Whiskifiss

Nik-a-Nik's page

102 posts. Organized Play character for Luke_Parry.


Full Name

Reinald Malcoms Human (Taldan)

Race

Vital Stats:
HP: 48/48, - AC: 19/T: 13/FF: 16 – Perception +6 - Initiative: +3 - F: +5/ R: +4/ W: +2 - CMB: +8 - CMD: 20, Speed: 30

Classes/Levels

Skills:
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Gender

Male Human (Taldan) Fighter (Tactician) 4

Size

6'1" 181 lbs

Age

32

Special Abilities

Mythic Teir 1 Path of the Marshall

Alignment

Chaotic Neutral

Deity

Besmara

Location

The Shackles

Languages

Common, Polyglot

Occupation

Pirate Captain

Homepage URL

[IMG]http://i.imgur.com/kOtflU6.jpg[/IMG]

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

About Reinald Malcoms

REINALD MALCOMS
Male Human (Taldan) Fighter (Tactician) 3
Initative +1; Senses; Perception +6
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DEFENSE
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AC 19, touch 12, flat-footed 16 (+2 Dex, +4 armor, +2 shield, +1 Deflection)
hp 48 (4d10+8)
Fort +5, Ref +4, Will +2
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OFFENSE
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Spd 30 ft/x4
Melee Power Attack Cutlass +8 (primary) (1d6+7/18-20/x2)
Melee Power Attack Buckler +6 (off-hand) (1d3+7/20/x2)
Melee Power Attack Cutlass +8 (1d6+7/18-20/x2)
Melee Cutlass +8 (primary) (1d6+5/18-20/x2)
Melee Buckler +7 (off-hand) (1d3+5/20/x2)
Melee Cutlass +10 (1d6+5/18-20/x2)
Melee Unarmed Strike +8 (1d3+4/20/x2)
Melee Melee Dagger +8 (1d4+4/19-20/x2)
Melee Melee Dagger (off-hand) + 5 (1d4+4/19-20/x2)
Ranged Light Crossbow +5 (1d8/19-20/x2)
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STATISTICS
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Strength 18 (+4), Dexerity 14 (+2), Constitution 13 (+1), Intelligence 12 (+1), Wisdom 10, Charisma 14 (+2)
Base Atk +4; CMB +8; CMD +20
Feats Armor Proficiency, Shield Proficiency (Class), Improved Shield Bash (1st Level), Upsetting Shield Style (Human), Two-Weapon Fighting, Double Slice, Weapon Focus: Cutlass, (Fighter Bonus Feat), Weapon Focus: Buckler (Mythic Bonus Feat), Power Attack (Level 3)
Tactical Awareness (+1 initiative)
Skills Acrobatics +8, Bluff +6, Climb +9, Diplomacy +7, Intimidate +6, Knowledge Dungeneering +5, Knowledge History +5, Knowledge Geography +6, Knowledge Local +6, Perception +6, Sense Motive +6, Survival +4, Swim +10
Background Skills Profession Sailor +8, Profession Soldier +8
Traits Navigator, Touched by the Sea, & Seeker
Languages Common, Polyglot
SQ
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EQUIPMENT
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Weapons cutlass (Attuned +1), light crossbow
Ammo 20 bolts
Armor masterwork chain shirt, explorer's outfit (clothing described in appearance), Buckler (Attuned +1)
Slotted Items
Wands, Rods, Etc
Backpack bedroll, hammock, soap, 5 pounds of pepper in waxed bags (worth 10 gp total), a silver tankard worth 30 gp, and a silver locket depicting a beautiful, buxom young blonde woman worth 45 gp.
Belt Pouch flint and steel, 83gp 7sp 9cp
Mount
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OTHER INFORMATION
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Carrying 64.5lb
Carrying Capacity 100lb/200lb/300lb

Mythic Teir 1:

Hard to Kill (Ex) Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (Su) Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, characters get 3 + tier uses of mythic power per day. This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount. Current # of Uses 4/day
Surge (Su)You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Mythic Feats Chose a feat including access to Mythic.
*Weapon Focus: Buckler
Marshal Path Features
*Decisive Strike (Su)- As a swift action, you can expend one use of mythic power to give one ally within 30 feet the ability to immediately make a single melee or ranged attack on your turn. Add your tier as a bonus on the attack roll. The damage dealt by this attack bypasses all damage reduction. This attack doesn’t count toward the ally’s actions on its turn.
Path Abilities
*Deadly Guidance (Ex)- You are able to point out the weak points in an enemy’s defenses, and your allies benefit from your tactical insight. As a swift action, you can expend one use of mythic power to designate a single opponent within 30 feet of you. All allies within 30 feet of that opponent gain the sneak attack ability when attacking it, and can thus deal +1d6 points of damage when flanking that opponent or when the opponent is otherwise denied its Dexterity bonus to AC. This sneak attack damage stacks with sneak attack damage from other sources. This ability lasts a number of rounds equal to half your tier (minimum 1). You can take this ability up to four times. Each time you take it, the sneak attack damage from this ability increases by 1d6.

Appearance:
All tall man it has been a few days since his last shave. His gear and clothing fit neatly a hallmark of military training. He wears thick brown boots with a flaring cuff. His long legs are covered in sturdy breaches that where at one time white. He wears a blood coat, so named for the deep maroon color, the mark of naval officers in the employ of the "Taldan West Garundi Company," though the sleeve that would bear the lion of Taldor and emblem of the Company has been cut off hardly the look of a happy employee or patriot. The arm beneath the torn sleeve is tattooed with the marks a number of ships and ports of call. The tattered cords on his shoulders show that at one time this coat belonged to the first mate of a Company ship. He is topped by a battered leather hat in the style of Taldan sailors. Wrapped about his waist is a gold sash stripped with red. He has discerning brown eyes and short brown hear that peaks from beneath his hat.

Personality:
Sarcasm. A true gift for sarcasm. He is not abusive but few around him long go unscathed by his wit. He comports himself in military fashion unconsciously, though has a cavalier smirk and swagger. Nice enough to strangers, makes friends slowly but once made loyal.

Background:
Reinald was born into a lessor noble family of Taldor. His father was a sailor and renown privateer fighting throughout the Inner Sea with notable captured prizes against Osiron, Cheliax and Andoran, Commodore Blake Malcoms had earned his family wealth, notoriety and influence within the Taldan Empire. Blake was a hard man driving his sons, ruling closely the lives of his daughters. Reinald was born to Blake later in life though not the youngest son. Reinald's mother was Lenara, Blake's second wife, rumored former mistress. Lenara was much younger than Blake but the two were in love a marriage that survives to this day.

Reinald was educated as most Taldan nobles are early years with a tutor. Reinald's tutor was an Abadran officiate with a fondness for history. His later training in business and at sea an officer in training in the Taldan Navy. Reinald's older brothers Thymas and Ian had distinguished military careers. Thymas a Dragoon and likely to be the youngest Major in 50 years. Ian is his father's secretary handling much of the family's business interests namely a large stake in the lucrative merchant consortium the "Taldan West Garundi Trading Company." He has several sisters that have been married off to a number of other noble families. His youngest brother Gavin is a musician. Lucky enough to be doted on by both parents and allowed to pursue his own interests.

Reinald love the sea and was home at most with timber under his feet. However he hoped to follow his father's footsteps and receive a naval or private commission and be allowed some measure of freedom and hope for glory. This however did not figure into Ian's plans and Reinald's father pulled strings to have Reinald first mate on a ship, "The Cheeky Fellow," to run escorts for Abadaran treasure ships and the Company. Babysitting, only rarely did he get assignment outside of the north inner sea. He enjoyed the rare occasions that he braved the Arcadian Ocean and once the Fever Sea.

Things went bad for Reinald 3 years back. His ship was ordered to meet with the treasure fleet in a small secluded cove. Firefly Cove the locals called it, late summer the cove was nearly fully lit with the insects. The Aspis Consortium had word of the meeting and blockaded the cove. The Company was doing business on the Consortium's territory that and it was a big score. The captains of the treasure fleet met and were in the process figuring how to surrender as cheaply as possible. In the end there was battle the Captain of "The Cheeky Fellow" was slain. Reinald took command. In the end one of the treasure ships escaped, 2 were taken and "The Cheeky Fellow" was lost. Reinald ordered it scuttled to bar the escape of the other ships in the hopes they could bottle neck the larger fleet while the treasure ships fled. He and the crews of the other ships were taken hostage. After weeks for messages to move back and forth. The West Garundi Trading Company declared the actions of Reinald rogue, the Church of Abadar refused to assist with paying the ransom. Letters sent home to his father, or brothers returned nothing.

After weeks of waiting he and those who survived were sold into slavery. He and a few others formed a plan and were able to escape their new owners. Wanted for escape from the Consortium, dereliction of duty from the Company, and having no home to return he and a few of his loyal crew made their way to the Shackles. They took work where they could aboard a number of ships. Two of the old crew married and are trying to settle down in Sargava. Some took jobs with other captains because it was difficult to get work altogether. Reinald has made his way to a new port hoping to find work.