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About Meurasod SpellslayerBackground:
Unlike most dwarves, Meurasod cannot trace his family line back for generations. He doesn’t even know who his parents were. For as long as he can remember, his only family has been gangs. They’ve been the only people to show him any kind of inclusion. To most people, Meurasod is off-putting. He lacks the social graces most people take for granted. He simply never learned them. His personal hygiene is offensive. Like most homeless, he doesn’t bath or groom himself. He’s also never been educated beyond the streets. While he can barely read, he does have a good understanding of numbers. If there is one thing that gang life has taught him, it’s how money works and the value of items. Blessed with dwarven constitution, Meurasod is also as strong as an ox. He’s also easily manipulated and loyal. All of these qualities have combined to make him an easy and valuable mark to those who would take advantage of him. As he’s grown bigger, the gangs have grown more brazen with using him. While he started off stealing to eat, he’s now grown into stealing for money. His most recent crimes have netted him some valuable items. Unfortunately his crimes did not go unwitnessed and he’s recently had to leave town or answer for his crimes. Meurasod isn’t a bad person. He has many redeeming qualities but he’s often found himself used by people who don’t care about his well being. More than anything, he’s treated as a tool to be used and tossed aside when the job is done. He can be kind and loyal but he’s also never learned how to be respectful. He finds it hard to care for others because he’s never truly been cared for himself. He doesn’t want to hurt people, but he’s had to do things in order to survive the hard world around him. He can be gruff, insulting even, but it’s not because of mal intent, it’s because he doesn’t know any better. It’s how he’s witnessed people be treated and been treated himself. He is motivated by money and respect, feigned or genuine. Deep down, he just wants to be liked. He is abrasive and somewhat clingy, but he’s loyal and protective. While he doesn’t like bullies, he doesn’t have the sense to realize that he’s a bit of a bully.
Appearance:
Meurasod is of average height and weight for a dwarf. Like most dwarves he is barrel-chested with thick corded arms. His beard is a shaggy brown that always seems to be dirty and his hair is uneven at best, often cut with a dagger or rusty knife. He always has dirt under his fingernails and smudges on his face. His clothes are town and a patchwork of mismatched colors and materials. He keeps his weapons well maintained, but everything else he owns is old and worn. Bullet Points:
Likes ..Money ..Respect ..Food ..Ale Dislikes
Vices
Quirks
Phobia
Meurasod
Darkvision - Dwarves can see perfectly in the dark up to 60 feet. Defensive Training - Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype. Greed - Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones. Hardy - Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Hatred - Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes. Slow and Steady - Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Sneak Attack - If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment. Stability - Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Stonecunning - Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. Trapfinding - A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps. Weapon Proficiencies - Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Ledger:
240 Max starting gold +100 Brigand trait -175 mw studded leather armor -12 warhammer -20 cold iron battleaxe -8 heavy pick -2 backpack -.1 bedroll -2 crowbar -1 flint and steel -1 grappling hook -1 waterskin -100 mw thieves tools -10 50 ft. hemp rope -2 belt pouch x2 -2 dagger 3.9 |