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About MalickBasics
Init: +9 (inc warlord bonus)
Passive Insight: 15
HP: 77/95
Basic melee attack with halberd: 1d20+17; 1d10+10 (reach 2)
+2 damage to bloodied targets (item bonus)
Class features
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
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
Brash Assault
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
Resourceful Presence: Your allies gain a +2 power bonus to attack rolls against the enemy until the end of your next turn. Sunder Armour
Polearm Vault
Malenbranche's Pull
Commando Manouver
Healer's Gift
Blindside Assault - Commando Captain -
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.
Daily
Staggering Spin
Miss: Half damage, and no push. Caging Glaive
Instant Planning
Resourceful Presence: You can grant a different bonus to each target. Dwarven armour.
Sacrificial Halberd.
Jassolen's skull powers
Equipment Spoiler:
+3 Dwarven Braidmail (level 12) - see daily powers for property +3 Sacrificial Halberd (level 11)
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
Adventurer's Kit
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. |