Rogue

Malvic Trist's page

337 posts. Organized Play character for Agent Eclipse.


Race

| HP: 27/27 | AC: 21 T: 19 FF: 12 | CMB: +4, CMD: 23 | F: +5 R: +6 W: +4 | Init: +7 | Perception: +2 (Low-Light Vision) | Speed 30ft | Active conditions: Shield/Arcane Pool (+1)/Black Blade Strike - 1 Min

Classes/Levels

Resources:
| Arcane Pool: 3/5 | Black Blade Arcane Pool: 0/1 | Spells: (1st): 1/3 | (2nd): 0/1 | Shirt Re-roll: 0/1 | Wands: CLW: 43/50 | Shield: 47/50

Gender

N Elf Magus 4

Size

Medium

Age

170

Alignment

N

Deity

Amaznen

Location

Mordant Spire

Languages

Celestial, Common, Draconic, Elven, Gnoll, Sylvan

Occupation

Researcher/Spire Defender

Homepage URL

Art Inspiration

Strength 12
Dexterity 20
Constitution 12
Intelligence 18
Wisdom 10
Charisma 7

About Malvic Trist

#54329-3 Malvic Trist
Male Elf Magus (Bladebound, Kensai) 4
LN Medium Humanoid (Elf)
Init: +7; Senses: Low-Light Vision; Perception: +2
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Defense
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AC: 21, Touch: 19, Flat-Footed: 12 (+2 Armor, +5 Dex, +4 Dodge)
HP: 27 (4d8+4)
Fort: +5, Ref: +6, Will: +4; +2 vs. Enchantments
Defensive Abilities: Canny Defense +4; Immune: Sleep
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Offense
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Speed: 30 ft.
Melee: Reach of Ulthar (Whip) +10 (1d3+2 Nonlethal)
Space: 5 ft.; Reach: 5 ft. (10 ft. with Reach of Ulthar)
Magus (Bladebound, Kensai) Spells Prepared: (CL 4th; Concentration +8)
• (0) Arcane Mark
• (0) Detect Magic
• (0) Read Magic
• (1) Color Spray (DC 15)
• (1) Frostbite
• (1) Frostbite
• (2) Bladed Dash
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Statistics
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Str: 12, Dex: 20, Con: 12, Int: 18, Wis: 10, Cha: 7
Base Atk: +3; CMB: +4; CMD: 23
Skills:
• Acrobatics +5
• • (+9 to jump with a running start)
• Climb +5
• Craft (Bookbinding) +8
• Intimidate +11
• • (+13 to demoralize)
• • (Additional +2 to versus Lycanthropes)
• Knowledge (Arcana/Dungeoneering/Planes) +10
• • (Additional +1 to identify demons)
• Linguistics +5
• Perception +2
• Ride +9
• Sense Motive +2
• Spellcraft +10
• Swim +5
• Use Magic Device +2
Languages:Aquan, Celestial, Common, Draconic, Elven, Gnoll, Sylvan
Weapons: Reach of Ulthar (Whip)
Armor: +1 Silken Ceremonial Armor, Artisan's Outfit
Magical Items: Belt of Incredible Dexterity +2
Gear: Acid, Flint and Steel, Grappling Hook, Masterwork Bookbinding Tools, Silk Rope, Smelling Salts, Tome of Mordant Secrets (Spellbook), Torch x5, Wrist Sheath (Spring Loaded) x2
Wands: CLW 50/50, Shield 50/50
Wallet: 1,473 gp, 9 sp, 5 cp
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Traits
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• (Social) Bruising Intellect
• (Magic) Gifted Adept (Frostbite)
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Feats
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• (Racial) Run
• (Kensei) Weapon Focus (Whip)
• (1) Weapon Finesse
• (3) Whip Mastery
• (5)
• (7)
• (9)
• (11)
• (13)
• (15)
• (17)
• (19)
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Class (Magus) Abilities
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• (1) Spells and Cantrips
• (1) Arcane Pool +1 (5/day) (Su): Infuse own power into a held weapon, granting enhancement bonus or selected item powers. Modified by Bladebound.
• (1) Spell Combat (Ex): Use a weapon with one hand at -2 and cast a spell with the other.
• (2) Spellstrike (Su): Deliver touch spells as part of a melee attack.
• (3) Magus Arcana: At 3rd level, thereafter every 3 levels.
• (4) Spell Recall: Replaced.
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Magus Arcana
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• (3) Replaced by Bladebound
• (6)
• (9)
• (12)
• (15)
• (18)
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Archetype (Bladebound) Abilities
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• (3) Black Blade (Ex):
At 3rd level, the bladebound magus’ gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus. A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class.

Instead of the normal arcane pool amount, the bladebound magus’s arcane pool has a number of points equal to 1/3 his level (minimum 1) plus his Intelligence bonus. This ability changes the Arcane Pool class feature and replaces the magus arcana gained at 3rd level.
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Blackblade Abilities
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• (Base) Black Blade Arcane Pool (1/day): A black blade has an arcane pool with a number of points equal to 1 + its Intelligence bonus.
• (1) Alertness (Ex): While a magus is wielding his black blade, he gains the Alertness feat.
• (1) Black Blade Strike +1(Sp): As a free action, the magus can spend a point from the black blade’s arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls.
• (1) Telepathy (Su): While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share.
• (1) Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.
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Archetype (Kensai) Abilities
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• (1) Diminished Spellcasting: A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.
• (1) Canny Defense +4 (Ex): At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name (Core Rulebook 382), save that his chosen weapon may be of any type.
• (1) Weapon Focus (Ex): At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.
• (4) Perfect Strike (Ex): At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits.

If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1. This ability replaces spell recall.
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Race (Elf) Abilities
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• Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
• Creepy: For some elves, their long, slender limbs and large pupils evoke not attraction, but unease in other humanoids. Non-elf humanoids take a –1 penalty on saving throws against spells these elves cast that cause confusion or fear. In addition, elves with this trait gain a +2 racial bonus on Intimidate checks to demoralize. This racial trait replaces elven magic.
• Fleet-Footed: While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.
• Favored Class Bonus (Magus): The magus gains 1/6 of a new magus arcana.
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Pathfinder Society Reputations
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• Current Fame: 18
• The Exchange: 18

• Total Prestige: 18 (Current: 14)
•• Wand of Cure Light Wounds: -2 PP
•• Wand of Shield: -2 PP
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Boons
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Pathfinder Tales: Prince of Wolves:
• Prince of Wolves:
Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimidate DC for a lycanthrope to demoralize you is 2 higher than normal.

Pathfinder Tales: Plague of Shadows
• Master of Shadows:
You gain a one-time +5 circumstance bonus on any Knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.
• Revolutionary Bluster: You gain a one-time +5 circumstance bonus on any Disguise.

Pathfinder Tales: Winter Witch
• Distrust of Witches:
Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
• Magical Scrivener
Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.

Pathfinder Tales: Master of Devils
• Dragon Empires Expert:
Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.
• Temple Trained:
Your brief tenure at Dragon Temple in Quain has made you an expert in hand-to-hand combat. You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.

Pathfinder Tales: Song of The Serpent
• Five Kings Negotiator:
Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
• Kalistrade Appraisal:
You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.

Pathfinder Tales: Death’s Heretic
• Faithless:
Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
• Lifetimes of Experience:
You fight with your gut, and your instincts have been sharpened by years of experience. As an immediate action, you gain a +2 insight bonus to AC against one creature. When this bonus is used, cross it off your Chronicle.

Pathfinder Tales: Called to Darkness
• Unwitting Spelunker:
You descend into the darkest depths not by choice but by necessity, yet your grit and fortune aid your survival in situations which would otherwise demand stonecraft and scholarly training. For the duration of one scenario, you may make Knowledge (dungeoneering) checks untrained. In addition, you gain a +1 luck bonus on initiative checks and Perception, Stealth, and Survival skill checks while underground. This bonus increases to +2 for any of these 3 skills in which you have no ranks. When you use this boon, cross it off your Chronicle sheet.
• Subterranean Slayer:
You allow nothing to stand in the way of your goals, and as a result, you tend to leave very little standing. You may use this boon before making an attack roll against a dinosaur or giant. You gain a +2 bonus on the attack and damage roll, and your weapon’s critical multiplier increases by 1 for that attack. When you use this boon, cross it off the Chronicle sheet.

Pathfinder Tales: Queen of Thorns
• Desperate Bargain: Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.

Pathfinder Tales: City of The Fallen Sky
• Fugitive from Numeria:
You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
• Shameless Opportunist:
Years of practice with a blade, a brick, or any other weapon at hand have taught you what matters most in a fight—striking quickly and striking hard. When you hit with an attack against a flat-footed target, as a free action you may increase the damage dealt by 4. When this boon is used, cross it off your Chronicle sheet.

Pathfinder Tales: Blood of The City
• Attuned to the Citysong:
Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.
• Urban Tenacity:
Your work is never done, and a near-death experience is never enough to keep you down. As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks

Pathfinder Tales: Nightglass
• Nidalese Apostate:
Years of training in Pangolais have inured you both to Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
• True Magic of the Shadowcaster:
The purest expression of Zon-Kuthon’s power blends faith with mastery of the arcane. As a free action, you may take 1d6 points of bleed damage each round for 3 rounds. While bleeding, increase your caster level by +1 for all spells you cast. If you are able to cast both arcane and divine spells, increase this bonus to +2. When this boon is used, cross it off this Chronicle sheet.

Pathfinder Tales: The Worldwound Gambit
• Demonic Scholar:
You gain a permanent +1 bonus on Knowledge (planes) checks when making checks regarding demons.

The Cosmic Captive:
• Elemental Conquest:
You have fought and fraternized with the guardians of Aucturn's Tear, and although you triumphed, it is clear that this is not the last time you'll clash with elemental forces. Choose one of the benefits below, and cross the other two off your Chronicle sheet. You may select an option only so long as you successfully completed at least one encounter in a region with that elemental affinity during this adventure.
• • [ ] Earth: You gain a +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the earth subtype and against spells with the acid or earth descriptors. While adventuring on the Plane of Earth, you instead gain a +1 insight bonus on all saving throws. As a swift action, you can check the box that precedes this boon in order to gain DR 5/adamantine for 1 minute; once the boon has prevented an amount of damage equal to 5 times your character level, the effect ends.
• [ ][ ] Ranginori's Debt:
You helped recover the Untouchable Opal, within which Ranginori, Elemental Lord of Air, is trapped. While imprisoned, his power is limited. Nonetheless, he has granted you an initial gift with the promise of greater rewards should the Society free him. You can activate this boon as a standard action by checking one of the boxes that precedes it, gaining one of the benefits based on your level when you activate the boon. For any spell-like ability, use your character level as your caster level.
• • Any Level: You can recall a spell slot or prepared spell you already cast that day. The spell is prepared again or the spell slot is available for use again, as ifit had not been used already.
• • Levels 1-4: You cast cat's grace, cure moderate wounds, lesser restoration, or shocking ,grasp as a spell-like ability.
• • Levels 5-8: Add cure serious wounds, fly, and lightning bolt to the list of spell-like abilities you can use.
• • Levels 9-11: Add call lightning storm and cure critical wounds to the list of spell-like abilities you can use.
• • Levels 12+: Add heal and whirlwind to the list of spell-like abilities you can use, though both of these spell-like abilities requires you to check both boxes.

The Solstice Scar, Version A:
• [ ] Belkzen Veteran:
You have crossed the Hold of Belkzen, negotiated with the orc representatives, and clashed with opportunistic raiders. You can spend 2 Prestige Points to learn Orc as a bonus language. In addition, you can check the box that precedes this boon to gain the benefits of the orc ferocity half-orc racial trait for 1 round. If you already have this racial trait and activate that ability, you can check the box to act normally as though you did not have the disabled condition for 1 round.
• [ ] Martyr’s Shard 1:
The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. In helping recover and restore the hilt, you are able to begin imbuing a facsimile of the blade to combat evil on your own terms.
As a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (does not stack with other enhancement bonuses) and the ability to overcome damage reduction and regeneration as a cold iron, good-aligned weapon for 1 minute. Future Martyr’s Shard boons may unlock additional benefits.
Any character with this boon can choose to purchase an avenging dagger (120,604 gp; functions as a holy avenger but is a dagger rather than a longsword) as though her effective Fame were 10 higher. If this character has earned two, three, or all four Martyr’s Shard boons, reduce the cost of an avenging dagger to 110,604 gp, 100,604 gp, or 90,604 gp respectively.
• [ ] Scarred Champion:
Vildeis grants the strength to endure pain to strike down evil, and in escorting Ivvora’s hilt back to the Twinhorn following, you now carry a spark of that empyreal lord’s divine resilience. When you would fail a saving throw against the spell or spell-like ability of an undead creature, you can check the box that precedes this boon to roll 1d6 and increase the saving throw result by that amount. If the bonus is enough to turn the failure into a success, the saving throw succeeds. This near-death experience leaves you with a hand-sized scar somewhere on your body—a reminder of Vildeis’s assistance.

Ungrounded but Unbroken
• Earth Affinity:
Your connection to elemental earth has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures—especially those set on the elemental planes.
• [ ][ ][ ] Ungrounded Veteran:
While your time in the Ungrounded was not easy, you rose to face the challenges that Captain Othis threw in your way. You may check a box before this boon to call upon the skills you reinforced through your training, granting you a +2 circumstance bonus on one of the following skill checks: an Acrobatics check to balance on a narrow or slippery surface, any Climb check, a Knowledge (planes) check to identify creatures or their weaknesses, or any Profession (soldier) check. If you are not trained in the skill, you may instead check a box to treat yourself as if you were trained in the skill. You must choose to apply this bonus before rolling. When you check the last box, cross this boon off your Chronicle sheet.

The Solstice Scar, Version B:
• [ ] Frozen Fortitude:
Even the coldest wilderness could not fell you. Now you are prepared to endure freezing attacks or even draw strength from the snow. As a swift action, you can check the box that precedes this boon to gain cold resistance equal to 5 + your character level for 1 minute. You can activate this boon as an immediate action, but doing so grants you only cold resistance equal to your character level. Alternatively, if you have cold resistance as a result of a racial trait or class feature, you can check this box as a swift action to regain a number of hit points equal to your cold resistance; if you are immune to cold, you regain 30 hit points.
• [ ] Martyr's Shard 2:
The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. By helping recover and restore the hilt, you are able to begin imbuing a facsimile of the blade to combat evil on your own terms.
Otherwise, as a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (which does not stack with other enhancement bonuses) and the ability to overcome damage reduction and regeneration as per a cold iron, good-aligned weapon for 1 minute.
• [ ] Triumph Over Scales:
You have braved the Realm of the Mammoth Lords, not only defeating a tribe of kobolds but also slaying their white dragon overlords. You can spend 2 Prestige Points to learn Draconic as a bonus language. In addition, you can check the box that precedes this boon when you threaten a critical hit against a dragon or humanoid with the reptilian subtype to gain a +10 insight bonus on the attack roll to confirm the critical hit. Alternatively, you can check the box when a dragon or humanoid with the reptilian subtype would confirm a critical hit against you in order to gain the benefits of the heavy fortification armor special ability against that attack.

The Solstice Scar, Version C:
• Blight Bane:
As a swift action, you can challenge an animal, plant, or vermin creature that you can see, gaining special bonuses against that foe for a number of rounds equal to yom Wisdom modifier (minimum 1 round). You gain a +1 bonus on attack rolls against that foe, and your weapons and spells deal an additional 1d6 damage against it. The bonus on attacks and damage increase to +2 and 2d6 respectively if the creature also has the fiendish simple template. You can instead grant these benefits to an adjacent ally as a move action, using your Wisdom bonus to determine its duration. When you use this boon, cross it off your Chronicle sheet.
• [ ] Fangwood Purifier:
You have vanquished the blighted infestation growing in part of the Fangwood, and in time the flora, fauna, and fey will recover. You can spend 2 Prestige Points to learn Sylvan as a bonus language. In addition, you can check the box that precedes this boon to attempt a wild empathy check (Pathfinder Core Rulebook 50) to influence an animal or magical beast, treating your character level as your druid level for this purpose. If you already have the wild empathy class feature or a similar ability, you can instead check the box to roll the check twice and take the higher result.
• [ ] Martyr's Shard 3:
The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. By helping cleanse the battlefield where she first earned Vildeis's favor, you have secured that empyreal lord's assistance in a time of need-particularly when battling evil.
Otherwise, as a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (which does not stack with other enhancement bonuses), and it grants you a +1 bonus on caster level checks to overcome the spell resistance of evil creatures for 1 minute. During this time, attacks with this weapon also ignore the first 5 points of damage reduction possessed by undead creatures.

The Solstice Scar, Version D:
• [ ][ ][ ] Blood and Courage:
As long as your current hit point total is less than half your maximum hit points, you gain a +2 bonus on Intimidate checks against evil creatures and a +2 bonus on saving throws against fear. While benefiting from these bonuses, you can check one box that precedes this boon to demoralize all evil creatures in a 15-foot cone as a standard action.
• [ ] Empyreal Revenant Nothing can keep you from achieving your goal. Within 3 rounds of dying, you can check the box that precedes this boon to begin slowly recovering, fueled by a combination of personal determination and supernatural vigor. During this time, you cannot be turned into an undead creature. After 1 minute, you are restored to life per raise dead with half your maximum hit points, gaining no negative levels in the process. If you died as a result of ability damage or drain, you either remove 8 points of that ability damage or remove enough ability drain to return that ability score to 8 (though no higher than your original ability score value). If you died as a result of negative levels, you remove a number of temporary negative levels equal to half your level (rounded up).
At the end of the adventure, your relentless grip on life fails, your body collapses, and you die; this death is not the result of hit point loss and cannot be reversed by effects such as breath of life. The cost of any spellcasting service to restore you to life at the end of that adventure is reduced by 3 Prestige Points for each unique Martyr's Shard boon this character has earned. If a PC casts a spell to restore you to life at the end of the adventure, instead reduce the material component cost by 1,000 gp for each unique Martyr's Shard boon this character has earned.
• [ ] Martyr's Shard 4: The paladin lvvora wielded a powerful dagger in service to her angelic patron, Vildeis. By helping cleanse the battlefield where she first earned Vildeis's favor, you have secured that empyreal lord's assistance in a time of need-particularly when battling evil.
Otherwise, as a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (which does not stack with other enhancement bonuses), and it grants you a +1 bonus on caster level checks to overcome the spell resistance of evil creatures for 1 minute. During this time, attacks with this weapon also ignore the first 5 points of undead creatures' damage reduction.
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Completed Scenarios
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#8-00 The Cosmic Captive
#8-99A The Solstice Scar, A
#8-05 Ungrounded but Unbroken
#5 Mists of Mwangi (GM Credit)
#2-13 Murder on The Throaty Mermaid
#8-99B The Solstice Scar, B
#8-99C The Solstice Scar, C
#2-11 The Penumbral Accord
#8-99D The Solstice Scar, D
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Description
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An older elf with a lithe frame built for speed over strength. Brown hair streaked with grey is pulled tightly back into a ponytail settling between his shoulder-blades. Deep eyes are focused on a single goal...there is always a goal to reach.

Equal parts enthusiasm and arrogance when given the opportunity to showcase his skill-set. He wields a dark weapon found beneath the Mordant Spire. It is said to move with a mind of its own as it pulls enemies of the Mordant elves off their feet.
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Background
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Born to a once prestigious house of elves in Kyonin, House Cerin. Arcane researchers that took on the mission of seeking out the treasures of their kin at the Mordant Spire. The house was left weakened as many members chose to stay delving further into the depths of the Azlanti ruins. With his house weakened by their absence Malvic tossed aside the name and traveled to confront his family who he viewed as abandoning their home.

The rage he felt was redirected when upon arrival he was informed many members of his old house were lost in an excavation. Unsatisfied with the account he pressed on interrogating researchers and archaeologists with force if needed. On one occasion it led him to cross blades with the Spire Defenders who apprehended him. He would receive his answers but could still not quench his rage.

Altovin Lanrel, a Spire Defender, recounted the events of the expedition where his family including his parents were lost. Within a new wing discovered deep under the spire they were looking to retrieve old tomes preserved with magic. While preparing the items for transport an Aboleth caved in the hallway adjacent to the library trapping the researchers. The defenders unable to get through the rubble looked for a way around but found it too late and the remaining elves had been taken further below.

Malvic vowed to strike out at the Aboleths and not fail as their defenders had. He spent countless years in research growing cold and determined. When not in the libraries he was his martial skills eventually catching the eyes of the Spire Defenders once again resulting in his brief acceptance among their ranks. However between his disdain for their failure to stop his family from being taken and his thirst for revenge he would soon be pushed out of the order.

He now works with the Dark Archive as a means to find more tools to fight the Aboleths and grow in strength. His relationship with the Blakros Museum has grown from this goal as they have the means to purchase things he cannot, yet.