About "Mal" MalaricAge 20 Height 3 ft, 0 in Weight 40 lb.
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
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
Proficient Skills
Ability Scores: 15, 15, 13, 12, 8, 8 Halfling (Deep Gnome MPMM)
Baldur's Gate Sage
Rogue Proficiencies
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.
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:
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:
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 Magic Items
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
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