About Malarra Rodan
Enduring Stoicism: Even though your pulse is pounding in your ears when you awake in the asylum, you feel strangely nonplussed. You can recognize that the situation you find yourself in is horrific, but you refuse to let that fear control you. It doesn’t feel like it’s worth worrying over too much. You know that when you face unspeakable forces, keeping your cool will keep you alive.
You gain a +2 trait bonus on all saving throws against spells or effects with the fear or emotion descriptors. In addition, you gain a +1 trait bonus on Intimidate checks due to your intimidating presence, as people don’t know what to expect from you.
Ambush Training: You’ve learned that taking an enemy by surprise can end a combat before it begins. You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act.
Shadow Dealer: You have survived and thrived in the dark forests of Ustalav by knowing how to make deals with terrible things. You gain a +1 trait bonus on saving throws against fear effects and a +1 trait bonus on Bluff and Diplomacy skills checks against evil fey, monstrous humanoids, and undead.
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with light and medium armor.
Surface Scout: You were trained from youth to infiltrate and ambush aboveground settlements. You can use fear the sun and ignoble form each once per day as a spell-like ability. Your caster level is equal to your character level.
Weapon Focus (Rapier): 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. You gain a +1 bonus on all attack rolls you make using the selected weapon.
+2 DEX, +2 CHA, –2 CON: Drow are nimble and manipulative.
Elf: Drow are humanoids with the elf subtype.
Medium: Drow are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Drow have a base speed of 30 feet.
Surface Infiltrator: Some drow dwell close to the surface lands, either because they serve drow causes or they were exiled. Drow with this racial trait gain low-light vision, allowing them to see twice as far as humans in conditions of dim light. This racial trait replaces the darkvision and light blindness racial traits.
Drow Immunities: Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Drow gain a +2 racial bonus on Perception checks.
Poison Use: Drow are skilled in the use of poison and never risk accidentally poisoning themselves.
Spell Resistance: A drow possesses an amount of spell resistance equal to 6 + her character level.
Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and short sword.
Languages: Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following: Abyssal, Aklo, Aquan, Common, Draconic, Gnome, Goblin, and Sakvroth.
Student of Darkness (Ex): A gloomblade gains Acrobatics, Knowledge (planes), Perception, and Stealth as class skills, but does not gain Climb, Handle Animal, Ride, or Swim as class skills.
This alters the fighter’s class skills.
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Shadow Weapon (Su): A gloomblade can create a shadowy weapon in a free hand as a move action. This can take the form of any melee weapon with which he is proficient. A gloomblade can have only one shadow weapon in existence at a time; creating a new shadow weapon causes an existing shadow weapon to vanish. At 3rd level, the shadow weapon acts as a magic weapon with a +1 enhancement bonus; this bonus increases by 1 for every 4 levels a gloomblade has beyond 2nd, to a maximum enhancement bonus of +5 at 18th level.
At 7th level, a gloomblade can create (and maintain) two shadow weapons at a time as a move action; if he does, each weapon has an enhancement bonus 1 lower than normal. If a gloomblade creates only one weapon, it gains a weapon special ability of his choice (chosen upon creation); the ability must be valid for the shadow weapon’s weapon type and must be chosen from defending, flaming, frost, keen, ghost touch, merciful, shock, thundering, or vicious. (Additional special abilities might qualify, at the GM’s discretion.)
At 11th level, a gloomblade’s shadow weapons each gain their full enhancement bonus if he creates two weapons. If a gloomblade creates only one shadow weapon, it gains additional weapon special abilities; the total effective bonus of these abilities cannot exceed +3. The gloomblade can now choose from the of anarchic, axiomatic, flaming burst, icy burst, holy, shocking burst, unholy, and wounding weapon special abilities as well as those from the list above.
At 15th level, a gloomblade’s shadow weapons each gain magic weapon special abilities with a total effective bonus of +2 per weapon. If a gloomblade creates only one shadow weapon, its magic weapon special abilities cannot exceed a total effective bonus of +5. The gloomblade adds brilliant energy, dancing, and speed to the options he can choose as weapon special abilities for his shadow weapon.
This replaces the fighter’s armor training and proficiency with heavy armor and shields (he retains proficiency in light and medium armor).
Hit Points: 10/10
Hit Dice: 1d10
Armor Class: 15
Touch Armor Class: 10
Flat-Footed Armor Class: 15
Initiative Bonus: 1
Base Attack Bonus: 1
Melee Attack Bonus: 2
Ranged Attack Bonus: 1
Spell Resistance: 11, immune to magical sleep
Base Speed: 30
Armored Speed: 20
Light Load: 43 lbs or less
Medium Load: 44 lb - 86 lb
Heavy Load: 87 lb - 130 lb
Lift Over Head: 130 lb or less
Lift Off Ground: 260 lb or less
Drag or Push: 650 lb or less
Experience Points: 0
Hero Points: 0
Kikko Armor: Armor: +5; Max DEX: +4; AC Penalty: -3; Arcane Spell Fail: 20%; Weight: 25 LB; Max Speed: 20 FT
Kikko Armor*****25 LB*****30 GP
Explorer's Outfit*****8 LB*****10 GP
MWK Backpack*****4 LB*****50 GP
Belt Pouch*****1/2 LB*****1 GP
Sack*****1/2 LB*****1 SP
Viola*****3 LB*****5 GP
Holy Symbol (Silver, Necklace)*****1/2 LB*****25 GP
Holy Text (Decent Quality)*****2 LB*****25 GP
Signet Ring*****N/A*****5 GP
Silk Rope (50 FT)*****5 LB*****10 GP
Small Tent*****20 LB*****10 GP
Bedroll*****5 LB*****1 SP
Blanket*****3 LB*****5 SP
Flint & Steel*****N/A*****1 GP
Cooking Kit*****16 LB*****3 GP
Teapot*****1 LB*****1 SP
Mess Kit*****1 LB*****2 SP
Water Skin*****4 LB*****1 GP
Total Weight/Value: 98 1/2 LB / 177 GP
0 PP 8 GP 0 SP 0 CP
Malarra was not originally from Golarian, but rather from Faerûn. Born into a family of drow exiled to the surface, she was trained from a young age to be part of an experimental attack force designed to use the shadow plane to cross the between the surface and the Underdark in order to assassinate key drow leaders of rising houses. Things did not, however, go according to plan. On her team's first assignment something happened to destabilize the shadow realm. During that instability, she was eventually forced out of the realm and onto the surface of an entirely new plane: Golarian. If the concept of "good" surface-dwelling drow was uncommon knowledge at best on Faerûn, it was practically a novel idea to the residents of her new plane of existence.
Separated from the members of her team that actually could open the ways into the plane of shadow, Malarra has found herself stuck alone on a hostile world with no way of return.
Out of combat, Malarra is quiet and reserved. While not impolite, she does her best not to draw undo attention to herself. That being said, her heritage often means that attention finds her whether she likes it or not. Lacking the finesse with words to be able to deescalate most situations, she does her best to ignore most would-be aggressors until it no longer becomes possible... then she often will retaliate. First with words aimed at making these bullies rethink their planned actions. Then with every means she has to defend herself.
In times of combat is where Malarra seems to most come out of her shell: trading verbal barbs with her adversaries and issuing quick observations to her allies (when she is fortunate enough to have any). Though she is not a cold-blooded killer by any means, she is also not the kind to give any aid to a fallen foe without having a compelling enough reason to do so. She has been known to accept willing surrender on occasion, but more often than not she gives as much mercy to her foes as she expects in return: none.