Halfling

"Mal" Malaric's page

578 posts. Alias of Jubal Breakbottle.


Race

Halfling Dragonslayer |

Classes/Levels

HP: 33/34 | 0/1d8 & 0d6 | Disguise 1/1 | Camo 2/3 | Recover 0/3 | Fast Rit 1/1 |1st 2/4 | 2nd 1/3 | Inspiration!

Stats:
AC 15 | Str -1 Dex +6 Con +2 Int +7 Wis +1 Cha -1 | Init +3 | Perc +7, Darkvision 120 ft | Insight +1

About "Mal" Malaric

Age 20 Height 3 ft, 0 in Weight 40 lb.
Hair Dirty brown Eyes Light violet

APPEARANCE:
His unkempt hair is actually clean and resting face is haunted instead of just mean-looking with dark bags of sleeplessness beneath his light violet eyes. Beneath a new leather cloak, he shoulders a crossbow, quiver, and backpack, still stuffed with all of his possessions. He wears a many-pocketed vest over tailored studded leather armor that you remember him buying in Baldur's Gate. He still only wears one shortsword on his weapons belt, instead of two shortswords and half dozen daggers that made even Captain Zodge wary. His hands still look calloused and ink-stained, but his calloused harfeet now wear fine leather boots.

PERSONALITY:
Personality. I'm willing to listen to every side of an argument before I make my own judgment.

Ideals. Knowledge. The path to power and self-improvement is through knowledge.

Bonds. I sold my soul to Shar for knowledge. I hope to do great deeds and win it back.

Flaws. Most people scream and run when they see a demon. I stop and take notes on its anatomy.


BACKGROUND:
Malaric grew up in the mean streets of Baldur's Gate. Since Mal was one of many in a litter of a pair of halfling servants, he was often overlooked and neglected. He learned his skills of a scoundrel from his older siblings.

Several years ago, he was caught in the act of burglary by a recluse book-seller who turned out to be a priest of Shar. The priest captured him and eventually convinced Mal in the power of Shar. He became an apprentice of the priest. At second level, he will become a Shadow Sorcerer when his learnings of Shar become effective.

"Mal" Malaric Dragonslayer
Halfling (Deep Gnome) Rogue 1 / Wizard (Order of Scribes) 4 = 5 NE

AC 15 HP 34 Speed 30 ft, Fly 30 ft

Str 8 (-1) Dex 16 (3) Con 14 (2) Wis 12 (1) Int 18 (4) Cha 8 (-1)

Attacks
Shortsword (P, Silver) +6, 1d6+3
Darts (P: 20/60 ft) +6, 1d4+3
Mind Sliver (Pyschic, 60 ft) Int, 2d6
Light Crossbow (80/320) +6, 1d8+3
Sneak Attack +1d6

Proficient Skills
Arcana +7
Arcobatics +6
History +7
Investigation +10
Perception +7
Stealth +6
Thieves' tools +6

Ability Scores: 15, 15, 13, 12, 8, 8

Halfling (Deep Gnome MPMM)
Ability Scores: Dex +1; Con +1; Int +1
Size: Small
Speed: 30 ft.
Darkvision: You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Gift of the Shar: Starting at 3rd level, you can cast the disguise self spell with this trait. Starting at 5th level, you can also cast the nondetection spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these using spell slots you have of the appropriate level.
Shar Magic Resistance: You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells.
Shar Camouflage: When you make a Dexterity (Stealth) check, you can make the check with advantage. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Languages: You can speak, read, and write Common and Halfling.

Baldur's Gate Sage
Skill Proficiencies. Arcana, History
Languages. Two of your choice (Infernal & Undercommon)
Equipment. A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp
Feature: Researcher. When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Baldur's Gate Feature: Rumor Monger. The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. Via your personal rumor mill and articles published in Baldur's Mouth, you can surmise a great deal about Baldurians' secrets—who's practicing necromancy, who's involved in spying or smuggling, who would purchase or craft dangerous magical wares without batting an eyelash. Whenever a noteworthy crime or mysterious happening occurs in the city, you immediately have a list of 1d4 suspects who, if they aren't involved, have a strong chance of knowing who is.

Rogue Proficiencies
Armor: light armor
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

Expertise. At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. (Investigation & Perception)

Sneak Attack. Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

Thieves' Cant. During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Spellcasting.
Intelligence DC 16, +8
8 (= Level +Int) prepared spells per day
Cantrips
1. Mage Hand VS
2. Message VSM (wire)
3. Mind Sliver V
4. Minor Illusion SM (fleece)
1st-level spell 4 per day
1. Shield VS reaction, prepared
1. Sleep VSM (sand), prepared
1. Charm Person VS, prepared
1. Chromatic Orb VSM, prepared
1. Alarm VSM, ritual
1. Comprehend Languages VSM, ritual
2. Detect Magic VS, ritual
$. Identify VSM, ritual
2. Tenser's Floating Disk VSM, ritual
3. Unseen Servant VSM, ritual
2nd-level spell 3 per day
3. Misty Step V bonus, prepared
$. See Invisibility VSM, prepared
4. Shatter VSM, prepared
4. Suggestion VM Concentration, prepared

Arcane Recovery. You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

Wizardly Quill. As a bonus action, you can magically create a Tiny quill in your free hand. This quill disappears if you create another one or if you die. The magic quill has the following properties:
* The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
* The time you must spend to copy a spell into your spellbook equals 2 minutes per spell level if you use the quill for the transcription.
* You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.

Awakened Spellbook. Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook. While you are holding the book, it grants you the following benefits:
* You can use the book as a spellcasting focus for your wizard spells.
* When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell's formula for this casting only. The latter spell must be of the same level as the spell slot you expend.
* When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a long rest.

If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you're attuned. At the end of the rest, your spellbook's consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.

Ability Score Improvement. When you reach 4th level, you can increase one ability Intelligence score of your choice by 2.

Warped Flesh A pair of wings, either feathered or leathery, sprout from the target’s back, granting it a flying speed of 30 feet.

Magic Items
1. Crossbow of Warning. This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

2. Winged boots. While you wear these boots, you have a Flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the Duration. If you are Flying when the Duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of Flying capability for every 12 hours they aren't in use.

3. Arcane Grimoire +1
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book’s rarity. You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.