Malachi Shadowthorn

Malachi Character Sheet

Human Rogue 17 1d20

NN Medium Humanoid (human)
Init 1d20+11 ; Senses Listen +8, Spot +20
Languages Common, Undercommon, Goblin, theives cant
AC 33, touch20, flat-footed 25, uncanny dodge, mobility +4
hp 77 (17 HD)
Resist Improved Evasion
Fort +10 Ref +21 Will +13 (-2 vs fear)
Speed 35ft.
Melee +4 melee 1d20+21 / 1d20+16 / 1d20+11 ( 1d6+6 ) and
Melee offhand +4 melee 1d20+21 ( 1d6+6 ) or
Ranged , mwk shortbow 1d20+19 / 1d20+14 / +1d209 ( 1d6 )
Base Atk +12, Grp +14
Attack Options Sneak Attack 9d6+17 , Craven, Improved Feint
Special Actions Trap Finding, Evasion, Trap Sense +5, Uncanny Dodge, Improved Uncanny Dodge, Opportunist , Improved Evasion, Slippery Mind
Combat Gear Potion of Cure Moderate Wounds, potion of cat's grance (CL3), potion of invisibility
Abilities Str 15 Dex 25 Con 13 Int 14 Wis 10 Cha 18
Feats 17Improved Initiative, weapon finesse, Two weapon fight, craven, Improved Feint, force of personality, combat expertise
Skills Balance +11, Bluff 1d20+21 , Disable Device +27, Gather Information +10, Hide +42, Intimidate +16, Knowledge (local) +11, Listen +8, Move Silently +42, Search +22, Sense Motive +8, Spot +20, Tumble +13, Use Magic Device +24
Equipment +4 melee, mwk shortbow, shade master's armor, Amulet of Natural Armor +2, ring of protection +3, gloves of dexterity +6, vest of resistance +4, Broach of the Second Self, cloak of charisma +6, 0g  
Trapfinding
Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.   Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.   Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.   A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Trap Sense (Ex)
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Uncanny Dodge (Ex)
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.   If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Improved Uncanny Dodge (Ex)
A rogue of 8th level or higher can no longer be flanked.   This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.   If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Improved Evasion (Ex)
This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

  Opportunist (Ex) Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Slippery Mind (Ex) This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

"Malachi Shadowthorn," is a formidable and enigmatic figure who commands respect and fear within the guild and beyond. With a reputation as a master of shadows, he embodies the essence of a cunning and lethal rogue.

Malachi's past is veiled in mystery, and conflicting rumors circulate about his origins. Some say he was a street urchin who rose through the ranks of Vespera's criminal underbelly, while others claim he was once a nobleman turned rogue seeking vengeance. Regardless of his true background, his skills as a rogue are unmatched, and he possesses an uncanny ability to blend seamlessly into the shadows.

Charismatic and astute, Malachi is a natural leader who inspires loyalty and obedience from his subordinates. He instills discipline within the ranks of the Nightshade Syndicate, ensuring that each member is rigorously trained in the arts of stealth, subterfuge, and combat. His strategic thinking and meticulous planning make him a formidable adversary, and his connections with influential figures both in Vespera and beyond give the guild considerable leverage.

Malachi's leadership style is calculated and ruthless. He values loyalty above all else but does not hesitate to eliminate anyone who poses a threat to the syndicate's operations or compromises their secrecy. Despite his cold and calculating nature, there are whispers among the ranks of the Nightshade Syndicate that Malachi harbors a hidden agenda—a personal vendetta or grand scheme that only he knows.

In public, Malachi maintains an air of sophistication and refinement, disguising his true identity and intentions. He frequents high-society events and socializes with influential figures, carefully cultivating alliances and exploiting connections to further the syndicate's interests. Behind closed doors, however, he remains a shadowy figure, always one step ahead of his enemies and ready to strike at a moment's notice.

Malachi is known for his signature weapon, a pair of sleek and deadly daggers infused with dark magic. He wields them with unmatched skill and precision, leaving a trail of victims in his wake. His combat style is agile and precise, exploiting his adversaries' weaknesses and striking with lethal efficiency.


 

Current Location
Species
Age
Unknown
Children
Height
5'11"
Weight
195
Belief/Deity
Aligned Organization
Last Bastion Homepage

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