Kallista 'Ghost-eye' Malice
Kallista 'Ghost-eye' Malice
Sheet
AC 17 · HP 166 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- InvestigationINT
- PerceptionWIS
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
17 featuresBonus action
- Cunning ActionLevel 2
You can take a Dash, Disengage, or Hide action as a Bonus Action on each of your turns.
- Master of TacticsLevel 3
You can use the Help action as a Bonus Action. Additionally, when you use Help to aid an ally's attack, the target of that attack can be up to 30 feet away.
- Parting Shot [Maneuver]Level 20
When you take the Dash, Disengage, or Dodge action, you can expend one Risk Die to make a ranged attack as a Bonus Action. Add the Risk Die to the damage.
Always on
- Sneak Attack (9d6)Level 1
Once per turn, you can deal extra damage to one creature you hit with an attack roll if you have Advantage or if an ally is within 5 feet of the target.
- Cunning StrikeLevel 5
You can forgo Sneak Attack damage to add specialized effects like Poison, Trip, or Withdraw.
- EvasionLevel 7
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage on a success and half damage on a failure.
- Reliable TalentLevel 7
Whenever you make an ability check that lets you add your Proficiency Bonus, you can treat a d20 roll of 9 or lower as a 10.
- Insightful ManipulatorLevel 9
If you spend 1 minute observing or interacting with another creature outside combat, you can learn if its stats are equal, superior, or inferior to yours.
- Soul of DeceitLevel 17
Your thoughts cannot be read by telepathy unless you allow it. You are immune to magic that would determine if you are telling the truth.
- Fighting Style: ArcheryLevel 18
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Quick DrawLevel 18
You have Advantage on Initiative rolls. You can draw/stow two non-two-handed weapons when you would normally draw/stow one.
- Critical ShotLevel 19
Your attack rolls with Ranged weapons score a Critical Hit on a roll of 19 or 20.
- Risk DiceLevel 19
You have four d8 Risk Dice to fuel maneuvers. Regain on Short or Long Rest. DC 19.
- TraitTieflingDarkvision (60 ft.)
- TraitTieflingFire Resistance
- Infernal LegacyTieflingYou know the Thaumaturgy cantrip. At level 3, you can cast Hellish Rebuke. At level 5, you can cast Darkness.
- AlertCriminal
You gain a bonus to your initiative equal to your Proficiency Bonus. You can also swap your initiative roll with a willing ally.
Spells
4 spellsSpellcasting. Kallista 'Ghost-eye' Malice casts with Intelligence (spell save DC 19, to hit with spell attacks).
Cantrips (at will): ,
1st level:
2nd level:
Gear
5 itemsWeapons
- 2×Custom Atrix RevolverA high-tech ranged weapon from the central isle. Uses Pistol stats.
Armor
- Studded Leather ArmorFinely crafted dark leather reinforced with obsidian rivets.
Tools
- Thieves' ToolsUsed for picking locks and disarming traps.
- Disguise KitEssential for high-stakes infiltration.
Gear
- Sapphire Airship PassageA permanent trade-sigil allowing travel through the Atrix Web.
Appearance
Kallista is a sharp featured tiefling with deep crimson skin and long black hair kept in a tight braid. Her horns are polished black, curving elegantly back over her head. She wears custom charcoal leather armor with brass fittings, designed for silent movement among the steam pipes and metal walkways of Atrix. Her eyes are a solid, metallic silver, giving her the 'Ghost-eye' moniker. She is usually seen with twin revolvers holstered at her hips and a collection of glass vials strapped to her forearm.
Mannerisms
She clicks her tongue softly against her teeth when she detects a lie.
Personality
Cold, calculated, and terrifyingly patient. Kallista treats every social interaction like a game of chess, always looking three moves ahead to see how she can exploit an opponent's weakness. She speaks with a low, precise cadence, rarely raising her voice even when issuing threats. She values efficiency above all else and has little patience for the chaotic antics of lesser criminals.
Ideals
Control. The world is chaos. I am the logic that brings order to it, through force or through guile.
Bonds
Vola Gash is the only soul in Atrix I trust. She is the anchor to my floating world.
Flaws
I am so confident in my predictions that I often dismiss outliers or wildcards until they are already in my face.
Quirks
Background
Born in the dense urban sprawl of Atrix, Kallista learned early that information is the only currency that truly matters. While most tieflings in the central hub were relegated to the lower tiers of the Desertstone Expanse, she clawed her way into the Iron Lattice Syndicate by proving she could predict an assassination before the assassin even drew their blade. She eventually crossed paths with Vola Gash, the orc known as the Vice, during a botched heist on a high-elf diplomat's airship. The two formed an unlikely but lethal partnership, combining Kallista's brilliant tactical mind and marksmanship with Vola's raw power. Over the years, Kallista transitioned from a simple thief to a specialized Secret Agent within the Syndicate, handling high-stakes political espionage that the central government of Atrix would rather keep buried. She has navigated the marble walkways of the archipelago and the steam-filled tunnels beneath the city, leaving a trail of quieted targets and solved problems in her wake. Her mastery of the 'Concealed Shot' technique became legendary within the Atrix Web, as targets would often fall without ever hearing the gunshot or seeing the muzzle flash. Now at the peak of her career, Kallista serves as the strategic 'Brain' of the Syndicate's most elite operations. She resides in a penthouse that overlooks both the glistening golden skyscrapers of the elite and the soot-covered docks of the workers. Alongside Vola, she remains a shadow over the central isle, a reminder that in a city of eleven million, someone is always watching, and someone always knows your secrets.
“She eventually crossed paths with Vola Gash, the orc known as the Vice, during a botched heist on a high-elf diplomat's airship.”
- Background
- Criminal
Connections
Species
Tiefling
Media
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