Zolan Ulivestra

Valthrik Malhyn's page

29 posts. Alias of Phlynn.


Race

HP 9 /15| AC: 15 (16)| Fort: +4; Ref: +5; Will: +7 | Init: +0 | Per +7 | Spd 25 ft. | Spells DC17

About Valthrik Malhyn

Human, Wizard (Universalist) 1

Neutral Good

Languages Common, Elven, Goblin, Jotun, Tengu

Skills
Acrobatics +5, Arcana +7, Athletics +3, Crafting +7, Lore: Academia +7, Medicine +5, Nature +5, Occultism +7, Society +7

Str 10 (+0) Dex 14 (+2) Con 12 (+1)
Int 18 (+4) Wis 14 (+2) Cha 10 (+0)

Unarmored

AC 15; HP 15
Fort +4, Ref +5, Will +7
Perception +7; Speed 25 feet

Melee
Dagger +5 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 P
Staff +3, 1d4 B / +3 (2 Handed) 1d8 B

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Reach Spell (Concentrate, Spellshape) You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.

Widen Spell (Concentrate, Spellshape) You manipulate the energy of your spell, causing it to affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.

Drain Bonded Item (Arcane, Wizard) Frequency once per day Requirements Your bonded item is on your person. You expend the magical power stored in your bonded item. During the current turn, you can cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell’s other requirements.

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Arcane

Spellbook
Cantrips (10) - Detect Magic, Electric Arc, Light, Message, Prestidigitation, Scatter Scree, Shield, Telekinetic Hand, Telekinetic Projectile, Warp Step
1st (6) Dizzying Colors, Force Barrage, Illusory Disguise, Mystic Armor, Pet Cache, Runic Weapon

Prepared Spells DC 17, attack +7;
Cantrips Detect Magic, Electric Arc, Light, Prestidigitation, Telekinetic Projectile
1st Force Barrage, Mystic Armor

Focus Spell Hand of the Apprentice
Range 500'; Targets 1 creature; Defense AC
You take advantage of one of the most fundamental lessons of magic to levitate and propel your weapon. You hurl a held melee weapon with which you are trained at the target, making a spell attack roll. On a success, you deal the weapon's damage as if you had hit with a melee Strike, but add your spellcasting attribute modifier to damage, rather than your Strength modifier. On a critical success, you deal double damage, and you add the weapon's critical specialization effect. Regardless of the outcome, the weapon flies back to you and returns to your hand.

Additional Feats Canny Acumen (Perception), Dubious Knowledge

Additional Specials Arcane Bond, Arcane School (School of Unified Magical Theory), Arcane Thesis: Spell Substitution, Canny Acumen (Perception), Spellbook, Wizard Spellcasting

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Equipment
Adventurer's Pack (1 gp, 5sp, 1 Bulk) backpack, bedroll, (10) chalk, flink & steel, 50' rope, (2) week rations, soap, (5) torches, waterskin

Spellbook (1 gp, Bulk L)
Material Component Pouch (5 sp, Bulk L)
Writing Set (1 gp, Bulk L)
Healer's Tools (5 gp, Bulk 1)

Staff (0 gp, Bulk 1)
Dagger (2sp, Bulk L)

5 gp, 7 sp, 0 cp

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Physical Description
Valthrik is an overall plain-looking man, with dark, shoulder-length hair and hazel eyes. His nose is pointed and slightly too large for his face, and he also has a small scar on the left side of his chin he got when he fell out of a tree when he was eight. He has a lean build and frame and walks with a slight limp, also due to the childhood escapade with the tree.

Personality & Quirks
While he means well, Valthrik can be very intense at times. He can be arrogant, but is also very loyal, and true to his word, if at all possible. Val is rather snarky by nature, but again, he can be very kind and compassionate when needed.

Background
Valthrik Malhyn is the son of Ahgatha and Reemis, a seamstress and a knife sharpening peddler who traveled together in and about the Sandpoint area, servicing the farms and locals who didn’t often find themselves “in town”. They had a meager but happy life, both being rather good at what they did, so much so that they eventually became highly sought out in small villages nearby as well.

They kept a small cottage outside of Sandpoint, but spent most days on the road, enjoying the peddler’s lifestyle. Even after Val was born, the couple traveled many months out of the year, simply bringing the boy along in their wagon with them.

When Valthrick was 6 years old, Ahgatha caught pneumonia, and before his father realized how serious her condition was, and was able to find help for her, she passed away on a lonely road many miles away from home.

After that, Val and Reemis spent most of their time in their cottage, with Reemis occasionally venturing out for specific jobs, but doing most of his work at home or in Sandpoint. Depression set in, and Reemis began drinking heavily.

Valthrick was 9 when his father, well known as a drunk by then, accused another man of cheating in a card game, a knife fight ensued, and Reemis was killed.

Not wanting anyone’s pity, and rather angry at the world, Valthrick avoided authorities for almost two months before he was found living alone in his family’s cottage, with little to no food or supplies. Val was taken to live at the Turandarok Academy, which doubled as both a school and orphanage. While there, the headmaster, Ilsoari Gandethus discovered Valthrik had the potential to learn magic, and began teaching the boy the ways of wizardry. Eventually the boy became one of Ilsoari’s apprentices.

Valthrik had just turned seventeen when one of the other apprentices, his rival for the affections of one of the older girls at the school, challenged him to a duel using the magic that they’d learned. Knowing that duels were strongly forbidden, but filled with self-righteous anger and testosterone, Valrik accepted. It didn’t last long, as Val was easily the better trained and more skilled wizard, and he easily won, severely injuring the other boy in the process.

Word spread quickly through the school, and when Ilsoari learned of the childish but dangerous fight, he promptly suspended the injured boy and expelled Valthrik on the spot.

Since then, the young mage has set out on his own, only partially trained as a Transmuter, and so he sought out his own way, and has worked very hard to establish himself as a Universalist Wizard. It's sort of a sore spot for him. Recently Val has returned to Sandpoint after several years away, planning to prove himself and to everyone else to be more than just the local town drunk's kid.

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