Tsadok Goldtooth

Malt's page

19 posts. Alias of Vylatka.


Full Name

Gregor "Malt" Emberfaust

Race

Half-Orc

Classes/Levels

Fighter 1| AC 20, T11, FF19 | HP 13/13, F+4, R+1, W+2, CMB +5, CMD 16| Init +1, Darkvision, Perc. +1), Speed 20ft

Gender

Male

Size

Medium

Age

18

Special Abilities

Perception: +1 Speed: 20

Alignment

Chaotic Good

Deity

Desna

Languages

Common, Orc

Strength 18
Dexterity 13
Constitution 14
Intelligence 10
Wisdom 12
Charisma 10

About Malt

Defense:
AC 20/FF 19/Touch 11 (+1 Dex, +6 Armor, +3 Shield) HP 13/13 FORT: +4 REF: +1 WIL: +2
CMD: 16
FC Bonus: 1 HP

Offense:
Init: +1 BAB: +1 CMB: +5
Scimitar Att: +5 Dam: 1d6+4 Crit: 18-20/X2
Spiked Gauntlet Att: +5 Dam: 1d4+4 Crit: X2
Club Att: +5/+2 Dam: 1d6+4 Crit: X2 Range: 10 ft
Sap Att: +5/+2 Dam: 1d6+4 Crit: X2 (Non-Lethal)
3 Javelins +2 Dam: 1d6+4 Crit: X2 Range: 30
Power Attack: -1 to hit +2 damage

Skills:
2+1 for “Skilled” = 3/level
Climb: 8 (4 in armor, 2 with armor and shield ready)
Intimidate: 6
Swim: 8 (0 in armor, -4 with armor and shield ready)

Gear:
Scale Mail –Body—30 lbs—cost 50 gold
Heavy Wooden Shield – Left Arm or Back –10 lbs—cost 7 gold
Scimitar – Left Hip or Right Hand—4 lbs—cost 15 gold
Spiked Gauntlet –Right Hand—1 lb—cost 5 gold
Club – Left Hip or Right Hand – 3 lbs—cost 0
Sap – Right Boot—2 lbs—cost 1 gold
3 Javelins – Back Quiver- 6 lbs—cost 3 gold
Fighter’s Kit: Bedroll – attached to backpack—5 lbs –total kit cost 9 gold
Belt Pouch – Belt – 0.5 lbs
Flint and Steel –Belt pouch—0.0lbs
Iron Pot –Backpack – 4 lbs
Mess Kit – Backpack – 1lb
Water Skin – Backpack – 4 lbs
50’ Hemp Rope – Backpack – 10lbs
Soap – Backpack – 1 lb
Trail Rations – Backpack—5 lbs
Tobacco - Beltpouch - 2 lbs
Gold: 59
Silver: 0
Copper:0

Class Features:
1st Level Bonus Feat (Shield Focus)

Feats, Traits, Race:
—Feats—
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Shield Focus (1st level bonus feat): Increase the AC bonus granted by any shield you are using by 1.
--Racial Traits—
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Human Raised: Lose Orc Ferocity and Orc Weapon Familiarity and gain Human "Skilled" racial trait
--Traits—
Defender of the Society: Your time spent studying the greatest warriors of the Society taught you new defensive skills while wearing armor. You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.
Legacy of Sand: A large tribe of orcs adapted to life in the desert once dwelt in southeastern Katapesh. Although this tribe is long extinct, some half-orcs of Katapesh carry the traits of this tribe in their particularly large jaws, broad shoulders, and shockingly pale eyes. You often have dreams of hunts and strange ceremonies held under moonlight in the desert sands. Some ascribe these dreams to racial memory, others to visions or prophecies. These dreams have instilled in you a fierce sense of tradition. You gain a +1 trait bonus on all Will saving throws.

Appearance & Personality:
Malt is a sturdily built half orc, at 6’3” and 269 pounds he fits squarely into the stereotypical idea of a brawny half orc. His has black hair and uncharacteristically (for a half orc) pale green eyes. Never far from his tools of the trade, Malt is often clad in some form of armor and always has a weapon nearby if he can help it.
Malt works hard to cultivate the aura of a grim and dangerous half-orc warrior, feeling that it is the only way to get non-half-orcs to take him seriously. At heart he is rather kind-hearted and not nearly as jaded and world-wise as he would like people to believe he is.

Background:
Malt cannot remember if he was even given a name in the slave pits of Katapesh, all he can remember is being hungry and the occasional frightening cackle of gnolls. He caught the eye of the spoiled child of a Chelaxian traveling merchant and was purchased as a “pet” for the little girl. By the time the merchant had returned to his estates the child had grown bored with her new toy and “Gregor Emberfaust” (the name the child had given him, naming him after a servant in a story book she had) was sold to a local brewer who figured a young half orc would mature quickly and grow big enough to be a useful laborer in his brewery.
He was correct and Malt grew tall and strong, hauling sacks of malt for processing in the brewery. Soon “Malt boy” (as he was called by the callous brewer) was well over six feet and stronger than was really necessary for a malt hauler. Growing tired of feeding the hulking slave he sold Malt to a traveling merchant who used Malt as a general laborer. Malt grew to hate the merchant, who was quick with his whip and skimpy when it came to feeding his newly acquired property.
When the caravan was attacked outside of Korvosa by a manticore, he dragged the body of a guard who had taken an iron spike to the eye into the woods, stripped him of his gear (including a hefty purse the man had won the previous evening in a game of chance) and disappeared in the chaos. Since that time Malt has worked as a caravan guard in Varisia.
Although not yet a terribly skilled combatant his size and ability to talk a very good “tough guy” game has insured him a place with several caravans. Luckily for Malt most of these jobs required little in the way of combat. While passing through Magnimar Malt picked up a book about the exploits of famed Pathfinder Durvin Gest. Although the cataloging of ancient ruins did not exactly speak to Malt, the heroic exploits of the Legendary Pathfinder and his skill at arms did.
Malt then decided that the life of an Pathfinder sounded much better than a fraud of a caravan guard and began seeking out training from his fellow caravan guards. Although he tends to still rely on guile and brute strength over skill at arms he is steadily improving and when his caravan arrived in back in Magnimar, he was able to talk the Pathfinders into letting him join up.

XP: 300