Clegg Zincher

Malnivar "Hangman " Darlock's page

120 posts. Alias of Kozaric.


About Malnivar "Hangman " Darlock

Malnivar Darlock
Male Human Ranger Skirmisher 2
LN Medium Humanoid
Init +4; Senses: Perception +6
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DEFENSE
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AC 16, touch 12, flat-footed 14. (+4 Armor, +2 Dex)
HP: 22 (2d10+6)
Fort +5, Ref +5, Will +1
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OFFENSE
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Spd: 30 ft.
Melee:
Greatsword,MW +7 (2d6+6/19-20/x2)
-Power Attack +6 (2d6+9/19-20x2)
Short Sword +6 (1d6+4/19-20/x2)
Dagger +6 (1d4+4/19-20/x2)
Flail +6 (1d8+4/20/x2) Trip, Disarm
Cestus +6 (1d4+4/19-20x2)
Ranged:
Long Bow,MW +4Str, Composite, +5 (1d8+4/20/x3)Range 110
- Rapid shot +3/+3 (1d8+4/20/x3)Range 110
Dagger +4 (1d4+4/19-20/x2)Range 10

Special Attacks:
Favored enemy: (Human +2 Attack and Damage)
Precise strike:When flanking with another with feat,Deal +1d6 points
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STATISTICS
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Str 18, Dex 14, Con 14, Int 12, Wis 13, Cha 10 (25 point buy)
Base Atk +2; CMB +6; CMD 18
Feats: Anti Hero Feat:Precise Strike, Power Attack, Quick Draw, Rapid Shot(Bonus)
Traits: Reactionary: +2 Init, Rich Parents (Gear stolen from army) +900g

Skills:
Skills: 16 (6 Class +1Int +1 Race x Level)
Climb = + 8 (7 in Armor)
Craft (Int),
Handle Animal (Cha) = +6
Heal (Wis)
Intimidate:+4
Knowledge: Dungeonering
Knowledge: Geography +5
Knowledge: Nature = +6
Perception = +6
Profession: Soldier =+5
Ride = + 7 (6 in Armor)
Spellcraft
Stealth = +7 (6 in Armor)
Survival = +6 (7 tracking)
Swim =
Languages: Common, Goblin

Racial Abilities:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Anti Hero: gains free Teamwork feat in lieu of Hero Points(selected Precise strike)


Ranger Abilities:

-Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

-Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

-Favored Enemy (Human): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

-Combat Style Feat (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two weapon combat. The ranger’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even
if he does not have the normal prerequisites. If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.

Gear:

Weapons/Armor Start 1075g
MW Greatsword, 350g 8 lbs
Long Bow, MW Composite,+4 Str 800g 3 lbs
Flail, 8g 5 lbs
Sword,Short, Cold Iron, 20g 2 lbs
Arrows, 40, 2g, 6 lbs
Dagger, 2gp 1 lb
Dagger, 2gp 1 lb
Cestus, 5g 1 lb
MW Armor, Chain Shirt, +4 AC, –1 Skill Check, 250g 25 lbs
=1439g for Weapons/Armor

Gear
Backpack (empty) 2 gp 2 lbs.
Pouch, belt (empty) 1 gp 1/2 lb.
Bedroll 1 sp 5 lbs.
Hammock 1 sp 3 lbs.
Shovel 2 cp 3 lbs.
Rope, Hemp (50 ft.) 1 gp 5 lbs.
Lamp, Common 1 sp 1 lb.
Oil (3-pint flask) 1 sp 1 lbs.(x2)
Rations, trail (per day) 5 sp 1 lb.
Waterskin 1 gp 4 lbs.
Flint and steel 1 gp —
Compass 1 gp 1/2 lb.
Grappling Hook 1 gp 7 lb.
Crowbar
Signal Horn 1g 2 LBS
=11.02 Gear

Misc Gear
Alchemist's fire 20g 1 lb X2
Thunderstone 30g 1 lb X2
Sunrod 2 gp 1 lb. x3
(2) Potion, Cure Light Wounds 25g ea
=104g Misc Gear

=1558.02 Total for Gear

00 pp, 67 gp, 0 sp, 0 cp

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BACKGROUND
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“Yeah, I was part of the Eagle Knights. Was a good gig. Great friends, good pay, and easy duty for the most part.
“So why am I hear with you misfits? Well…see what happened was not really my fault, least not if you ask me.
See I was part of an advance scout company. We would head out way before the main body, scaring up any opposition, maybe making long range strikes against the enemy, that sorta thing. Hells, might be why I’m with you knuckle heads, maybe teach you a thing or too.
Well we got a new squad leader. An up and coming officer, the son of some big wig or another. They was sending him around to all the platoons so he could learn all about warfare. Hells, if you ask me that’s a sure way to teach a man enough to be dangerous. Hells that’s just what became of it.
So there I was, LT leading us on a long-range patrol to weed out some of the gobos, when he decided to crank it up a notch and make a name for him self. Lead us right into the middle of ‘em he did trying to kill some chieftain he heard about. “ Darlock pauses for a moment lost in thought and puts in a chew then spits a long sting of brown-black tobacco into the fire where it sizzles from the heat.
“Of the 16 of us that went in, 3 of us made it out; me, the LT, and SGT Neddle. Sgt Neddle pretty damn near pulled both me and LT both out of that hellhole, saved our lives he did.
He got us back to camp 3 days later. Us all looking like something a dog coughed up. Then LT made his report. Sum’b*&@# put all the blame on old Sgt Neddle. ‘Said Sarge led the attack against his orders. Said he pulled us out! Believe that? So quick fast and in a hurry, ol’ Sgt Neddle gets about 4 inches taller do to a neck streatchin.
Well, 3 days later, I wake up in the medic tent and hear what happened. Hell I couldn’t let it go, could you? So I do the only thing I can think of. I make that bastage dead, take his kit, and head for the hills. Figure if the Eagle Knight ever catch me I’ll grow real quick like good ‘ol Sarge. Run into this here Merc Company two months ago and figure what the heck, might as well stick with what I know.”
Darlock spits another stream into the fire and gives a lopsided grin, “Wish I could bring that LT back though, and kill his arse again.”