Maleeka Papandreas Character in Solem | World Anvil

Maleeka Papandreas

Maleeka Papandreas

Maleeka Papandreas

Medium Human Awakened Pickpocket , Chaotic Good

Armor Class 12
Hit Points 27
Speed 30ft

STR
9 -1
DEX
15 +2
CON
10 0
INT
12 +1
WIS
14 +2
CHA
14 +2

Skills Deception +4, Insight +4, Investigation +3, Perception +6, Sleight of Hand +6, Stealth +4
Senses Passive Perception 16
Languages Rhodesi, Seraphi (phonic)


Description

A talented young Rhodesian pickpocket from the streets of Demophoneia, she has been awakened in mind to the power of telepathy and psionics.



Cunning Action

On each of her turns, Maleeka can use a bonus action to take the Dash, Disengage, or Hide action.

Psionics, Awakened Mind

Maleeka has the ability to use psionics.

Psionic Discipline, Psychic Assault

Maleeka can wield her mind like a weapon, unleashing salvos of psionic energy.
Psionic Blast (1 - 7 psi)
As an action, Maleeka can choose one creature she can see within 60 ft. of her. The target takes 1d8 psychic damage per psi point spent on this ability.

Sneak Attack (1d6)

Maleeka deals extra damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of her that isn't incapacitated and she doesn't have disadvantage on the attack roll.

Telepathy, Limited (30 ft.)

Maleeka can psionically transmit simple messages and images to any creature within 30 ft. of her that can understand a language. This form of telepathy does not allow the receiving creature to telepathically respond.

Nomadic Step

You exert your mind on the area around you, twisting the intraplanar pathways you perceive to allow instantaneous travel.   Psychic Focus. After you teleport on your turn while focused on this discipline, your walking speed increases by 10 feet until the end of the turn, as you are propelled by the magic of your teleportation. You can receive this increase only once per turn.   Step of a Dozen Paces (1-7 psi). If you haven't moved yet on your turn, you take a bonus action to teleport up to 20 feet per psi point spent to an unoccupied space you can see, and your speed is reduced to 0 until the end of the turn.   Nomadic Anchor (1 psi). As an action, you create an invisible, intangible teleportation anchor in a 5-foot cube you can see within 120 feet of you. For the next 8 hours, whenever you use this psionic discipline to teleport, you can instead teleport to the anchor, even if you can't see it, but it must be within range of the teleportation ability.   Defensive Step (2 psi). When you are hit by an attack, you can use your reaction to gain a +4 bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see.   There and Back Again (2 psi). As a bonus action, you teleport up to 20 feet to an unoccupied space you can see and then move up to half your speed. At the end of your turn, you can teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence.   Transposition (3 psi). If you haven't moved yet on your turn, choose an ally you can see within 60 feet of you. As a bonus action, you and that creature teleport, swapping places, and your speed is reduced to 0 until the end of the turn. This ability fails and is wasted if either of you can't fit in the destination space. Baleful Transposition (5 psi). As an action, choose one creature you can see within 120 feet of you. That creature must make a Wisdom saving throw. On a failed save, you and that creature teleport, swapping places. This ability fails and is wasted if either of you can't fit in the destination space. Phantom Caravan (6 psi). As an action, you and up to six willing creatures of your choice that you can see within 60 feet of you teleport up to 1 mile to a spot you can see. If there isn't an open space for all the targets to occupy at the arrival point, this ability fails and is wasted.   Nomad's Gate (7 psi; conc., 1 hr.). As an action, you create a 5-foot cube of dim, gray light within 5 feet of you. You create an identical cube at any point of your choice within 1 mile that you have viewed within the past 24 hours. Until your concentration ends, anyone entering one of the cubes immediately teleports to the other one, appearing in an unoccupied space next to it. The teleportation fails if there is no space for the creature to appear in.


Reactions

Uncanny Dodge

When an attacker Maleeka can see hits her with an attack, she can halve the damage against her.


 
Maleeka
 

Description


Daughter of Stefano and part of his gang, though their relations were strained. She worked at the Plain Cup and was skipping a copper or so a day until caught by Wynne and warned by Lupe, who offered her 5 more copper to stop. She was unimpressed but didn't see the harm in continuing. Lupe read her thoughts the next day to determine why she was stealing and found out about Stefano.

She was a skilled pickpocket and thief.

After Stefano disappeared, she suspected Lupe based on her sarcastic asking, "What are you going to do? Kill him?" Only a day or so before. After some arguing and confrontation, Lupe admitted to killing Stefano and expressing that he only wanted to help. She begged him to teach her how to do what he did to kill Stefano, and he accepted -- reluctantly.

Social

Family Ties

Stefano Papandreas
Year of Birth
3888 SR 20 Years old
Birthplace
Demophon
Children
Current Residence
The Plain Cup, The Narrows, Demophon
Gender
Female
Eyes
Brown
Hair
Black
Height
5' 7"
Weight
135 lb.

Occupation/Role

Managing the Plain Cup

Equipment

  • Knife

Training in Progress

None
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