Mal Geminous
From DeadGoblins
Contents |
[edit] Mal Geminous
[edit] Tiefling Inspiring Warlord
[edit] Captain of Fortune
[edit] Level 12
| Stats | Skills | ||
| Strength | 19 | Acrobatics | 4 (armor penalty -1) |
| Constitution | 14 | Arcana | 7 |
| Dexterity | 9 | Athletics | 14 (trained, armor penalty -1) |
| Intelligence | 13 | Bluff | 12 |
| Wisdom | 15 | Diplomacy | 15 (trained) |
| Charisma | 19 | Dungeoneering | 8 |
| Hit Points | 81 | Endurance | 7 (armor penalty -1) |
| Bloodied | 40 | Heal | 13 (trained) |
| Surge Value | 20 | History | 7 |
| Surges/Day | 10 | Insight | 8 |
| Armor Class | 26 | Intimidate | 15 (trained) |
| Fortitude | 24 | Nature | 8 |
| Reflex | 22 | Perception | 8 |
| Will | 24 | Religion | 7 |
| Initiative | 7 | Stealth | 6 (armor penalty -1) |
| Speed | 5 | Streetwise | 10 |
| Resistance | 11 Fire | Thievery | 4 (armor penalty -1) |
[edit] Equipment
Adventurer's Kit; Light Shield; Battleaxe; Climber's Kit; Handaxe; Flaming Glaive +2; Couters of Second Chances; Healer's Brooch +3; Fey-Blessed Circlet; Potion of Healing x2; Foe Stone; Power Jewel; Boots of Dancing; Healer's Finemail +2; Strikebacks; Belt of Raging Endurance; Khyber Shard of Fiery Depth
[edit] Feats
Heavy Blade Expertise – +2 on attack rolls with heavy blades, +2 def vs. OAs
Hellfire Blood - +1 to attack and damage with fire and fear attacks
Hafted Defense - +1 to AC and Ref
Polearm Flanker – Flank from 1 sq away (unoccupied sq adjacent to me and target)
Improved Inspiring Word – Inspiring Word heals 4 more HP
Saving Inspiration – Target of Inspiring Word can make saving throw vs. effect instead of gaining 3d6 bonus HP
Fight On – One extra Inspiring Word per encounter
Polearm Gamble – When an enemy enters an adjacent square, make an OA and grant CA to target UENT target
[edit] Abilities
MBA - +17 vs. AC (+4 Str, +6 level, +2 Exp, +2 Prof, +1 HB, +2 W); 2d4+7 dam (2d4+2 W, +4 Str, +1 HB, dam range: 13-15 KYS; Crit: 15+2d6)
Bloodhunt - +1 attack vs. bloodied targets
Inspiring Presence – Allies regain 10 HP when they use AP
Combat Leader – Allies and I gain +2 initiative
Know Your Strength – Damage rolls of 1 or 2 become 3
Seize the Day – AP: when odd attack roll, gain 11 temp HP; even attack roll, allies w/in 5 gain 6 temp HP
[edit] Items
Flaming Glaive +2 (Level 10, Hand/Off-hand) – Fire damage; Crit: +2d6 Fire damage; Daily: Free, Deal 1d6 Fire damage and 5 Fire OGD (SE)
Healer’s Finemail +2 (Level 10, Body) - When you allow creature to use a surge, target gains 2 bonus HP
Healer’s Brooch +3 (Level 14, Neck) – When you allow a creature to regain HP, target gains 3 bonus HP
Strikebacks (Level 10, Hands) - +1 to OAs; Enc, when an adj enemy hits you, make an MBA
Couters of Second Chances (Level 5, Arms) – Daily: Free, reroll a missed melee attack
Fey-Blessed Circlet (Level 8, Head) – Start every encounter with 4 temp HP
Belt of Raging Endurance (Level 9, Waist) – Gain 1 healing surge; Encounter: Int, when an enemy hits and causes dam, resist 15 and take 10 dam ENT
Boots of Dancing (Level 11, Feet) - +1 bonus to Ref, do not grant CA when dazed; Daily: Minor, gain +5 power bonus to Ath and Acr UENT
Foe Stone (Level 12) – At-Will: Minor, learn all target’s vulnerabilities and which defense is lowest
Power Jewel (Level 5) – Need to reach a milestone before use; Daily: Minor, regain 1st or 3rd level encounter power
Item Slots Empty Rings
Wishlist
[edit] Powers
[edit] At-Will
Melee Basic Attack – Standard; Weapon; Melee: Weapon; +17 vs. AC; 2d4+8 Fire damage (Crit: 16+2d6 Fire damage).
Intuitive Strike – Standard; Weapon; Melee: Weapon; +17 vs. Will; 2d4+4 Fire damage and allies that have CA against target gain additional +2 attack (Crit: 12+2d6 Fire damage).
Rousing Assault – Standard; Weapon; Melee: Weapon; +17 vs. AC; 2d4+8 Fire damage and UENT Warlord healing powers grant +4 extra HP (Crit: 16+2d6 Fire damage).
Foe Stone (Item) – Minor; Effect: Learn all of target’s vulnerabilities and which def is lowest.
Fire Damage (Item) - Free; Effect: Change weapon damage to Fire keyword or back to normal
[edit] Encounter
Second Wind – Standard; Healing; Personal; You lose a surge and regain 23 HP. You also have +2 def USNT.
Hammer and Anvil – Standard; Weapon; Melee: Weapon; +17 vs. Ref; 2d4+8 Fire damage and adjacent ally gain MBA vs. target with +4 damage (Crit: 16+2d6 Fire damage).
Warlord’s Strike – Standard; Weapon; Melee: Weapon; +17 vs. AC; 4d4+8 Fire damage and UENT allies gain +5 to damage rolls vs. target (Crit: 24+2d6 Fire damage).
Lady Luck Smiles – Standard; Weapon; Melee: Weapon; +17 vs. AC; 4d4+8 Fire damage and UENT allies can roll twice on all melee and ranged attack rolls (Crit: 24+2d6 Fire damage).
Join the Crowd – Immediate Interrupt, when ally makes burst or blast that does not include target; Weapon; Melee: Weapon; +17 vs. AC; 4d4+7 Fire damage and slide target 4 sq (Crit: 24+2d6 Fire damage).
Inspiring Word – Minor; Martial, Healing; Close Burst 5; Target can spend a healing surge and regain 3d6+9 bonus HP or regain 9 bonus HP and make a saving throw. This power can be used up to three times in an Encounter, but only once per turn.
Inspired Belligerence – Minor; Close Burst 5; Target a creature that you or an ally has CA against and all allies gain CA and do +4 bonus damage against target USNT.
Tactical Orders – Minor; Close Burst 3; Effect: You and an ally in burst can shift up to speed as a free action.
Infernal Wrath – Free, when enemy w/in 10 sq hits me; Target takes 2d6+4 Fire damage.
Rousing Words – Minor; Healing; Close Burst 5; Effect: You or ally can spend two healing surges and gain 14 bonus HP.
Favored Fortune – Immediate Interrupt, when you or an ally makes a dam roll; Close Burst 5; Effect: Target rerolls the dam roll and can use either result.
Belt of Raging Endurance (Item) – Immediate Interrupt, when you are hit and take damage; Resist 15 damage to the attack and take 10 damage ENT.
Strikebacks (Item) – Immediate Reaction when you are hit by an adjacent enemy; Make an MBA against the target.
[edit] Daily
Lamb to the Slaughter – Standard; Reliable, Weapon; Melee: Weapon; +17 vs. Will; Pull target 5 sq and 1-3 allies w/in 5 sq can make charge attacks.
Exemplar of Action – Standard; Weapon; Melee: Weapon; +17 vs. Will; 2d4+8 Fire damage and target is weakened/grants CA/takes +5 dam from ally attacks (SE) (Crit: 16+2d6 Fire damage); Miss: Target is weakened/grants CA/takes +2 dam from ally attacks UENT.
Caging Glaive – Standard; Weapon; Melee: Weapon; Slide target 3 sq to adj square; +17 vs. AC; 6d4+8 Fire damage and slowed/grants CA until it starts turn outside of reach (Crit: 32+2d6 Fire damage).
Fire (Item) – Free; Target you just hit takes 1d6 Fire damage and 5 OGD Fire (SE).
Power Jewel (Item) – Minor; After 1 milestone, regain use of 1st or 3rd level encounter power.
Boots of Dancing (Item) – Minor; Personal; Gain a +5 bonus to Acrobatics and Athletics checks UENT.
Second Chances (Item) – Free; Personal; On a miss, reroll the attack and use the second result.
[edit] Background
Mal Geminous was born a bastard tiefling child in the small town of Witchcross. He grew up with his mother, Sari, and never met his father. In fact, he never learned anything of his father except that he was a tiefling, and this he only learned through deduction since he had never actually met another tiefling in his life. His only other relatives were his Aunt Mari (his mother?s twin sister), his Uncle Thom Miller, and his younger cousin, Salazar. Mal always got the feeling that his aunt did not like him, and so he stayed away from her as often as he could. Meanwhile, his cousin was always overly generous to Mal. Mal could never seem to make friends with the other kids in the town, so Salazar became his closest, and really only, companion. Even so, Mal was shy and withdrawn and would commonly retreat to the nearby woods and watch the creatures there. One thing he would commonly do was watch the goblins and try to figure out what they were saying. Often while he was alone in the woods, he would come back to town and find himself blamed for some prank or another. Despite his truthful protestations that he did not do it, would not do it, and was nowhere near the area, there always seemed to be some eye witness that claimed he was. Unfortunately, he had no alibi, no one he was with to verify his story, and his horns, tail, and red eyes always seemed to make the townsfolk disbelieve him. After several instances, his mother told him that she believed him, but had to punish him to keep the townsfolk from ennacting a much worse punishment.
As he reached his teenage years Mal developed what his cousin described as "an overdeveloped sense of right and wrong." He became more and more enamored with Pelor and started visiting the temple in Witchcross. The priests there were unnerved by the Tiefling visiting their house of worship at first, but learned that the large boy often wanted to be left alone to his thoughts. Because the other townsfolk were still largely skeptical of the beast in their midst, Mal was told he could not show up for regular services with the other people, but he could be in the temple at any other time. Eventually, Mal asked if he could join the priesthood, but was turned down. The explanation was that he would hurt Pelor?s cause because fewer people would show up to worship pelor with a Tiefling priest there. The head priest suggested to Mal that he should go adventuring and spread the word of Pelor along with his deeds and then more people would understand His greatness. Mal finally realized that he would have to leave town in order to live his life. He packed up a few belongings, said good bye to his mother and his cousin and headed out on the road.
After a couple of weeks with no real direction in mind, Mal saw a sign asking for recruits into a local militia. Mal had never really down any serious fighting as the townsfolk of Witchcross were too intimidated to start anything with him, and he felt it would be a good learning experience. Amongst the new recruits were humans, dwarves, and dragonborn. Mal, again, was the only tiefling. He quickly discovered that the other soldiers would listen to him in battle. He did not know if it was his imposing size, his ferociousness in battle, his inhuman efforts to protect fallen comrades, or because he simply used good tactics, but he had finally found a place where people would not shun him. Unfortunately, this did not often extend after a battle was over, where the soldiers in his command didn?t include him in their festivitives. His main combat training was in phalanx-style infantry warfare, where he learned to fight with his new favorite weapon, the glaive.
After a couple of years in the military, Mal decided it was time to move on and use his newly learned skills to explore the world at large. As his last official act for the military, he was to lead a mercenary escort of a mayor and his daughter to Witchcross. One of the other mercenaries was a dragonborn that Mal recognized from his early military training, but did not know, because the dragonborn did not stay long. Along the way, in Witchwood, a large group of kobolds attacked the group. While the mercenaries were taking care of the bulk of the group, the mayor and his daughter were separated. Before Mal could make his way over, an odd looking dwarf (well, odd-looking for a dwarf, anyway) leapt into action whirling two warhammers so fast, Mal thought it was some sort of warhammer elemental, at first. After the battle was won, the dragonborn Daggoth, the dwarf Ravenblade, and the tiefling Mal decided to travel together for awhile.
