

Whatever she saw in him (and he really wishes he could remember that night) he's more than repaid. Malick knows quite well that Ruing is the reason he's still around. Cheerfully amoral, he's as happy trading words as blows and regards anyone who crosses his path as fair game to use in whatever way seems most appropriate at the time. Frequent setbacks have never daunted him. As far as Malick is concerned, there will always be another day, another woman, another fight and a full pay packet at the end of it.

Malick's problem is pretty simple. Every time he turns around there's another opportunity beckoning to him, each one more alluring than whatever he's doing at the time. Until he met Ruing, his concept of loyalty extended exactly as far as himself. Now Oddjob 101 has his loyalty and that includes everyone in the unit. He likes them. They're his kind of people.

In battle, Malick is cheerful, chatty and ruthless, manipulating everyone around him to get what he wants. When he's not in battle, nothing much changes.

He has tried many times to seduce Ruing again and never got anywhere. It's a game to him now. Quite what he'd do if she ever responded is a mystery.