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>Sandcat RPG stuff >13th Age 2017 >Characters >Malaika

Malaika
print layout Commander SRD
Name
Malaika
Race
Aasimar
Class
Commander
Level
4
Alignment
Lawful Good
Gender
Female
Height
169 cm
Age
24
Weight
56 kg
Eyes
Blue with small shards of gold
Languages
Common, Celestial
Hair
Golden Blond
STR
CON
DEX
INT
WIS
CHA
17
16
8
8
12
19
+3
+3
-1
-1
+1
+4
+7
+7
+3
+3
+5
+8
Armor Class
A C
18/15
Physical Defense
P D
17
Mental Defense
M D
17
Save Bonuses
+0
HIT POINTS
64
RECOVERIES
8
Recovery Roll
4d8+3
ICON RELATIONSHIPS
  • Positive: Great Golden Wyrm (1 points)
    Chosen by the great wyrm as one of its champions to defend the world from the evil forces.
  • Conflicted: Diabolist (1 point)
    The teachings of the Great Gold Wyrm have learned me the Diabolist is evil and that she can never be trusted, but through dreams she has given me insight into the world beyond that are too strong to ignore.
  • Negative: Crusader (1 point)
    Malaika has thwarted many actions of servants of the Crusader since she considers his vision and methods fundamentally wrong.
BACKGROUNDS
  • Otherworldy beauty (3 points)

    Created as a descendant of the gods, Malaika is free of any imperfection. However on closer inspection, her beauty is reveiled to be outerworldy.

  • Officer in the Emperor's Army (2 points)

    Malaika has served in the Emperor's army for 3 years, quicly rising to a reckonised rank before being enlisted by the Great Gold Wyrm.

  • Teachings of the Diabolist (3 points)

    Through dreams and research, Maliaka is an expert in otherworldy knowledge.

COMMANDS & TACTICS (LVL 1)
1
Get Out of There!
At-Will Command
Cost: 1 command point
Interrupt action
Target: One nearby ally
Effect: The target can use a quick action this turn to pop free from one enemy.
2
Rally Now
At-Will Command
Cost: 1 command point
Interrupt action
Target: One nearby ally
Special: If you spend an additional command point on this command, you can target an unconscious ally with it.
Effect: The target can rally as a free action this turn. (If it’s their second or a subsequent rally, they still need to succeed on the save.)
3
Try Again
At-Will Command
Cost: 2 command points
Interrupt action
Target: One nearby ally that made an attack roll
Effect: The target can reroll the attack but must use the new result.
Feat: If the escalation die is 3+, the target gains a bonus to the reroll equal to your Charisma modifier.
4
Hit Harder
At-Will Command
Cost: 1 command point
Interrupt action
Target: One nearby ally who hits with an attack
Effect: The target can reroll any of the damage dice. They must accept the rerolled result.
Feat:The target gains a bonus equal to your Charisma modifier. You can spend 1 additional command point to add a bonus dmg die.
RACIAL POWER
Halo
Once per battle as a free action during your turn, gain a +2 bonus to all defenses until you are hit by an attack (or until the battle ends).
CLASS FEATURES
Fight from the Front
When you hit with a commander melee attack during your turn, gain 1d3 command points.
Weigh the Odds
Standard action Effect: Gain 1d4 command points.
Feat: Once per day, add your Charisma modifier to the number of command points you gain when you use this action.
TALENTS
1
Destined to Lead
When you roll a 4, 5 or 6 on an icon relationship die, you gain 2 bonus command points that last until the end of the current game session, no matter what events occur due to the advantage gained with that icon. When you use one or more of these bonus command points, tell a story about how something related to the icon (or icons!) comes into play to make you a better/luckier/destined commander.
2
Into the Fray
At the start of each battle before you and your allies roll initiative, roll a d4. A number of your allies equal to the roll gain the following benefit of your choice: a +4 bonus to initiative that battle; OR a +2 bonus to AC until the end of the first round.
3
Moment of Glory
When you roll initiative, also roll a d4 and record the result. As a free action, you can add the result to a single attack roll made by one of your nearby allies later this battle. (It’s a free action, so you can add the result after seeing the roll.)
COMMANDS & TACTICS (LVL 1)
5
Basic Tactical Strike
Tactic
Recharge: 11+ after battle
Quick action
Target: One nearby ally
Effect: The target can make a basic attack as a free action.
6
Just Stay Calm
Tactic, when the escalation die is 2+
Recharge 16+ after battle
Quick action
Effect:Decrease the escalation die by 1. Then 1d3 of your nearby allies can heal using a recovery.
7
Finish This
Tactic, when the escalation die is 4+
Recharge 16+ after battle
Quick action
Limited Use: You can only use this tactic when one enemy is left in the battle.
Effect:You can spend between 1 and 3 command points. The crit range of your allies’ attacks against the remaining enemy expands by the number of command points you spent. This effect lasts until the end of the battle or until the enemy scores two critical hits.
ONE UNIQUE THING
Knows she is an RPG character (See background for more details)
BASIC MELEE ATTACK
ATTACK
+7
HIT
4d8+3
MISS
4
BASIC RANGED ATTACK
ATTACK
+3
HIT
4d6-1
MISS
0
FEATS
1
Weigh the Odds (Adv)
2
Try Again (Adv)
3
Destined to Lead (Adv)
4
Hit Harder (Adv)
5
Hit Harder (Chm)
EQUIPMENT
GP: 198
Light Chain Shirt
Shield
White Robe
Mace
Javelin
MAGIC ITEMS
Dwarf Forged Shield
This shield is made of interlocking cogs and faintly glowing crystals. In combat the cogs turn, restoring life to the wielder.
Increase max HP by 4.
(Recharge 11+): When you make a basic melee attack, you may heal using a recovery.
Quirk: Craves the sound of ticking clockwork.
Magic Lantern
FRIENDS
  • Cetus (Xavier)
  • Pandora(Ferry)
  • Rend (Mark)
  • Nauro (Stijn)
INCREMENTAL ADVANCES
Ability Score Bonus
Hit Points
Talent
Magic Item slot
Feat
Skills (+1)
Power / Spell
Icon rel. (ask GM)
Animal Companion level (ask GM)


Character description

Background story


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Page design by Stijn (main layout) & Jake (textures and colours).

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