Traits:
Focused Mind Malakar's childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. He gains a +2 trait bonus on concentration checks.
Master of Pentacles Years studying the art of summoning have given Malakar a unique knowledge of this subtle and complicated discipline. Once per day, when casting a spell of the conjuration school, treat his caster level as 2 higher when determining the spell’s duration.
Race:
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck +1 racial bonus on all saving throws.
Keen Senses +2 racial bonus on Perception checks.
Sure-Footed +2 racial bonus on Acrobatics and Climb checks.
Weapon Familiarity proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
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Arcane School: Conjuration Opposition Schools: Enhancement, Necromancy
Summoner's Charm (Su) Whenever Malakar casts a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 his wizard level (minimum 1). At 20th level, he can change the duration of all summon monster spells to permanent. Malakar can have no more than one summon monster spell made permanent in this way at one time. If he designates another summon monster spell as permanent, the previous spell immediately ends. This increase is not doubled by Extend Spell.
Acid Dart (Sp) As a standard action, Malakar can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels he possesses. He can use this ability a number of times per day equal to 3 + his Intelligence modifier. This attack ignores spell resistance.
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Arcane Bond Malakar bonds with a familiar - Margrave the marten
Margrave the Marten (weasel):
Spells Malakar can cast the following spells (either from memory or from his spellbook).
Spells:
Cantrips:
Acid Splash: Ranged touch attack (+2 to hit, range 25 feet) dealing 1d3 points of acid damage.
Detect Magic: Detects all spells and magic items within a 60-foot cone.
Light: Touched object shines like a torch for 10 minutes.
1st Level:
Burning Hands: 15-foot cone of fire dealing 1d4 points of fire damage to all within range (Reflex save for half damage). Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures, depending on HD Expeditious Retreat: Your base land speed increases by 30 ft. Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Subject gains a +4 armor bonus for 1 hour.
Magic Missile: Dart of force automatically hits target within 110 feet, dealing 1d4+1 points of force damage. Sleep: Puts 4 HD of creatures into magical slumber (Will negates).