A place wherein this Dwarven Cleric can share his love of maps, dice, miniatures, and all things involving gaming and general geekery--not to mention the occasional witty non-gaming observations--whilst escaping from the humdrum existence of his routine Terran existence.

Hail and Well Met, fellow traveler! May my Stronghold provide a place for enlightenment and amusement, and somewhere to keep your dice dry. Enter and rest awhile.

15 April 2011

M is for Maerl Dardar

Maerl Dardar is a dwarf. Stout and short, even for one of his kind, yet he is all muscle and no fat. Despite his size, he is still intimidating; perhaps it is the large, ugly scar running down his face and neck, or perhaps it is the patch over his left eye. It may also be the ornate, but sturdy and well-used axe he carries strapped to his back at all times. Or it may be the deep, low voice that reminds listeners vaguely of the sound of gravel being stirred around in a metal bucket.

He is a high-ranking member of the Silent Blade, the elite force within the Coldtreath City Guard and the personal protectors of the Mayor and his family. He is also a high-ranking and well-respected member of the Deadheart Gang, the main thieves’ guild in Coldtreath. He is as close to the Mayor as the Deadhearts have been able to place one of their own. Maerl has the Mayor’s ear and the Mayor’s trust.

Maerl is gruff and no-nonsense and hates the very appearance of time-wasting. However, he can with effort be convinced to allow his humor to show through. At those times he rivals the top bards in the land with his stories, jokes, and insults. He is not quick to smile, but is a loyal and faithful friend. He is extremely loyal to the Mayor and would die for the Deadhearts, employing his natural sorcerer skills in battle–both on the field and behind the scenes–as a fighter, a thief, and a budding assassin.

Maerl Dardar
Dwarf (Medium Humanoid)
Sorcerer 4/Fighter 3/Assassin 1
HP: 62
Init: 6;
Speed: 20 ft.
AC: 16 , touch 12, flat footed 14
Base Attack: +5
Grapple: +8
Attack:Waraxe, Dwarven MW (+9) 1d10+4 Crit(20)x3
Full attack: Waraxe, Dwarven MW (+9) 1d10+4 Crit; Dagger, punching (+6) 1d4+1 Crit(20)x3
Alignment: LE
Special Qualities: Darkvision 60 ft.; Resistance to poison +2, Resistance to spells +2 ; Other Weapon familiarity: dwarven waraxes and urgroshes; +2 Appraise related to stone or metal work; +2 bonus on search for unusual stonework; +2 Craft checks relating to stone or metal; +4 Dodge Ac against Giant type; Stable +4 bonus on being bullrushed ot tripped; Poison use--Never accidentally poison self; Summon Familiar 1
Special Attacks:+1 attack vs. orcs, goblinoids; Death attack DC 10+assassin level+Int modifier; Sneak attack at an extra 1d6
Saves: Fort +7, Ref +6, Will +4
Abilities: Str 16, Dex 15, Con 15, Int 11, Wis 11, Chr 14
Skills: Bluff 7, Climb 6, Concentration 6, Diplomacy 5, Disguise 4, Gather Information 2, Hide 3, Intimidate 6, Jump 5, Know arcana 5, Listen 0, Move Silently 8.5, Open Lock 2, Ride 2, Sense Motive 0, Spellcraft 5, Spot 1.5, Swim 5, Tumble 3, Use Magic Device 2, Use Rope 2
Languages: Common, Dwarven, Goblin, Orc
Feats: Combat Reflexes; Quick Draw; Armor Proficiency heavy; Armor Proficiency light; Armor Proficiency medium; Improved Initiative; Martial Weapon Proficiency; Shield Proficiency; Simple Weapon Proficiency; Tower Shield Proficiency; Two-Weapon Defense; Two-Weapon Fighting.

Spells Known:
Sorcerer Spells:
Level 0:
Bleed; Detect Magic; Detect Poison; Flare; Ghost Sound; Open/Close
Level 1: Magic Missile; Sleep; True Strike
Level 2: Invisibility

Assassin Spells
Level 1:
Obscuring Mist; True Strike

Studded Leather MW
Waraxe, Dwarven
Dagger, punching
Potion of Cure Moderate Wounds (2)

CR: 7

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