Taergan Flinn

Malorrem Dovar's page

146 posts. Alias of Deaths Adorable Apprentice.


Full Name

Malorrem Dovar

Race

HP 52/71 DR3/- fire res 1|AC-16 T-12 FF-14 | F+5 R+4 W+3 (+2 vs enc & continuous effects) |CMB+9 CMD21 | Init+2 | Perc +13/23 | Spd 40ft

Classes/Levels

// Rage 17rnd |HP 91 DR3/- fire res 1|AC-14 T-12 FF-13 | F+8 R+4 W+5 | CMB+11 CMD23 | Spd 40ft, swim 40ft

Gender

male half elf CG Invulnerable Rager Barbarian lvl 6 //

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

About Malorrem Dovar

Short pointed ears and clear blue eyes mixed with the sharp facial features mark Malorrem Dovar as a mix between humans and elves. Standing on the tall side for humans at 6'5. Malorrem is has a lean but well defined build earned from years spent swimming and working. His copper colored hair is kept short and out of the way.
He has numerous scars across his body. A thin one from a knife fight after a few too many drinks. He has a jagged scar filling most of his left calf from a shark bite a few years ago. A few circles across his stomach from the tiny arrows of sea goblins. A thick scar on his waist from a spear. And his hands and feet are covered in little scars earned in work and fights. It is common place for him to have bruises littering his form. Earned from fighting, the waves throwing him into something, or who knows what else. Malorrem has stopped keeping track of the bruises but the scars tend to make good drinking stories.

Malorrem tend to favor whites in color for his clothing. Not because he likes the color but because he was always told as a child that it was not decent due to all the water. And well since he has been an adult for sometime he can be as indecent as he wants. It has worked both in his favor and against in the past. Snug or loose clothing depend on what his plans are but thanks to a gift his clothing is in constant shift. His clothing will range from simple robes, to snug pants, and when he feels like it a small cloth that only covers what makes him a man, the cat calls and objections make to more than worth it. The constants with him though are a brass knife on a wrist sheath, a boarding axe on his hip, a quiver across his back, a backpack and a beautiful silvery chain shirt.

Not overly fond of jewelry, since it only gets lost in the water anyways. But he does have two items he will dive back into the water to find. One is a studded white scarf he wears around his head is something Malorram has jumped back into the water for more than once. It was a gift from his father, sort of. It was his fathers and since that man is dead it is now his. The other is a small shield shaped amulet he keeps on a chain that is snug around his throat. It was a gift from his mother before she left.

Malorrem Dovar
male half elf Invulnerable Rager Barbarian lvl 6
Alignment Size Type and Subtype
Init+2 Senseslow light vision, Perception +10
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Defense
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AC 16, Touch 12, Flat-footed14 (armor +4, dex +2, )
hp: 71 DR3/- fire resistance 1 constant endure elements for heat
Fort+2 base, +3 mod= 5
Ref+2 base, +2 mod= 4
Will+2 base, +1 mod= 3
Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
+2 resistance bonus on all saving throws made to recover from a continuing effect, such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack. This bonus does not help against initial saving throws against such effects.
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Offense
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Speed 40 ft.
Melee +1 ransur +10/+5 (2d4+5 x3, P, disarm & reach) power att +8/+3 (2d4+11x3)
mwk greatsword +10/+5 (2d6+4 19-20x2) power att +8/+3 (2d6+10 19-20x2)
boarding axe +9/+4 (1d6+3 x2, S&P) power att +7/+2 (1d6+7) brass knife +9/+4(1d4+3 19-20x2 fragile 10ft)
Ranged x5 amentum wrapped javelins +9/+4 (1d6+3 x2, 50ft), +2 str lowbow +9/+4 (1d8+2 x3 110ft ) (x20 barbed arrows (can add silk rope and gets grapple), x5 smoke arrows, x20 arrows)
Special Attacks no penalties to attack under water, all slashing and unarmed bludgeoning does normal damage
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Statistics
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Str16, Dex14, Con16, Int8, Wis 12, Cha 12
Base Atk +6/+1; CMB+9; CMD21
Feats: Aquatic Combatant, Power Attack, Raging Vitality, level seven will be Furious Focus
Special abilities from items.
Can see through 5ft of solid material by putting both gloved hands on surface. Once per day up to 1 min
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Skills: ranks Per Level: 4 -1 Int modifier. = 3 per level. * is a background skill
Acrobatics (Dex)+3 ranks, +2 mod, +3 class = 8 (add +4 to move on narrow or slippery surfaces)
Climb (Str)+2 ranks, +3 mod, +3 class = 8 (add +4 on docks and ships)
Craft (Int) cooking+4* ranks, -1 mod, +3 class = 10
escape artist (Dex) +1 ranks, +2 mod, +3 class =6 (+5 if using corset)
Handle Animal (Cha)
Intimidate (Cha)+1 ranks, +1 mod, +3 class =5
Knowledge (local)+3 ranks, -1 mod, +1 trait, +3 class =6
Knowledge (nature) (Int)+1 ranks, -1 mod, +3 class =3
Knowledge (nobility) +2* ranks, -1 mod, +1 trait =2
Perception (Wis)+4 ranks, +1 mod, +3 class, +2 racial =10
Profession (sailor) +6* ranks, +1 mod =7
Ride (Dex)
Survival (Wis)+1 ranks, +1 mod, +3 class =5
Stealth (dex) +2 ranks, +2 mod, +3 class =7
Swim (Str)+2 ranks, +3 mod, +1 trait, +3 class, +2 racial, +2 feat = 13(can always take a 10)
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Rage:17 rounds of rage per day. free action, rest for 8 hours and hours do not have to be consecutive. Fatigued (no charge, -2 str & dex) for double the rounds spent in rage. Cannot rage when fatigued or exhausted. If uncouncious can spend rounds of rage to keep in rage.
AC14, Touch 12, Flat-footed13 (armor +5, -2 rage, dex +2, )
hp: 91 DR3/- fire resistance 1 constant endure elements for heat
Fort+2 base, +6 mod= 8
Ref+2 base, +2 mod= 4
Will+2 base, +1 mod, +2 rage= 5
Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
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Offense
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Speed 40 ft. land, 40ft swim
Melee +1 ransur +12/+7 (2d4+8 x3, P, disarm & reach) power att +10/+5 (2d4+14x3)
mwk greatsword +12/+7 (2d6+7 19-20x2) power att +10/+5 (2d6+13 19-20x2)
boarding axe +11/+6 (1d6+5 x2, S&P) power att +9/+4 (1d6+9) brass knife +11/+6(1d4+5 19-20x2 fragile 10ft)
Ranged x5 amentum wrapped javelins +9/+4 (1d6+3 x2, 50ft), +2 str lowbow +11/+6 (1d8+2 x3 110ft ) (x20 barbed arrows (can add silk rope and gets grapple), x5 smoke arrows, x20 arrows)
Special Attacks reckless abandon: -2 AC & +2 to attack
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Statistics
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Str20, Dex14, Con22, Int8, Wis 12, Cha 12
Base Atk +6/+1; CMB+11; CMD23
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Skills available during rage:
Acrobatics (Dex)+3 ranks, +2 mod, +3 class = 8 (add +4 to move on narrow or slippery surfaces)
Climb (Str)+2 ranks, +5 mod, +3 class = 10(add +4 on docks and ships)
Intimidate (Cha)+1 ranks, +1 mod, +3 class =5
Perception (Wis)+4 ranks, +1 mod, +3 class, +2 racial =10
Ride (Dex)
Survival (Wis)+1 ranks, +1 mod, +3 class =5
Swim (Str)+2 ranks, +5 mod, +1 trait, +3 class, +2 racial, +2 feat +6 rage = 21(can always take a 10)
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Rage Powers
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Raging Swimmer (Ex)
Benefit: When raging, the barbarian adds her level as an enhancement bonus on all Swim skill checks.
Reckless Abandon (Ex)
Benefit: While raging, the barbarian can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.
Bestial Swimmer (Ex)
Prerequisite: Barbarian 6, raging swimmer rage power
Benefit: While raging, the barbarian gains a natural swim speed equal to her normal land speed.
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Traits: Civilized
You are well versed in the local laws, customs, and politics.
Benefits: You gain a +1 trait bonus on Knowledge (nobility) checks and Knowledge (local) checks. Knowledge (local) is always a class skill for you
Sea-Souled (Coastline or Island) You are at home at sea.
Benefits: You receive a +1 trait bonus on Swim checks, and you can always take 10 while Swimming
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Languages: Common and Elven
Other Gear: 211gp, 5sp
Always worn: hot weather clothing, white studded scarf on head, mithral shirt, key to chest around wrist tucked under the wrist sheath, brass knife in wrist sheath boarding axe on hip, sleeve of many garments, gloves of recognizance, muleback cords, aegis of recovery, ioun torch,
Efficient Quiver: 60 slot compartment: x20 barbed arrows, x20 arrows, x5 smoke arrows,
18 slot compartment: x5 amentum wrapped javelins, travelers any tool,
6 slot compartment: +2 str longbow, +1 ranseur, great sword.
Bag of Holding: x4 potions of Cure light wounds, x2Air crystals, x2 Alchemist's kindness, x3 Anchor Feather Token, Floating Feather Feather Token, Swan Boat Feather Token, Cooking Kit, Diver's Kit, Poncho, x4 waterproof bag, , hanging tent, silk rope, compass, x4 buoy, Gear Maintenance Kit, flint and steel, 50 feet of string, a signal whistle, waterskin, a week's worth of trail rations
Kept on Row Boat: bucket, silk rope, a clay mug, x2 oars,
Left at home: hammock, small treasure chest with average lock, Fishing Kit, Grooming Kit, x5 Mess Kit, backpack, a bedroll, a belt pouch,
Left at home in the chest DC20: a dagger, two fishhooks, a sewing needle, 50 feet of thread, whetstone,

Gear with all the prices:

boarding axe 6gp (1d6 x2 +2 climb on wooden surfaces S&P), mwk great sword 350gp, +1 ranseur 2010gp (2d4 x3 piercing, disarm, reach) brass knife 2gp, +2 str composite long bow 300gp, x20 barbed arrows 2gp (can add silk rope and gets grapple), x5 smoke arrows 50gp, x20 arrows 1gp, x5 amentum wrapped javelins ()5gp, Mithral Shirt 1100gp
spring loaded wrist sheath 5gp ()
x4 potions of Cure light wounds 200gp, x2Air crystals 100gp, x2 Alchemist's kindness 2gp,
x3 Anchor Feather Token 150gp, Ioun torch 75gp, Traveler's any-tool 250gp, Sleeves of many garments 200 gpFloating Feather Feather Token450 gp, Swan Boat Feather Token 450gp,
Efficient quiver 1800gp (x60 arrows, x18 javalins, x 6 bow) bag of holding type 1 2500gp(250lbs) Gloves of reconnaissance 2,000 gp, Muleback cords 1000gp, Aegis of recovery 1500gp
hot weather clothing (The outfit provides a +2 bonus on Fortitude saves to resist warm or hot weather. This does not stack with any bonuses gained from the Survival skill. White linen robes with a white turban .)
scarf 2gp (a white studded scarf that he wears around his head)
Poncho 5sp, x4 waterproof bag 2gp, hammock 1sp, hanging tent 20gp, x2 silk rope 20gp, compass 10gp, x4 buoy 20gp
row boat (50gp), small treasure chest, average lock and key 46gp, bucket 5sp, Pair of Oars (4 gp
Cooking Kit, Price 3 gp; Weight 16 lbs.
This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport.
Diver's Kit, Price 121 gp; Weight 38 lbs.
This kit is ideal for adventurers who venture into sunken ruins or half-flooded temples, and includes an air bladder, a common buoy, 30 feet of chain, a fishing net, a glass bottle, a pound of soap, three sunrods, a waterproof bag, and a waterproof hooded lantern with 3 flasks of oil.
Fishing Kit, Price 5 sp; Weight 3 lbs.
This kit includes a simple fishing pole and a small box that contains fishing tackle (hooks, lines, sinkers, floats, and lures).
Gear Maintenance Kit, Price 5 gp; Weight 2 lbs.
This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.
Grooming Kit, Price 1 gp; Weight 2 lbs.
This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
x5 Mess Kit, Price 1 gp; Weight 1 lb.
This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.
Pathfinder's Kit, Price 12 gp; Weight 22 lbs.
This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone.

personality:
Normally a friendly and helpful man. That sort of behavior is required here, a you scratch my back and I will scratch yours type of culture. He does not need to sleep much which lets him spend more time than most in either leisure or at work. Which he willing does. The more good will he has the better he feels. It is insurance to get himself out of trouble with the neighbors. Malorrem does have an impressive rage that simmers deep in his belly. Normally he has a reliable outlet for this fury in the consistent attacks on the city but there are times when his rage is directed not at a beast threatening the city but something else. New comers and visitors who do not behave have been on the wrong side of Malorrem's wrath. As have a few drunks who were either to mouthy or grabby with people who did not want it. This fury has led to a bit of personal and property damage in the past so he tries to make sure that he is in standing with as many people as possible.

His mother said he was a berserker. Someone who loses themselves in the fury and it is rather fitting with the close proximity to that constant storm. She said the world we are born into is a third parent and that storm is Malorrem's third parent. He has always liked that idea.

Backstory:
Malorrem is the son of a human man, Malcolm Davor, and an elf woman, Oparal. Malorrem's name was chosen to resemble his fathers, apparently a family tradition. Oparal was a wonderer but she stayed in Hyrantam because she fell into bed with Malcolm and quickly realized she was with child. Pairings between human and elf can only end in heartache and these two were not even in love. Though there was a child to consider now. Not wanting to deprive her future child of his rightful father, Oparal not only decised to stay but she moved in with Malcolm. They both agreed that this was what they wanted, at least until the child had reached the age of majority His parents were not star crossed lovers but they had an easy affection for each other by the time Malorrem was learning to talk.

His youth was filled with swimming and cooking lessons from his father and stories of the world from his mother told over a slack fishing line. As time went by fighting joined the list of things Malorrem was learning. Wither it was to learn to defend himself or to do reckless damage when someone said the wrong thing.

Life in Hyrantam is hard and dangerous so when Malcolm died when Malorrem was eighteen no one was surprised. For her child and a promise Oparal waited two more years before speaking to Malorrem about leaving. She offered to take him with her and he offered to always have a bed for her. For six more years Oparal lingered and watched her son come into his own. It was clear that despite the dangers of this place, this was Malorrem's home. She did promise to visit but that has not happened yet. Wither she lied, has died, or simply lost track of the time as elves tend to do where shorter lived races are concerned is unknown.

Overly fond of the water from childhood is was a natural transition that one of the main things Malorrem likes to do is dive down and work on salvaging the various ships that sink due to the storms. Other than that he does small repairs around the city and will cook for various families when able. He also loves to jump in after new arrivals. They tend to be more giving with their coins and with their time than the locals. It is a great way to learn about what is going on outside of Hyrantam. Not that he wants to leave mind you. The chaos of this city is wonderful but it is always fun to hear about other places. These preferred activities keep Malorrem outside despite the weather, not that he minds much. Though his friends have told he all that water he has swallowed has gone and rotted his brain. He has only almost drowned three times since he hit manhood. Three is a small and inconsequential number.

Malorrem knows he is not the best looking in town but he can and has turned heads in the past. Either due to his features or odd clothing choices. The white clothing tends to go a little see though at times and since he is not overly fond of clothing anyways, when he is alone at home he tends to go without. This tendency has caused him to, when the alarms are sounded that there is an attack, rush out to help wearing nothing. It was because of this some friends bought him a fun magical item. Cloth sleeves that fit over his arms and can change his clothing to look however Malorrem wants them to. Thing is you need a base bit of fabric for it to work so it only helps so much. But it is still one of his favorite toys.

Half Elf:
Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-elves are humanoid creatures with both the human and the elf subtypes.
Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Half-elves have a base speed of 30 feet.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Feat and Skill Racial Traits
Sea Legs: Many half-elves find their way onto the water early in their youth, whether they live with trader families, work as smugglers, or plunder alongside pirates. These half-elves receive a +2 racial bonus on Swim checks, as well as a +4 racial bonus on Acrobatics checks to move on narrow or slippery surfaces, and on Climb checks on docks and ships.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Senses Racial Traits
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Other Racial Traits
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Fey Thoughts (1 RP): Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. Picking Stealth and escape artist

Invulnerable Rager Barbarian:

Weapon and Armor Proficiency
A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Fast Movement (Ex)
A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.
Rage (Ex)
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Rage Powers (Ex)
As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.
Any barbarian who meets the powers’ prerequisites can select and use rage powers. Totem rage powers grant powers related to a theme. A barbarian cannot select from more than one group of totem rage powers; for example, a barbarian who selects a beast totem rage power cannot later choose to gain any of the dragon totem rage powers (any rage power with “dragon totem” in its title).
A complete list of rage powers can be found here: Rage Powers
Invulnerability (Ex)
At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage.
This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.
Extreme Endurance (Ex)
At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd.
This ability replaces trap sense.