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Character Name
Player
Alignment
Current XP
Next Level XP
XP Change
Class
Race
Campaign
Deity
Level
Size
Age
Gender
Height
Weight
Eyes
Hair
Ability
Score
Mod
Temp
Score
Temp
Mod
STR
DEX
CON
INT
WIS
CHA
Action Points
TOTAL
Current HP
Nonlethal Damage
Hit Dice
Damage Reduction
HP
AC
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Armor
Shield
Dex
Size
Natural
Deflect
Misc
Touch
Flat-footed
Total
Dex
Misc
INIT
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Speed
Armor Type
Light
Load
Med
Load
Max
Load
Over
Head
Off
Ground
Push/
Drag
Saving Throws
Total
Base
Ability
Mod
Magic
Mod
Misc
Mod
Temp
Mod
FORTITUDE
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REFLEX
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WILL
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Total Attack Bonus
Base Attack Bonus
Str Mod
Size Mod
Misc Mod
Temp Mod
MELEE
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RANGED
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+
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Total Attack Bonus
Base Attack Bonus
Dex Mod
Size Mod
Misc Mod
Temp Mod
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Armor/Protective Item
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
Shield/Protective Item
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
/
Max Rank
Skills
Skill Name
Key
Ab
CC
Skill
Mod
Ab
Mod
Rank
Misc
Mod
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Total Skill Points:
0
Feats & Special Abilities
Other Possessions
Item
Weight
(lbs)
Loc
Total Weight:
0
Spell Saves
Save
DC
LEVEL
Spells
/Day
Bonus
Spells
0
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spells & Powers
Number of Spells/Powers Known (Bards, Sorcerers, Psions & Psi Warriors)
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spell/Power Name
# Cast
/Mem
Spell/Power Name
# Cast
/Mem
Psionics
Manifester
Level
Key
Ability
Base
Bonus
Max
Current
Currency
84 gp 9 sp 1 cp
Languages
Description
Personality
Character Traits
Character Flaws
Contacts / Friends
Enemies
Statistic Block
Condition and Effects
Additional Information
See The Unseen Otherwordly Whispers Dark One's Own Luck
Other Notes
[
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]
Skill bonuses: +2 Heal (belt), +2 Diplomacy,Disguise,Intimidate,Sleight (Bluff synergy), +2 Spellcraft (KnowArcana synergy), +2 GatherInfo (KnowLocal synergy), +2 Balance,Jump (Tumble synergy) +4 Survival (KnowDungeoneering+KnowNature+KnowPlanes synergy +MarkPassage), +2 UMD (scrolls, Spellcraft synergy) Misc bonuses: +5 AC vs ranged attacks Healing Belt: 3 charges/day, 2d8/3d8/4d8 with a touch and a standard action. Collector of Stories Gain +5 bonus on Knowledge checks to identify monsters Knowledge Devotion: 15 or below +1 16–25 +2 26–30 +3 31–35 +4 36 or higher +5 Malakai d'Orien doesn't use his title, or show the mark sprawled across his back. You are quite probably largely unaware of the vast majority of his background, but there are clues. 1. He seems comfortable in an unusual range of social circles from aristocracy through to the gutter. He is neither impressed or derisive of either. He has spent enough time on both sides of the law to pay the context very little mind - his very incomplete history as pieced together through stories reveal personal experience with both the inner workings of the Dragonmarked Houses and smuggling. 2. He speaks of many places all across Khorvaire as though he is familiar with them. He seems capable of mimicking a large range of accents. 3. Despite his obvious past experience with the Houses, he fades to the background when approaching their operations. [spoiler=Background that the other characters know little about]House Orien has several major business ventures. And one entirely clandestine one: smuggling. In countries and situations where they cannot operate openly due to arrangements with other powers, but where there are enormous profits to be made, a small subset of their operation acts in black operations, moving goods. Malakai's parents were highborn members of the House, and in his formative years they dragged him through many countries in support of these operations. Malakai has been everywhere on Khorvaire, even including significant time in the Demon Wastes. Then came the discovery of a major smuggling operation, during which Malakai's family was disavowed. His parents were executed, and Malakai was abruptly set adrift from everything that had shaped his life to that point. He fell naturally into adventuring, having both the ability and the inclination. Also, he was rather disinclined to settle in any one place. He knew the area around Passage slightly better than anywhere else, but it was not a comfortable place for him any more. With no-one to call his own, he kept moving. Malakai was educated in the manner of a wealthy scion of a Dragonmarked House, and he had always enjoyed his lessons. He decided to add to that education in a very hands-on manner. * * * He isn't sure when he first started hearing the voices, but they certainly knew what they were talking about. Sometimes he fantasied that they were his parents speaking to him from beyond the grave, other times it seemed like it was more distant ancestors. But they knew magic, and they were training him. When the dragonmark appeared, he knew he had to keep it quiet. There would be unfortunate resonances if the son of disavowed parents were to manifest, so once again, he simply resolved to teach himself in the workings of his newfound power.[/spoiler]