Mametquil

Mulluq'Tar Sheptat's page

504 posts. Alias of Troy Malovich.


Full Name

Mulluq'Tar Sheptat

Race

Pitborn Tiefling

Classes/Levels

Warrior of Iomedae's Holy Light 4/Guardian 1 (AC: 21 [T: 11 /FF: 20]; HP: 52/66; F+9, R+5, W+7; Init: +1; Perc: +0 [Darkvision 60'])

Gender

Male,

Size

Med, 6'1", 195 lbs.

Age

79

Special Abilities

Detect Evil, Smite Evil (2/2 per day), Aura of Good, Resist 5: Cold, Electricity, Fire, Lay on Hands (2d6 2/6 per day)

Alignment

Lawful Good

Deity

Iomedae

Location

Kenabares

Languages

Abyssal, Common

Occupation

Hero, XP: 6,706

Strength 17
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 11
Charisma 16

About Mulluq'Tar Sheptat

Backstory:
Mulluq'Tar was abandoned into the streets of Osirion as a child for obvious reasons. He was considered a hideous monster even from birth. He has inky black skin, solid red eyes, claws, horns, wings and a tail. He is the epitome of a demon-spawn child of the Abyss. Expected to die by either the elements, stray vermin, or even the cruelty of the streets, he was actually discovered by a follower of Iomedae in the region to work with the followers of Sarenrae. The priest, Brother Malthus, was curious about the nature of the child and whether it could be taught to reject its own demonic nature if given the right motivation. He spent much of his time teaching Mulluq'Tar about the evil that was in his blood, and how it is a plague to the good people of Golarion. He taught him of the glory of Iomedae, and how she vanquishes evil like his. He even guided the child in prayers to her. Mulluq'Tar grew to only truly be happy when he felt the spirit of Iomedae's divinity fill him with purpose.

The experiment was a success, of a sorts, as the child was truly a devout follower of his goddess. But as Brother Malthus neared the end of his short human life, he realized he was too harsh on the child, because he had left him with visible emotional scars. Mulluq'Tar hated what he was, and he hated his own birth. It was only through Brother Malthus' convincing that Mulluq'Tar had not taken his own life. Malthus explained to Mulluq'Tar that the more good he can do for others makes up for any bad his very birth could have caused. After Brother Malthus passed, Mulluq'Tar decided to take up the mantle of goodness, trying to strike out and be the kind of person to make other's lives better. Sadly, his monstrous appearance did more to frighten those he tried to help than allow him to aid. He discovered the tales of the Worldwound, and how there is a constant battle to keep evil from the world. If he could go anywhere where he could perform acts of righteousness, and not be constantly reminded of his frightful appearance, it would be where they see beasts like him regularly. He set off to see if they would accept his aid.

Inspiration for the voice of Mulluq'Tar
Inspiration for the look of Mulluq'Tar

Mulluq'Tar Sheptat
Male demon-spawn tiefling paladin (warrior of the holy light) 4/Guardian 1 (Pathfinder Player Companion: Blood of Fiends 20, Pathfinder RPG Advanced Player's Guide 118, Pathfinder RPG Bestiary 264)
LG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +0
Aura courage (10 ft.), power of light
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Defense
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AC 21, touch 11, flat-footed 20 (+7 armor, +1 Dex, +3 shield)
hp 66 (4d10+38)
Fort +9, Ref +5, Will +7
Defensive Abilities hard to kill; Immune disease, fear; Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee radiance +8 (1d8+4/19-20) or
. . bite +2 (1d6+1)
Ranged javelin +5 (1d6+3)
Special Attacks channel positive energy 3/day (DC 15, 2d6), claws (2, 1d4, 7 rounds/day), mythic power (5/day, surge +1d6), smite evil 2/day (+3 attack and AC, +4 damage)
Paladin Spell-Like Abilities (CL 4th; concentration +7)
. . At will—detect evil
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Statistics
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Str 17, Dex 12, Con 14, Int 10, Wis 11, Cha 16
Base Atk +4; CMB +7; CMD 18
Feats Eldritch Heritage[UM], Mythic Paragon[M], Skill Focus (Knowledge [planes])
Traits exposed to awfulness, scholar of the great beyond
Skills Acrobatics -3 (-7 to jump), Diplomacy +10, Knowledge (planes) +8, Knowledge (religion) +4, Sense Motive +6
Languages Abyssal, Common
SQ draw fire[MA], fiendish sprinter[ARG], lay on hands 6/day (2d6), legendary power, legendary surge, mercy (shaken), mythic bond, prehensile tail[ARG], sudden block[MA]
Combat Gear potion of cure serious wounds, potion of lesser restoration; Other Gear +1 breastplate, +1 blinding heavy steel shield, radiance, javelin (4), bedroll, belt pouch, belt pouch, flint and steel, masterwork backpack[APG], silver holy symbol of Iomedae, trail rations (7), waterskin, whetstone, 102 gp, 3 sp, 8 cp
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Special Abilities
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Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Brutal The powers of the Abyss can vary radically, even for similar fiends.
Claws (7 rounds/day) (Su) 2 Claw atacks deal 1d4 damage
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Draw Fire (Su) When ally within 30 ft. is targeted by ranged attack, imm. action or mythic powe to become target.
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.
Fiendish Sprinter 10-ft speed bonus when using charge, run or withdraw.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 6/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Legendary Power (2/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power.
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability.
Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
Paladin Channel Positive Energy 2d6 (3/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power of Light (30', +1) (Su) At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Smite Evil (2/day) (Su) +3 to hit, +4 to damage, +3 deflection bonus to AC when used.
Sudden Block (Su) As an imm action, use 1 power to add +3 to own/adj ally AC vs. a melee att & foe must rolls 2x (take low). Make return att (bypass all DR).
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.