Elemental Proofing Paste

Archivist Malik Zell's page

150 posts. Alias of Zwordsman.


Full Name

Malik Zell

Gender

HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

About Archivist Malik Zell

Spells used:
lv1: 1
Lv2: 1

Buffs: Temp Hp +12

Level 7 Phantom Blade. Human.
HP 54

AC 21 TAC 14 FFAC 17 CMD 21 FCMD 17
Join Battle +4
Fort +7 Ref +6 Will +10
BAB 5
Speed 30.
Languages: Common, thessalon (archives)

Attacks
BAB 5
Str based: +2
Ranged or Weapon Finesse+4

Phantom Blade +2
This is most often a whip. Or occasionally Horn Bow. It can become any weapon that the Spiritualist is proficient in. They’re all going to be flavored as shards of the soul though.

Soul Lash (Phantom Blade Whip)
+12 t0 hit 1d3+2str+2enc x2 Slashing. Disarm, Nonlethal, Reach Trip.
Can be used for Spell Combat and Spellstrike
Weapon Focus +1.
Trait allows whip to be used as a grapple hook. Standard to hook, full round to unhook.
[ dice=Soul Lash]1d20+12;1d3+4[/dice ] To hit ; Slashing

Unarmed Strike.
+11to hit. 1d8+2str+2enc
Only valid harboring the phantom blade, gains all bonuses and unarmed strike of monk (lv-2)
Valid for Spell Combat or Spell Strike

Mundane Weapons:

Horn Bow MWK, Composite +2
+9 2d6+2str 80ft piercing

Cold Iron Kunai
+9 to hit, 1d4+2str x2 10ft range, B or P
Usable as Crowbar or Piton

Alchemical Silver Cestus (left hand)
+9 to hit, 1d4++2str 19-20/x2.
If used, lose Buckler bonus
-2 penalty to precision left hand. (does not come up unless right hand is damaged)

Special Abilities TLDRs
Chill Touch Spell Combat or Spell Strike. 7 attacks per cast
Add 1d6 points of negative damage. 1pt of Str damage vs DC 16.
Undead get Will Vs 16 or flee as if panic for 1d4+7rds

Healer’s Hands.
Full Round Action.
Heal Check: +20 w/out kit. +22 w/ kit. +24 out of battle
HEAL 15+5 circumstance (gloves) +2 if using Healer’s Kit +2 more if using Diagnosis.
Out of combat: Take 10 for 30; 32;34 respectively.
Heals 2xCharacter Level. Ability Score Damage returns at a rate of 2 for each affected ability score.

Gear:

Wealth By Level
7
23,500

Carry Capacity
Light: 58 /// Med 116 /// Max 175 /// Overhead 175 /// off ground 350 /// push or drag 875
Handy Haversack: 8 cubic feet 80lbs. 2 cubic feet 20lbs 2 cubic feet 20lbs
Total Weight: 28
Dex Belt. +2 4k 1lb
Wis Hat.+2 4k 1lb
Mithral chain shirt+1 2100gp 4ac 0acp +6 dex 10lbs
Darkwood Buckler +1 1203 2.5lbs

Specialized healer’s satchel. 3000gp 1lb
Robe of infinite twin 1k 1lb
Lantern of hidden light 1k
Handy Haversack 2k 5lb
Healer’s Gloves: 2.5k

Cold Iron Kunai 4gp 2lbs
Alchemical Silver Cestus 25gp 1lb
Efficient Quiver. 5lbs

Total weight 32 for the above.

Efficient Quiver:
MWK Hornbow Composite 2 630gp
Thistle Arrows 10 count. 10gp. Deals arrow damage as bleed effect for 1d6rds
Arrows. 100 count. 10gp, 30lbs

19/20lb left side of haver sack
30 days of Wondermeal 3 silver 15lbs
2 Water skin (1day of water)

5.5 /20lb Right side haversack
Chronicler’s Kit 40gp, 4.5lbs
Piton 2 silver 1lb

26/80lb main haversack
Fishing Kit 5 silver 3lbs
Cooking Kit 3gp 16lbs
MWK survival kit (comes w/ mess kit). 50gp 5lbs
Gear maintenance kit 5gp 2lbs
Pump Water Canister. 75gp. 37lbs (4 gallons of water. 5 days of water)

Food
Water
Camping gear
Efficient quiver is 1.8k

Mead 8galloon 2gp
Piton 2 silver 1lb
30 days of Wondermeal 3 silver 15lbs
Fishing Kit 5 silver 3lbs
Cooking Kit 3gp 16lbs
MWK survival kit (comes w/ mess kit). 50gp 5lbs
Gear maintenance kit 5gp 2lbs
Chronicler’s Kit 40gp, 4.5lbs
Pump water canister Price 75 gp; Weight 5 lbs. 4galloon of water = 37lbs
176 gp

Remaining 42 GP

Mundane kit/Gear Text:

Wandermeal (per day)
Source Ultimate Equipment pg. 95, Adventurer's Armory pg. 19
Price 1 cp; Weight 1/2 lb. 1silver, 5lbs =10 days.
Category Food/Drink
Description
This tough, dried cake is a halfling invention made from flour, water, and spices. Wandermeal keeps for months without spoiling, travels well, and fills the belly. However, eating it for over a week without other nutrients requires the eater to make a daily Fortitude saving throw (DC 15 + 1 for each additional day) or be sickened. The effect ends 1 day after more nutritious food is eaten. The listed price is for a day’s worth of food.

Fishing kit
Source Ultimate Equipment pg. 56
Price 5 sp; Weight 3 lbs.
Category Kits
Description
This kit includes a simple fishing pole and a small box that contains fishing tackle (hooks, lines, sinkers, floats, and lures).

Chronicler’s Kit 40gp, 4.5lbs
This bundle contains a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord. The supplies usually suffice for chronicling a single expedition of not more than 2 months’ duration.

Cooking kit
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19
Price 3 gp; Weight 16 lbs.
Category Kits
Description
This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport.

MWK Survival kit

50 gp (masterwork); Weight 4 lbs. 5 lbs. (masterwork)
Description
A survival kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife.

A masterwork survival kit contains higher quality gear and a guide to identifying flora and fauna. It grants you a +2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather.

Mess kit
This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.

Dungeoneering kit
Source Ultimate Equipment pg. 56, Pathfinder Society Field Guide pg. 47
Price PFS Legal 15 gp (common), PFS Legal 130 gp (deluxe); Weight 25 lbs. (common), 15 lbs. (deluxe)
Description
This bundle of essential supplies for exploring ruins and abandoned cities includes two candles, chalk, a hammer and four pitons, 50 feet of hemp rope, a hooded lantern with 5 flasks of oil, two sacks, two torches, and four tindertwigs. A deluxe dungeoneering kit contains two candles, chalk, a hammer and four pitons, 50 feet of silk rope, two sacks, three sunrods, four tindertwigs, and an everburning torch.

Gear maintenance kit
Source Ultimate Equipment pg. 56
Price 5 gp; Weight 2 lbs.
Category Kits
Description
This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.

Pump water canister
Source Adventurer's Armory pg. 19
Price 75 gp; Weight 5 lbs.
Category Adventuring Gear
Description
This metal container holds 4 gallons of water. As a standard action that provokes attacks of opportunity, you can use the hand pump and hose at the top to spray water up to 10 feet away. Pumping uses 1 gallon of water for every round of use and can extinguish nonmagical fires in 1 square. A full canister weighs 37 pounds.

HP: 10+2 @lv1. +(5+2)*6 @ levels 2-7.
STR 14
DEX 15+1(lv4)+2(belt) =18
Con 14
Int 12
Wis 16+2Human+2headband=20
Cha 7

skill:

Per level: 4+1 Human +1 FCB. = 6.+Int
Mythweavers for a break down on actual skill distribution and bonuses etc
Acrobatics 8
APPRAISE 1
BLUFF -2
CLIMB 6
CRAFT 1
DIPLOMACY -2
DISABLE DEVICE 5
DISGUISE -2
ESCAPE ARTIST 8
FLY 8
HANDLE ANIMAL -2
HEAL 15+5 circumstance (gloves) +2 if using Healer’s Kit +2 more if using Diagnosis
INTIMIDATE -2
KN(All except Planes and Nobility): 5
KN(Planes) 11 (7pts. Noted for feat)
Kn(nobility): 1
LINGUISTICS 1
PERCEPTION 19 (+4 when near phantom weapon..so always really +23 except sleeping)
PROFESSION (Chronicler/Archivst) 5
Perform (Dance) -2
RIDE 4
SENSE MOTIVE 15 (+4 when near phantom weapon..so always really +19 except sleeping)
SLEIGHT OF HAND 8
SPELLCRAFT 1
STEALTH +15 +1 extra if in hilly/rocky area.
SURVIVAL 6
SWIM 6
UMD 2

spells:

Spells per day //// Lv1 4+2 //// Lv2 3+1 //// Lv3 1+1
DC: 10+ Spell Level +(wis);
Spells known
Lv0 (6)
Guidance,
Light,
Message,
Stabilize,
Open/Close,
Telekinetic Projectile

6 Slots Lv1 (5)
Alarm,
chill touch
Cure Light Wounds,
Feather Fall,
Touch of Gracelessness 1d6+5 Dex penalty, fort half

4 Slots Lv2 (4)
False Life,
Spiritual Weapon,
Invisibility,
Ghoul Touch

2 Slots Lv3 (2)
Condensed Ether,
Force Punch

Class Ability Spells.
Detect Undead
Calm Spirit

Feat Phantom Blade
Human Feat:healer’s hands
Bab0 1: Weapon Finesse
Bab 3: Lv 3 bonus: Whip Mastery
Bab 2 3: Weapon focus whip
Bab 3 5: Signature Skill: Heal Unlock
Bab 5 7: improved whip mastery

Feats:

Healer's Hands (Conduit)
Source Planar Adventures pg. 28
Your healing efforts are bolstered by positive energy.

Prerequisites: Heal 1 rank, Knowledge (planes) 1 rank.

Benefit: You can use the Heal skill to treat deadly wounds as a full-round action. You do not take a penalty for not using a healer’s kit when treating deadly wounds this way, and you can do so on a given creature more than once per day. When treating deadly wounds this way, if your result exceeds the DC by 10 or more, add your ranks in Knowledge (planes) to the damage healed. These benefits do not apply to creatures that are not healed by positive energy. You can use this feat’s benefit a number of times per day equal to your ranks in Knowledge (planes).

Weapon Focus (Combat)
Source PRPG Core Rulebook pg. 136
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.

Prerequisites: Proficiency with selected weapon, base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Weapon Finesse (Combat)
Source PRPG Core Rulebook pg. 136
You are trained in using your agility in melee combat, as opposed to brute strength.

Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.

Signature Skill
Source Pathfinder Unchained pg. 82
Your ability with a particular skill is the stuff of legends, and you can do things with that skill that others cannot.

Prerequisites: 5 ranks in the chosen skill.

Benefit: Choose one skill. You gain the ability listed in that skill’s 5 Ranks entry. As you gain more ranks in the chosen skill, you gain additional abilities. If you have 10 or more ranks in the chosen skill, you gain the appropriate abilities immediately. If your chosen skill is Craft, Knowledge, Perform, or Profession, you gain the listed powers only for one category of that skill, such as Craft (bows). This feat can be taken only once, but it stacks with the rogue’s edge ability and the cutting edge rogue talent.
5 Ranks: When you treat deadly wounds, the target recovers hit points and ability damage as if it had rested for a full day.
2 HP per level + 2 Ability Score Points (Damage)
Drain can be healed w/ Healer’s Satchel.

Whip Mastery (Combat)
Source Ultimate Combat pg. 123
Your superior expertise with this weapon does not provoke attacks of opportunity from your enemies.

Prerequisites: Weapon Focus (whip), base attack bonus +2.

Benefit: You no longer provoke attacks of opportunity when attacking with a whip. You can deal lethal damage with a whip, although you can still deal nonlethal damage when you want. Further, you can deal damage with a whip despite a creature’s armor bonus or natural armor bonus.

Normal: Attacking with a whip provokes attacks of opportunity as if you used a ranged weapon. A whip deals no damage to a creature that has an armor bonus of +1 or natural armor bonus of +3.

Improved Whip Mastery (Combat)
Source Ultimate Combat pg. 106
You are able to entangle opponents with the coils of your whip.

Prerequisites: Weapon Focus (whip), Whip Mastery, base attack bonus +5.

Benefit: While wielding a whip, you threaten the area of your natural reach plus 5 feet. You can also use a whip to grasp an unattended Small or Tiny object within your whip’s reach and pull that object into your square. To do so, you must hit AC 10 with a melee touch attack. Further, you can use the whip to grasp onto an object within your whip’s reach, using 5 feet of your whip as if it were a grappling hook, allowing you to use the rest of your whip to swing on like a rope. As a free action, you can release the object your whip is grasping, but you cannot use the whip to attack while the whip is grasping an object.

Human:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Military Tradition
Source Inner Sea Races pg. 214
Several human cultures raise all children (or all children of a certain social class) to serve in the military or defend themselves with force of arms. They gain proficiency with up to two martial or exotic weapons appropriate to their culture. This racial trait replaces the bonus feat trait. (Whip/Hornbow)
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Traits:

Heirloomn Weapon.
Phantom Blade whip form proficiency. Does not give prof in any other whips.

Highlander
Source Ultimate Campaign pg. 63, Advanced Player's Guide pg. 1
Category Region
Requirement(s) Hills or Mountain
You were born and raised in rugged badlands or hills, and you’ve become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.

Spiritualist Class abilities:

Spiritualist abilities not removed by archetype Phantom Blade:

Detect Undead (Sp): At 5th level, a spiritualist’s connection with the Ethereal Plane becomes so strong that she can use detect undead at will as a spell-like ability with a caster level equal to her spiritualist level.

Calm Spirit (Sp): At 7th level, a spiritualist gains the ability to use calm spirit as a spell-like ability once per day. At 11th level and every 4 levels thereafter, the spiritualist can use this ability an additional time per day (to a maximum of 4 times per day at 19th level).

Phantom Blade Class Abilities:

Weapon and Armor Proficiency: A phantom blade is proficient with all simple and martial weapons. She is also proficient with light and medium armor. This ability alters the spiritualist’s weapon and armor proficiency.

Add Whip and Horn Bow via racial military tradition

Phantom Weapon: A phantom blade begins play with an ectoplasmic sentient weapon known as a phantom weapon whose weapon type is chosen by the phantom blade. The weapon type must be one with which the phantom blade is proficient. A phantom weapon functions similarly to the black blade of the bladebound magus archetype (Pathfinder RPG Ultimate Magic 47) except as noted on the Phantom Weapon Progression table on page 6 and in the descriptions below. A phantom blade with this class feature can’t have a phantom of any kind, even from another class.

This replaces phantom, phantom recall, spiritual bond, and dual bond.

Spell Combat (Ex): A phantom blade can cast spells and wield her phantom weapon at the same time. This functions as the magus’s spell combat class ability (Ultimate Magic 10).

This replaces etheric tether, shared consciousness, fused consciousness, and empowered consciousness.

Spellstrike (Su): At 2nd level, a phantom blade can deliver spells through her phantom weapon. This functions like the magus’s spellstrike class ability (Ultimate Magic 10) except the only weapon the spiritualist can use to deliver spells is her phantom weapon.

This replaces bonded senses.

Spirit of War (Ex): At 3rd level and every 5 spiritualist levels thereafter, a phantom blade gains a bonus combat feat. The spiritualist must meet the prerequisites for these feats, but she treats her spiritualist level as her base attack bonus (in addition to base attack bonuses gained from other classes and racial Hit Dice) for the purpose of qualifying for these feats. The phantom blade also treats her spiritualist level as her fighter level for the purpose of selecting feats with a minimum number of fighter levels as a prerequisite.

This replaces bonded manifestation.

Etheric Focus (Ex): At 4th level, the phantom blade can use her phantom weapon to aid her in casting spells with thought components. She can center herself (Pathfinder RPG Occult Adventures 144) as a swift action. At 12th level, the spiritualist can center herself as a free action.

This ability replaces spiritual interference and greater spiritual interference.

Phantom Weapon :

Phantom Weapon Ability Descriptions
A phantom weapon has special abilities (or imparts abilities to its wielder) depending on the wielder’s spiritualist level. These abilities are cumulative. A phantom weapon normally refuses to use any of its abilities when wielded by anyone other than its phantom blade, and acts as an incorporeal masterwork weapon of its type.

Alertness (Ex): While the phantom blade is wielding or harboring her phantom weapon, she gains the Alertness feat.

Phantom Touch (Ex): A phantom weapon is always treated as a ghost touch weapon, regardless of weapon type or any other abilities modifying the weapon. If the phantom weapon would ever be destroyed, it is instead harbored in the spiritualist’s consciousness for 24 hours.

Telepathy (Su): While the phantom blade is wielding or carrying her phantom weapon, she can communicate telepathically with the weapon.

Weapon of the Mind (Ex): The phantom blade can harbor her phantom weapon in her consciousness or manifest it in its ectoplasmic form. The phantom blade can manifest the weapon through a ritual that takes 1 minute to perform. Harboring the phantom weapon requires a full-round action. While the weapon is harbored, the phantom blade gains Improved Unarmed Strike as a bonus feat and treats her unarmed strike damage as a monk of her level – 2. If the phantom blade already has this feat, she instead gains Weapon Focus (unarmed strike). The phantom blade’s unarmed strikes gain the phantom weapon’s enhancement bonus and other abilities when the weapon is harbored. The phantom weapon also recovers a number of hit points equal to its ego score every hour that it is harbored.

Quick Manifest (Ex): At 3rd level, the phantom blade can manifest her phantom weapon as a swift action.

Ectoplasmic Pool (Ex): At 5th level, the phantom blade gains a reservoir of excess ethereal energy and ectoplasm that she can draw upon to improve her phantom weapon. This pool has a number of ectoplasmic points equal to half her spiritualist level + her Wisdom modifier. The pool refreshes once per day when the spiritualist refreshes her daily spells.

The phantom blade can spend a number of ectoplasmic points to enhance or modify her phantom weapon. As a free action, she can spend 1 point to manifest or harbor her weapon. The spiritualist can also spend 2 ectoplasmic points as a free action to allow attacks made with her phantom weapon to resolve against touch AC for 1 round.

As a swift action, she can spend 2 ectoplasmic points to grant the weapon one of the following weapon special abilities for 1 minute: corrosiveUE, defending, flaming, frost, keen, mercifulUE, shock, or throwing.

Reshape (Ex): At 7th level, a phantom blade can change the weapon type of her phantom weapon when she refreshes her daily spells.

Spiritualist Class Level Enhancement Bonus Cha Int/Wis Ego Special
1st-2nd +0 10 6 5 Alertness, Phantom Touch, telepathy, weapon of the mind
3rd-4th +1 11 7 5 Quick manifest
5th-6th +2 12 8 8 Ectoplasmic pool
7th-8th +2 13 9 10 Reshape

Backstory GM Only please.:

Zellgrad’s life has been a tad odd. In his youth Zellgrad daily life was simple farming. A life of a villager. However, unlike many of his peers he was a bit of the local reader; unlike most areas his small hamlet actually had a fair amount of books and education was something considered smart-although you had to pay in kind for it. Education in the morning, work in the evening. Zellgrad really liked it; enough so he got over the local legend about the book owners--whom were a pair of grumpy elderly couple. Their home housed most of the books in the town, as well as a great deal of unsettling and creepy items.
Zellgrad wasn’t particularly harty for a village kid, but was curiously brave. So, he volunteered to help the “creepy old book owner” . So every morning education, then every evening helping to clean, organize, repair. It was enjoyable, even if the Elder was always cranky. Sometimes he missed the animals but he didn't miss the dirt or the butchering.

However, there weren’t only educational or useful tools. The elder kept some strange objects. One of which Zellgrad ran afoul of. A small cursed item. When Zellgrad opened a book he found in a corner, under a box--thinking it was just lost or fell down at some point in such a messy place. He was idle, curious and opened it. The next thing he knew; he saw his own body on the floor and felt like he was scattered, as if he was seeing from multiple perspectives. He wasn’t sure how long he was like that-perception was scattered. He felt as if there was something else as well, in him, around, everywhere. Realistically it was just a short afternoon; but it was rather terrifying if he could truly remember the whole experience. He awoke with the Elder looking fervent at them, touching a small obsidian-like gem embedded on the back of his hand and glowing with as oft light. He’d never seen them use magic before; never seen magic before that night.

He came to later learn that the book was a cursed object from an unknown origin that they were trying to decipher and hide. Its power seemed diminished now; and Zellgrad felt changed. Over time he found that he occasionally would be focusing on something and feel as if he split; yet he was not. According to the Elderly couple, Zellgrad’s soul was sharded-but somehow undamaged. Further he seemed to be able to send portions outward; generally it didn’t do much, it simply felt like his senses were hazy, fuzzy and expanded.
The elderly couple helped Zellgrad but knew it was likely beyond their means in the rural setting. Instead they reached out to their old colleague who ran an abby.

Adopted into a scholarly abby/library. He grew up and of course was part of the procession-did not take well to the religion (not opposed just disinterested to an extent) but loved the learning and reading.
The elderly couple, as well as several of the leadership helped Zellgrad learn about what happened with his soul, how to more fully manifest the sharded portion, as well as teaching him a great deal about magic. Zellgrad was pretty happy with his life, it was slow. But he learned a lot and enjoyed life there more than he had in the village.
This peace was not to remain.
The library did end up under siege from -what he would learn later- was an Antipaladin commanding several powerful undead; whie raising the catacomb's residents as mindless undead. All to sacrifice the Library-its monks-and its sacred grounds to their god. Zellgrad hid with the others; Zellgrad often was assigned to retrieve supplies for the hidden and barricaded areas. Between his shard's abilities, and his own luck he often would be able to bypass the roaming dead. Zellgrad gained skills in combat over this short-hell filled week, and found that his Shard was useful more than just for helping him in daily chores.

It was not a week to forget. A local merchant who would visit monthly had made an early trip in order to try and upsell a few trinkets to the Abby leadership who had a secret love of some unusual book topics. The merchant discovered the condition of the siege and set off to obtain aid. The abby's fate was denied with the timely arrival of the local lordship's forces who set about routing the undead inhabiting the area. Malik never learned much about the why, or who of what happened there.
He did stick around to try and help rebuild what was resembling a second home for him. Still, too many memories lingered, people he saw torn asunder, or those he had left behind. The reminant feelings of himself being eaten alive-memories imparted to him by his shade being a distraction. He requested of the leadership to be allowed to travel for a time.