Zalsus

Malkar Ixviss's page

2 posts. Alias of Stiehle.


Full Name

Malkar Ixviss

Race

Male Dragonborn | Paladin 1 | HP: 12/12 | AC: 16 | Init: -1 | Speed: 30' | Passive Perception: 12

Classes/Levels

| HD: 0/1 (d10) | Divine Sense (0/3) | Lay on Hands (0/5)

Special Abilities

Bronze Dragon Heritage

Alignment

Lawful Good

Deity

Bahamut

Strength 16
Dexterity 8
Constitution 14
Intelligence 10
Wisdom 10
Charisma 16

About Malkar Ixviss

DCI 4318559625
Faction Order of the Gauntlet

HP 12 (1d10 +2 CON)
HD 1d10

AC 16 (Chainmail, AC 16, STR 13, Disadvantage to Stealth)

Init -1

Speed 30 ft

Proficiency Bonus +2

Saves:
Str +5
Dex -1
Con +2
Wis +0
Int +0
Cha +5

Damage Reduction Lightning

Racial Features:
+2 to Strength, +1 to Charisma
Medium Size
30' Speed
Draconic Ancestry (Bronze)

Skills:
Athletics +5
Intimidation +5
Medicine +2
Religion +2

Attacks:
+5 Greatsword 2d6+3 slashing heavy, two-handed
+5 Handaxe [x2] 1d6+3 slashing light, thrown (20/60)
+5 Pike 1d10+3 piercing heavy, reach, two-handed
Lightning Breath 5' by 30' line, DC 12, 2d6 damage 1x/short or long rest

Proficiencies
Weapons: Simple, Martial
Armor: Light, Medium, Heavy, Shields
Tools: Dice (gaming), Vehicles (land)
Saving Throws: Strength, Charisma
Skills: Athletics, Intimidation, Medicine, Religion
Languages: Common, Draconic

Background Soldier (Sergeant)
Specialty: Officer
Personality: I face problems head-on. A simple, direct solution is the best path to success.
Ideal: Greater Good - Our lot is to lay down our lives in defense of others.
Bond: I fight for those that cannot fight for themselves.
Flaw: My hatred of my enemies is blind and unreasoning.
Feature: You have a military rank from your career as a soldier. Soldiers loyal to your formal military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Paladin Class Features:
Divine Sense 3x/day: The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands 5 Pool Points: Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.

Equipment:
Chainmail Armor [55 lb.]
Holy Symbol of Bahamut [1.0 lb] Heavy tabard worn over armor depicting Bahamut against a field of bronze
Greatsword [6 lb.]
2 Handaxes [4 lb.]
Pike [18 lb.]

Backpack contains a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, a set of common clothes, a sergeant's insignia, a torn banner (Red-Fang goblin tribe, trophy taken from very first patrol he led into the Dessarin Hills), a set of bone dice, a whetstone and a coin pouch (2gp, 9sp, 9cp). The pack also has 50 feet of hempen rope attached to a grappling hook strapped to the side of it. [66 lb.]

Appearance:
At just over 17 years of age (roughly the equivalent of a 22 year old human), Malkar is an enormous specimen, standing a full seven inches over six feet and weighing nearly 300 pounds with bronze-colored scales covering his body and face. Still, the dragonborn is a gentle giant among those that need protection. But against those that would do evil, he becomes a vicious monster befitting his draconic heritage.

Backstory:
Malkar's origins are entirely unknown, even to him. He was found by a patrol of humans and elves from the fortified city of Yartar, tasked with guarding the southern frontier along the Dessarin Hills. Little more than a recently hatched child of less than a year, the dragonborn had managed to survive in the harsh wilderness with no sign of his parents anywhere or how he got there. The people of Yartar knew very little of the dragonborn race, and though the young orphan was met with distrust and suspicion by some of the townsfolk, his kind nature eventually won him a place in the hearts of many - including the soldiers that found him. In fact they were the ones that named him and gave him a place to grow up around the barracks as a sort of 'mascot' at first.

It was obvious early on that Malkar was going to become a strong and hardy specimen, and the dragonborn was able to do a good many chores from the day he was brought in. Cleaning the stables, polishing armor, sharpening weapons, and a good many other duties that became progressively more and more complex were assigned to him as he grew older, much faster than any human. By the time he was four years old young Malkar was beginning to train with weapons, and over the next several years proved himself not only to be an able soldier, but also a leader of men. By the time he was fifteen years of age, Malkar had become a sergeant and was well-liked among the soldiers of Yartar. The dragonborn led many patrols like the one that had found him so many years before, and during his two years of service, Malkar learned something of his own heritage as well.

A great platinum dragon appeared to him in his dreams one night, and Bahamut - sometimes called Lord of the North Wind or the King of the Good Dragons spoke to his chosen warrior. A great evil was coming, the Wyrmking told his champion, and it was given to Malkar to gather his courage and resolve to face that evil and to destroy it, or the world would be covered in a terrible darkness. Though Malkar was unable to discern more than a few details as to what this threat might be, when he woke the following morning he found that he had been blessed by Bahamut with divine powers - proof that his dream was much more than a mere vision, it was the truth. With a heavy heart, Malkar resigned from his service to Yartar, though the noble dragonborn kept the goodwill of those that served under him. Now, the paladin of Bahamut searches out his destiny, certain that The Platinum Dragon will guide his steps, and show him what needs to be done.