Malari Okoye

Build:
Human (Versatile)
Secular Medic
Wizard {Alchemist} (3rd)

Description:
Tall and broad, with a shaved head, neat-trim beard, and darker than average skin for Rahadoumi. Malari's reserved demeanor is often offset with his stern and vaguely grumpy resting face. Speaking with a thick Aziri accent, many not familiar with him assume that is rather rude and curt until they find an area of shared interest, after which they see his eyes come to life.

Backstory:
Malari was born the 3rd of fives sons of the powerful Okoye merchant family, based in the city of Azir, in Rahadoum. As the 3rd son, it was expected that Malari would go into public service - in one of Azir's many hospitals - in order to help maintain the goodwill and prestige of the family, while his older brothers would inherit the business or become great warriors, respectively. When Malari's older brother, Ariki, a captain in the Pure Legion, died, it was decided that Malari would be elevated to 2nd son and become a warrior instead. However, Malari, already nearing adulthood, had spent his life training to become a doctor and scholar, instead of a warrior. In order to make best use of his bookish talents and academic, the Okoye patriarch purchased a private tutor in order to give Malari a grounding in the fundamentals of arcane magic, ahead of sending him to study in Absalom.
It is now, while on the road to Absalom, that Malari enters his adventuring life, after events on the road over take his plans.

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AC HP Initiative Arcane Spellcasting Alchemical Bombs
{16} (29) +12 Trained Trained
Strength: 10 (-)
Dexterity: 12 (+1)
Constitution: 12 (+1)
Intelligence: 18 (+4)
Wisdom: 16 (+3)
Charisma: 10 (-)
Fort Reflex Will Perception
Trained Trained Expert Expert
(+6) (+6) (+10) (+10)


Expendables

Reagents Arcane Bond Hero Points
(4) (2) (1)


General Feats

Incredible Initiative - You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls. Ancestry Bonus, 1st
Canny Acumen - [Perception] - Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice. Ancestry Bonus, 1st
Godless Healing - You recover an additional 5 Hit Points from a successful attempt to Treat your Wounds or use Battle Medicine on you. After you or an ally use Battle Medicine on you, you become temporarily immune to that Battle Medicine for only 1 hour, instead of 1 day. General, 3rd


Skill Proficiencies

Trained Expert Master Legendary
Arcana Medicine
Occultism
Religion
Society
Nature
Acrobatics
Survival
Crafting
Lore (Anatomy)

Skill Feats

Battle Medicine [>] You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and provide the corresponding amount of healing. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day. Background Bonus, Secular Medic, 1st
Assurance - [Medicine] - Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers). Skill, 2nd
Alchemical Crafting - You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book. Dedication Bonus, Alchemist, 2nd


Ancestry Features

Human Versatile Heritage
Starting Hit Points: Human characters start play with (8) Hit Points
Size: Humans are Medium size
Base Speed: Human base speed is (25)ft per round
Ability Boosts - [Intelligence & Wisdom]: Humans gain Two free ability boosts
Versatile Heritage: Humanity’s versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).

Ancestry Feats

General Training - Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’s prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet. Ancestry, 1st


Background Features

Secular Medic You’re from Rahadoum, where the Laws of Mortality taught you to reject the gods, yet you’ve seen firsthand how dangerous it can be to go without healing magic. As a result, you’ve thrown yourself into the study of medicine, so you can save lives without saving souls.
Ability Boosts - [Intelligence & Wisdom]: Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.
Training: You're trained in the Medicine skill and the Anatomy Lore skill.
Background feat: You gain the Battle Medicine skill feat


Class Features

Wizard
Key Ability - {Intelligence}: At 1st level, your class gives you an ability boost to Intelligence.
Hit Points: 6 plus your Constitution modifier - You increase your maximum number of HP by this number at 1st level and every level thereafter.
Initial Proficiencies: At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
Arcane Bond: You place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the Drain Bonded Item free action.
Drain Bonded Item: [F] You expend the power stored in your bonded item. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell’s other requirements.
Arcane School: Many arcane spellcasters delve deeply into a single school of magic in an attempt to master its secrets. If you want to be a specialist wizard, choose a school in which to specialize. You gain additional spells and spell slots for spells of your school. If you don’t choose a school, you’re a universalist, a wizard who believes that the path to true knowledge of magic requires a multidisciplinary understanding of all eight schools working together. Though a universalist lacks the focus of a specialist wizard, they have greater flexibility.
Arcane Spellcasting: Through dedicated study and practice, you can harness arcane power to cast spells. You can cast arcane spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells in your spellbook (see below), plus one extra cantrip and spell of your chosen school of each level you can cast if you are a specialist wizard. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots. As you increase in level as a wizard, your number of spell slots and the highest level of spells you can cast from spell slots increase. Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier.
Heightening Spells: When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell’s level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.
Cantrips: A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest level of spell you can cast as a wizard.
Spellbook: Every arcane spell has a written version, usually recorded in a spellbook. You start with a spellbook worth 10 sp or less (as detailed on page 291), which you receive for free and must study to prepare your spells each day. The spellbook contains your choice of 10 arcane cantrips and five 1st-level arcane spells. You choose these from the common spells on the arcane spell list from this book (page 307) or from other arcane spells you gain access to. Your spellbook’s form and name are up to you. It might be a musty, leather-bound tome or an assortment of thin metal disks connected to a brass ring; its name might be esoteric, like The Crimson Libram, or something more academic, like A Field Study in Practical Transmutation. Each time you gain a level, you add two more arcane spells to your spellbook, of any level of spell you can cast. You can also use the Arcana skill to add other spells that you find in your adventures.
Arcane Thesis: During your studies to become a full-fledged wizard, you produced a thesis of unique magical research on one of a variety of topics. You gain a special benefit depending on the topic of your thesis research. The arcane thesis topics presented in this book are below; your specific thesis probably has a much longer and more technical title like “On the Methods of Spell Interpolation and the Genesis of a New Understanding of the Building Blocks of Magic.”
Wizard Feats: At every even-numbered level thereafter, you gain a wizard class feat.
Skill Feats: At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat
General Feats: At 3rd level and every 4 levels thereafter, you gain a general feat.
Skill Increases: At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert. At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.
Arcane School Universalist
Arcane Bond: For each level of spell you can cast, you can use Drain Bonded item once per day to recall a spell of that level (instead of using it only once per day in total)
Wizard Feat: You gain an extra wizard class feat.
Bonus Spell: You add one 1st-level spell of your choice to your spellbook.
Arcane Thesis Improved Familiar Attunement
Improved Familiar Attunement: You gain the Familiar wizard feat as a bonus feat. Your familiar gains an extra ability, and it gains an additional extra ability when you reach 6th, 12th, and 18th levels. Your connection with your familiar alters your arcane bond class feature so that you store your magical energy in your familiar, rather than an item you own; you also gain the Drain Familiar free action instead of Drain Bonded Item. Drain Familiar can be used any time an ability would allow you to use Drain Bonded Item and functions identically, except that you draw magic from your familiar instead of an item
Alchemist Features Multiclass Dedication
Infused Reagents: You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost. Each day during your daily preparations, you gain a number of batches of infused reagents equal to [your level]. You can use these reagents for either advanced alchemy or Quick Alchemy, described below. Together, these infused reagents have light Bulk. As soon as you make your next daily preparations, your infused reagents from the previous day’s preparations are instantly destroyed, and nonpermanent effects of your previous day’s infused items immediately end. While infused reagents are physical objects, they can’t be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for advanced alchemy or Quick Alchemy.
Advanced Alchemy: During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items. You don’t need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements. Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that’s in your formula book, and make a batch of two of that item. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first

Class Feats

Reach Spell [>] You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. Wizard, Universalist Bonus, 1st
Familiar - You make a pact with creature that serves you and assists your spellcasting. You gain a familiar Wizard, Thesis Bonus, 1st
Alchemist Dedication - You put your alchemical interest into practice. You become trained in alchemical bombs and Crafting; if you were already trained in Crafting, you instead become trained in a skill of your choice. You become trained in alchemist class DC. You gain the alchemist’s infused reagents class feature, gaining a number of reagents each day equal to your level. You also gain the Alchemical Crafting feat and four additional formulas for 1st-level alchemical items, as well as the ability to create free items during your daily preparations. Your advanced alchemy level is 1 and doesn’t increase on its own. Special: You cannot select another dedication feat until you have gained two other feats from the alchemist archetype Wizard, 2nd


Spell Casting

Spell Preparation Cantrips 1st 2nd
Detect Magic
Shield
Telekinetic Projectile
Dancing Lights
Electric Arc
Prestidigitation

Alchemy

Formulas (1st) Alchemist's Fire (Lesser) Elixir of Life (Minor) Frost Vial (Lesser) Energy Mutagen (Lesser)
Prepared (2) (6) - -

Familiars & Animal Companions

Samantha
Speech - [Common]: Your familiar understands and speaks a language you know.
Extra Reagents: Your familiar grows extra infused reagents on or in its body. You gain an additional batch of infused reagents. You must have the infused reagents ability to select this ability.
Cantrip Connection: You can prepare an additional cantrip, or if you have a repertoire, instead designate a cantrip to add to your repertoire every time you select this ability; you can retrain it but can’t otherwise change it. You must be able to prepare cantrips or add them to your repertoire to select this


Weapon Proficiencies

Trained Expert Master Legendary
Club & Dagger
Crossbow & Heavy Crossbow
Staff

Armour Proficiencies

Trained Expert Master Legendary
Unarmoured Defense

Weapons

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Armour

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Items, gear and equipment

??
??
Coin Pouch
??gp, ??sp


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