Grine

Malkvian's page

32 posts. Organized Play character for Vegapatch.


Full Name

Malkvian "The Wretched"

Race

Human (Varisian)

Classes/Levels

Cleric of Lamashtu 1

Gender

Male

Size

Medium

Age

24

Special Abilities

Channel negative energy, Copycat, Vision of Madness

Alignment

Chaotic Neutral

Deity

Lamashtu

Location

Varisia

Languages

Human, Humanoid

Occupation

Messenger of Lamashtu

Strength 14
Dexterity 14
Constitution 12
Intelligence 8
Wisdom 16
Charisma 14

About Malkvian

Malkvian
Male human (varisian) cleric of Lamashtu 1
CN Medium humanoid (human)
Init +2; Senses Perception +3
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 dexerity)
hp 10 (1d8+1+1)
Fort +3, Ref +2, Will +5 (+2 trait bonus against charm and compulson)
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee: Main weapon is Falchion (2d4+2), secondary are Club (1d6+2), Dagger (1d4+2) and Sling (1d4)with 20 rocks
Special Attacks channel negative energy 5/day (DC 14 1d6)
Domain Spell-Like Abilities
. . 6/day— Vision of Madness, Copycat
Cleric Spells Prepared,
. . 1 Bless, Infernal Healing
. . 0 Guidance, Light, Stabilize
. . D Domain spell; Lesser confusion (DC 14)
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Statistics
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Str 14, Dex 14, Con 12, Int 8, Wis 16, Cha 14
Base Atk +0; CMB +2; CMD 14
Feats Improved channel, Selective Channeling
Traits: Birthmark and Dangerously Curious
Skills: Acrobatics -2, Appraise -1, Bluff +2, Climb -2, Diplomacy +2, Disguise +2, Escape Artist -2, Fly -2, Heal +7, Intimidate +2, Perception +3, Ride -2, Sense Motive +7, Stealth -2, Survival +3, Swim -2, Use Magic Device +7 (Because of Dangerously Curious)
Languages Common
Gear: Backpack, Bedroll, Bottle, Caltropsx2, Crowbar, Grappling hook, Rope x2, Sack, Spell component pouch, feed /per day).
No money left (0)
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Special Abilities
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Aura (Chaotic Evil because of Lamashtu)

Cleric Channel negative energy 5 times per day (1d6, DC 14)

Domain (Madness)

Domain (Trickery)

Spontaneous negative casting

Character Background:

Malkvian was born inside a Lamashtu cult just before a group of adventurers slaughtered them all, including his parents, who tried to murder them. One of the adventurers took mercy on him, even though the child had a clear birthmark of Lamashtu on his tongue, and decided to raise him as his own child, and so he had a normal life; up until his twenty-third birthday.

That day Malkvian started to experience visions of untold pain and unbeliable madness. Everyday, at any hour, he could suffer hallucinations of murder, rape or other unspeakable crimes and many times he were at the edge of insanity. He couldn´t cope with it anymore, so he decided to investigate further. It became an obsession when he discovered that his birthmark symboliced that he was destined to become a messenger of Lamashtu.

These nightmares where the way Lamashtu comunicated with him. Once he knew this, he understood that he had to spread the word of Lamashtu all over the world of Golarion and once he started to preach her teachings, the visions of madness stopped.

The way he spreads her teachings is a very particular one. One does not understand the essence of Lamashtu until you experience her first hand, and so Malkvian preaches lending some of his personal torments to others, a process that most of the time ends with someone locked in an asylum.

Like his goddess told him one, he has permission to kill even other members of her own cult, as Lamashtu thinks that "they´ll be much more useful embraced on my very own bosom that they were on their own". Malkvian does not follow her ways stricly and she leaves him alone as long as he does his job.

Malkvian, not wanting to kill any innocent people is always looking for wicked people to torment. He may be centered in self interest and he may be an anarchist, but he is not a murderer. As long as someone looks at Lamashtu first hand, spreads her word and madly talks about her unlimitted power, she is happy with his messenger´s work.

For this very reason, he joined the Pathfinder Society. This way he can get to the worst kind of people faster that he would do on his own. He would never try to impose his beliefs on his fellow adventurers, as he needs them to keep his own sanity in check.