@Spartan: Please distribute your skill-ups. ^^^
@Draignean: Um, choose four Class Evos from Weiss's list (you're both Magicians, after all, and the old Magician Class ability Malakai had has since been turned into something all casters can do, to make Magic Books a more useful option in combat), redo his skills like he's a new character (his old ones mostly kinda suck and he only has three) and repost Qong's skill choices so I can have them all right here on hand.
On the plus side, you do get to keep Malakai's two demon contracts and a Level 2 book of each element like the boss version had, although you won't have his huge HP total, infinite MP, or seven elemental duplicates.
Also, so you have them...
Malakai Ritt
Male Magician (Magic Book attacks can have special effects) Max HP: 10, Max MP: 30.
-->Runic Magician (Can expend MP to create magic runes at will; during combat, Malakai can use a rune as a free action)
-Weapons-
Dire Mace (Bashing; +1 to Damage Rolls - Considered a Staff)
-Subweapons-
Magic Book: Ice
Magic Book: Shadow
-Armor-
Unarmored (+1 to movement, -1 to defense)
-Skills-
Cooperative: +1 to rolls made to assist allies
Stunning Wit: If Malakai passes a Charisma Roll, he gets a +1 bonus to any actions taken that same turn.
Sure Strike, Weak Strike: +2 to hit, -1 to damage with staves
-Items & Artifacts-
Eagle Feather: Given to him by a trusted cousin, this feather contains the soul of a hunting eagle. By focusing magic on this feather, Malachi can call the eagle's spirit to fight for him. (Costs 3 MP, summons an eagle to fight for two rounds counting the round it is summoned. Will permanently blind enemies on a Major Success when attacking. Can only be used once per battle. Can be imbued with Ice or Shadow. When imbued with ice, the chance to blind turns into the chance to freeze; when imbued with shadow, the chance to blind turns into the chance to leech health. Imbuing the familiar takes an extra MP.))
Infernal Ring [Reduces Summoning MP costs by -1]
Ice Contract [Summoning an Ice Demon consumes 5 MP. She remains for five rounds, deals standard blunt/ice damage, and has a 25% chance of freezing an enemy every successful attack.]
Shadow Contract [Summoning a Shadow Demon consumes 5 MP. He remains for five rounds, deals standard piercing/shadow damage, and absorbs 2HP every successful attack - assuming his attack did at least 2HP. When the shadow dissipates, the leeched health has a 25% chance of returning to Malakai.]
Name: Qongqothwane "Knock-Knock"
Gender: Male
Appearance: 6'5" tall, razor thin. Black skinned and totally hairless. The skin of his face and hands is covered with ornate spirals ridges from ritual scarification. He has an unsettling smile that does a great deal to show off his teeth.
Background: Qongqothwane is a traveler of a monomaniacal bent, find the lair of the King of Night, then rip his teeth out of his ancient skull. Once Qongqothwane was a peaceful man, impeaching the aid of the spirits for his people and dispensing of foul ghosts without malice.
Dracula's taint, however, knows neither the boundaries of the spirit world or the distance of the physical.
As Dracula began to rise the spirits refused to listen to Qongqothwane's cries, the ghosts grew more numerous and fearsome, and his people became plagued with nightmares and evil dreams. The story that he will tell ends there, whether fear, shame, or bitter sorrow holds his tongue is a mystery. The only thing Qongqothwane will say is that the King of Night is responsible, and that he will wear Dracula's teeth before the end of dreams.
Weapon: Javelin
Armor: Animal pelt armor (no bonus or penalty)
Sub-Weapon: Magic Book: Shadow.
Profession: Witch Doctor
Skills: Wicked (Boosts boost the chance of status effects being inflicted from 4 on a d4 to 5/6 on a d46 (from 25 to 33% chance).)
Also, @Zako: I misread Voodoo Maestro. That actually is allowed; it's more akin to Qong's Wicked skill than MoCS. So it's fine, and I'll strikethrough my earlier statement. ^^^
@Talarion: If you want to power up Marcus, you can redo his skills the same and take four Evos from the options I gave Riccto (both are Hunters). Here...
Hunter Lv2 (+2 to hit)
Iron Hunter (Physical status effects, such as Swamped or Frozen, last one round less when inflicted. Physical SE that normally last until cured, like poison, have a 1-in-4 chance [4 on 1d4] of ending each round)
Iron Hunter lv2 (Physical status effects, such as Swamped or Frozen, last one round less when inflicted, and Beirnat also has a 50% chance [3 or 4 on 1d4] of completely stopping the effect from happening. Physical SE that normally last until cured, like poison, has a 50% chance [3 or 4 on 1d4] of ending each round)
Destructive Hunter (+1 to damage rolls; stackable with skills & equipment)
Destructive Hunter lv2 (+2 to damage rolls; stackable with skills & equipment)
Fearless Hunter (Mental status effects, such as Curse or Fear, last one round less when inflicted)
Fearless Hunter lv2 (Mental status effects, such as Curse or Fear, last two rounds less when inflicted)
(Creature) Hunter (Beirnat inflicts an extra 50% damage to his chosen enemy with each successful hit)
(Creature) Hunter lv2 (Beirnat inflicts double damage to his chosen enemy with each successful hit)
Swift Hunter (+10 to initiative; stackable with skills & equipment)
Swift Hunter lv2 (+25 to initiative; stackable with skills & equipment)
Marcus Raust
Male Hunter (+1 to hit), Max HP: 30, Max MP: 10.
--> Swift Hunter (+10 to initiative)
-Weapons-
Longsword (Slashing) -> This will become Raust's Longsword, same as the one Zathyran has. Don't ask me how they both have it at the same time. >.>
-Subweapons-
Holy Water
-Armor-
Leather Armor (No penalties, no bonuses)
-Skills-
Warrior: Deals 1 extra damage on a successful hit -> Due to system evolution, this becomes +1 to Damage rolls
Nightstalker: Gains +1 to Tailing Rolls
Awareness: Gains +1 to Evasion Rolls
Parkour: Gains +1 to Movement Rolls -> This and the previous could be rolled into one skill if you wanted to keep them, since the equivalent of having both is +2 Movement anyway
Hunter's Aim Lv2: Gains +2 to ranged attacks
-Items & Artifacts-
Bottle of 1097 Ale [Reduces everything, from rolls to damage received, by -1 for two turns]
Rope [Can be used to help an ally lower down get to the user with a +2 to their climbing roll, 1 use only]
Grappling Hook [Can be used to auto-succeed a Climbing Roll, 1 use only]
3x Cans of Gas [Used to power a certain item; can also be used in certain areas. Finally, the third use is to light these aflame and throw them at enemies in combat to emulate the same effect as Magic Book: Fire]