Davashuum

Malik Van'Hilth's page

146 posts. Organized Play character for Dakcenturi.


Full Name

Malik Van'Hilth

Race

Aasimar 58507-2 |

Classes/Levels

Cleric 1 | AC 17 T 12 FF 15 | HP 10/10 | F +4 R +3 W +5 | Init +4 | Perc +2

Gender

Male

Size

Medium

Age

64

Alignment

LN

Deity

Abadar

Languages

Common, Celestial

Occupation

Faith-Healer

Strength 18
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 14
Charisma 10

About Malik Van'Hilth

Malik Van'Hilth
Male Archon-Blooded Aasimar (Lawbringers) Cleric 2/Fighter (Lore Warden) 1
LN Medium outsider (human, native)
Init +8; Senses darkvision 60 ft.; Perception +4
Aura deflection aura (2 ft.)
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 23 (1d10+2d8+3)
Fort +7, Ref +3, Will +6
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee gauntlet (from armor) +5 (1d3+3) and
. . masterwork cold iron bec de corbin +6 (1d10+4/×3) and
. . unarmed strike +5 (1d3+3)
Ranged composite longbow +4 (1d8+3/×3)
Special Attacks channel positive energy 3/day (DC 11, 1d6)
Spell-Like Abilities
. . 1/day—continual flame
Cleric Spells Prepared (CL 2nd; concentration +4):
1st—bless, comprehend languages, magic weapon, shield [D]
0 (at will)—create water, detect magic, read magic, stabilize
[D] Domain spell; Domains Defense, Protection, Travel
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Statistics
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Str 16, Dex 14, Con 12, Int 13, Wis 14, Cha 10
Base Atk +2; CMB +5; CMD 17
Feats Combat Reflexes, Improved Initiative, Power Attack
Traits absalom hotspur, faith healer
Skills Diplomacy +4, Heal +9, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +6, Knowledge (planes) +6, Knowledge (religion) +5, Perception +4, Sense Motive +4, Spellcraft +5
Languages Celestial, Common
SQ agile feet (5/day), aura, domains (defense, travel), scion of humanity, truespeaker
Combat Gear wand of cure light wounds, air crystal (2), bladeguard (2), bodybalm, stillgut, vermin repellent (2); Other Gear kikko armor, arrows (60), cold iron arrows (50), composite longbow, masterwork cold iron bec de corbin, ioun stone (dusty rose prism, cracked), wayfinder, backpack, masterwork, belt pouch, candle (10), flint and steel, grappling arrow, grappling arrow, holy symbol, wooden, holy text, mess kit, silk rope, soap, spell component pouch, - custom gear -, torch, trail rations (5), waterskin, 588 GP, 5 SP
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Special Abilities
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Absalom Hotspur You gain a +1 trait bonus on Initiative checks and Knowledge (local) checks.
Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (3/day) (DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Defense) Associated Domain: Protection
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deflection Aura (2 rounds) (1/day) (Su) 20'r aura grants +2 AC and +2 CMD
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Faith Healer Can make a Heal check weekly to earn money.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Truespeaker Learn two languages for each rank you put in Linguistics.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Background:
Growing up in Diobel Malik knew little of his origins. Standing out from the other children, who feared what they did not understand, Malik learned quickly how to avoid conflicts and live a somewhat solitary life. If it hadn't been for the church of Abadar Malik likely would have fallen in the streets. At a young age he had a knack for the art of healing and as his skills became more apparent so to did he draw more attention, especially from the church.

Before he was 18 Malik was indoctrinated with the church and pledged his faith to Abadar. After several years of service to the church and Abadar Malik received his divine mandate becoming one of the clerics of Abadar. Having risen quickly through the ranks of the church but still perceived as an oddity in the smaller town of Diobel, Malik set out for Absalom the one place most excepting of his kind and the largest center for his faith.

Upon coming to Absalom Malik quickly learned of the Pathfinders. Deciding to bring his mandate was meant to extend the reach of Abadar to places where civilization had been forgotten and eliminate agents of chaos. Further with the Pathfinders making up such a well developed organization and allowing Malik to gain wealth in the name of Abadar while meeting his mandates it seemed more than a perfect fit.