Mametquil

Malthu's page

45 posts. Alias of Grand Moff Vixen.


Classes/Levels

Status:
HP 9/10 AC 13 | T 10 | FF 13 | CMD 15 | F +4 | R +0 | W +4 | Init +0 | Per +6

About Malthu

Background:
Blackness. Darkness all around him. Can't break through the cold feeling that envelops his mind. So much anger and hate. Bitterness, even. Wallow. Yes, wallow in misery. Make others suffer for your pain. They deserve it.

He hunts for his master. Scarcely more free-will than a construct, he obeys the will of the one who commands. Sometimes, but only sometimes, it seems the coldness weakens. In those moments of lucidness he feels like he has more control. There was a single night that he felt like the oppressive feeling was gone. For a few hours he mind was completely his own. He actually went to a social gathering. He danced, had fun, more fun than....wait. He never had fun. He was always angry. He never thought about good things, except when the blackness weakened.

Malthu doesn't know how his life started. For as long as he can remember he has been a tool for his master. A pawn even. The main thing he can remember is the darkness rushing in, taking hold of him, and choking any other feeling out of his soul. He tried, though, he really did try to be his own person but it never worked. As a result he hunted the master's enemies. Anyone that was a threat to him or his holdings. He was known as Midnight because he was always seething. That and his skin was completely black. The color of onyx. The area almost seemed darker around Malthu, especially when he was livid, although this was probably due to his presence more than anything else.

One of his targets was the house of some noble who dared to fight back. Unacceptable. He was sent along with others to make an example of this high-born mortal. An intense fight ensued, and the guards of the estate fought valiantly and bravely. It made no difference in the end, as the estate guard had nowhere to go. They were pushed back until they could go no farther.

Malthu raises his hand for the men to stop, steps forward and addresses the rabble. "You fight well. The master desires your service. You are hereby given one final chance to surrender and submit to his will. Do not take long as he is impatient."

He steps back to his men and waits briefly for them to consider their response. An odd one seperates herself from the group and walks out in front of them. She has an amulet with an odd symbol he has not seen before Read: Paladin of Sarenrae with a holy symbol. For some inexplicable reason, his hatred burns at the sight of it. But not enough to strike her down....yet.

"How soon will you bring the rest of your forces under the will of the master?" Malthu asked.

The lady with the odd amulet speaks. "I have something for you, he who is called Midnight." she took off her amulet and gave it to him. "Here, it is for you."

"You are stalling. No matter, I will play this game. Then I will kill you and force the others to submit." Taking the amulet he looked over the back, then the front. "What is special about this hunk of metal? It is not going to..."

Suddenly, everything and everyone stops as if frozen in place. He waved his hand in the face of the odd one. No response. "What trickery is this?!" He looked at the odd one again. "All the easier to kill you." he says as he brings up his claw to strike.

"My child, stop."

Malthu stopped and searched for the voice as it came from all around him. "Who are you?"

"I am Sarenrae, and this is my servant. She brings my symbol to you."

"What do you want?" he asks angrily.

"To save you. Your mind is clouded, fragmented. It is time for you to heal."

A light shines on Malthu, and his body begins to writhe in intense pain. He cries out as the darkness begins to come out of him. "I can't do it, the darkness is strong! When I resist it overwhelms me, and all I feel is hate. What can I do?" he sobs.

"Nothing. I will help you." In a instant, the darkness was pulled from him and rested in the shape of a cloud not too far from Malthu. Panting, he stood and looked at it, his head clear for the first time in many years. "What is it?" he asked, as for the first time he is afraid.

"The influence of the one who sired you. It has been with you since your early childhood, and it will not overwhelm you again without your consent."

"What do I do now?" he asked.

The voice begins to recede saying "The "odd one" knows. Ask her." And with that, the darkness was gone. And he was again talking to the odd one. The men he came with were behind him. Looking into her eyes she saw what she needed.

"NOW!" she cried.

With sudden quickness, the band struck hard and fast. Before his men could react, they were dispatched. Malthu gazed about the floor at the lifeless corpses. Turning, he looked into the eyes of the odd one. "Come. There is much to do." she says while holding out her hand. With tears in his eyes, he took her hand and left.

For the first time in his life, he has a purpose that he truly finds fulfilling. He became an Inquisitor for the church of Sarenrae. His talents are used to further her divine will. Some of his noteworthy tasks have included rooting out some bandits that keep hitting their supply caravans. As he was skilled in hunting down the offending parties, he often accompanied the groups that were sent to deal with these repeated threats.

His most recent task was to travel to Magnimar to acquire an archaeological shipment and bring it to Sarenrae's temple in Eleder. He is currently aboard the Jenivere, a merchant ship. His task is to keep these items safe on their journey and get them to the scholars for study. He does not know or care what they are. He just likes having something productive to occupy his time.

Personality:

Malthu is searching for what it means to be his own person. With the overwhelming darkness gone, he is able to make his own decisions for the first time in his life. Since his true personality has surfaced, he has been showing that he is indeed a good person, regardless of what he did before. He is keen on not using magic that controls the minds of others as he remembers all too well the influence of the one who supressed his will.

He perticularly likes the motto of Sarenrae: Let the healing light of the sun burn out the darkness within you.

He can be intense when he is focused on the tasks given him, sometimes too intense. He still carries some of the lingering anger from his dark days. He tries to keep that under control, though, but with the way people can be it is most diffcult to keep it in check.

Appearance:
Malthu stands 6'6" tall at 220lbs of pure muscle. He is a Tiefling, and it shows in his massive, odd-like build. He has horns on his head, claws, and a prehensile tail. His eyes are an intense yellowish color with an odd-like pattern to them.

Full character sheet.

Malthu
Male Tiefling Inquisitor 1
CG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 13, touch 10, flat-footed 13 (+3 armor)
hp 10 (1d8+2)
Fort +4, Ref +0, Will +4
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee 2 claws +3 (1d4+3) and
. . dagger +3 (1d4+3/19-20) and
. . dagger +3 (1d4+3/19-20) and
. . masterwork spear +4 (1d8+4/×3) and
. . scimitar +3 (1d6+3/18-20) and
. . unarmed strike +3 (1d3+3 nonlethal)
Domain Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—touch of good
Inquisitor Spells Known (CL 1st; concentration +3):
. . 1st (2/day)—cure light wounds, divine favor
. . 0 (at will)—detect magic, guidance, light, stabilize
. . Domain Good
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Statistics
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Str 16, Dex 10, Con 14, Int 12, Wis 14, Cha 10
Base Atk +0; CMB +3; CMD 13
Feats Athletic
Traits fate's favored, get the cargo through
Skills Climb +8, Intimidate +5, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (religion) +5, Perception +6, Profession (sailor) +6, Sense Motive +7, Survival +6, Swim +4
Languages Abyssal, Common, Orc
SQ fiendish sprinter, judgement 1/day, monster lore +2, prehensile tail, stern gaze
Other Gear studded leather, dagger, dagger, masterwork spear, scimitar, backpack, masterwork, bedroll, blanket, holy symbol with flask (Saranrae), hemp rope (50 ft.), trail rations (14), wine, corentyn (per bottle), 30 gp, 4 sp
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TRACKED RESOURCES
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Dagger - 0/1
Dagger - 0/1
Judgement (1/day) (Su) - 0/1
Masterwork spear - 0/1
Touch of Good (5/day) (Sp) - 0/5
Trail rations - 0/14
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
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.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fate's Favored Increase luck bonuses by 1.
Fiendish Sprinter 10-ft speed bonus when using charge, run or withdraw.
Inquisitor Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Touch of Good (5/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1 rd.