Jhofre Vascari

Mokrim's page

40 posts. Alias of Krisam.


About Mokrim

Fluff:

Appearance:
A lean, broad-shouldered young man with a sardonic grin, Mokrim's black hair and unusual deep blue eyes suggest that he's more closely related to Dashiel Armistead than Dashiel cares to admit.

He goes clad in the dark leathers of the Protectors, and he's always proud to show off his longsword, one of the weapons of the ancients.

Personality:
Order-Chaos: Strongly chaotic. "Might makes right" is a principle the people of Oakenhaven practice, and though Mokrim has never been one to directly force his will on others, he doesn't have much regard for rules and regulations. Like most people in his town, he takes care of himself and those he cares about first and foremost, whatever it takes.

Altruism-Avarice: Neutral. Mokrim has always been able to get what he needed when he needed it, one way or another, so he sees no particular reason to stockpile things he won't use. The only exceptions are things he thinks he can use as bribes for those who know more about the world than he does. He doesn't give them anything for free - something for something is the Oakenhaven way.

Peace-Violence: Somewhat violent. Mokrim has made his way into the ranks of the Protectors through his skill in brawling and more deadly fighting. Though it's not his preferred way to deal with matters, he's always ready to draw his shiny sword if it looks like it's needed.

Mercy-Vengeance: Somewhat vengeful. Mokrim keeps tabs on those who have wronged him, and on those who have done right by him. He likes to keep the books balanced on those fronts.

Courage-Cowardice: Strongly courageous. Still quite young and convinced of his immortality, Mokrim is fearless both in battle and in curiosity. He's a bit over-confident, but then, why shouldn't he be confident? The world is his for the taking!

Planner-Impulsive: Neutral. Mokrim has patience when he needs to, and it counters his more rash youthful impulses. This is how he made it into the Protectors - careful planning, despite his more impulsive nature.

Prudish-Raunchy: Somewhat raunchy. Being a Protector is a big deal in Oakenhaven, and Mokrim gets his share of admirers willing to take a tumble with him. He's pretty down-to-earth about it all, not too much of a romantic.

Introversion-Extroversion: Somewhat extroverted. Mokrim keeps his own counsel about his motives, but he does like company, and he likes to talk. He's always open to new and interesting ideas.

Background:
One of Dashiel Armistead's opportunistic cutthroats, Mokrim is doubly dangerous - he's been raised in the shadow of self-serving men, but he can think for himself, and does so much to the irritation of his clan. One of his less popular thoughts, which he hasn't voiced but which nonetheless Dashiel can read in his eyes, is that he could lead Oakenhaven much better than Dashiel does. People whispering of how much Mokrim resembles Dashiel, though Mokrim's mother does not know who his father was, did nothing to calm the leader's discontent. It was possible, of course, but Dashiel no doubt had many bastards.

A showoff and a smart alec, Mokrim's deep curiosity about the world and its history often threatened to get him into trouble as he sought out the wise old ones who knew such things and traded contraband to get what he wanted from them, but he was always glib enough - and lucky enough - that no one could ever pin anything on him.

The final straw was when Mokrim earned a place among the Protectors that periodically rode out to ensure that tribute kept flowing into Oakenhaven. It was a coveted position in the clan, but Mokrim had outmaneuvered the other candidates as much by wit as by prowess - and all this at an unprecedented early age. With his new position came a great prize: one of the weapons of the ancients, given only to the Protectors for use in service to the town.

This has resulted in him being offered a special chance to rise in glory: go find out what secret Sheriff Llewellyn is gathering a force for, and join that force if possible.

Dashiel doesn't expect Mokrim to return. In fact, he's seen to it that he won't...

Crunch:

Mokrim - adventurer 1
CN Medium Humanoid (Human Male)

Init +6; Senses Perception +5

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DEFENSE

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AC 15, touch 13, flat-footed 12

HP 13 (d10 +2 Con +1 Fast Learner)

Fort +3 , Ref +3, Will +2

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OFFENSE

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Speed 30 ft.

Melee +2 longsword (1d8+3, 19-20)

Ranged +3 short bow (1d6, x3) 60'

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STATISTICS

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XP

Str 16, Dex 14, Con 14, Int 16, Wis 12, Cha 12

Base Attack +1; CMB +4; CMD 16

Feats Dodge, Fast Learner, Improved initiative, Improved unarmed strike, Martial weapon profieciency: longsword

Traits Alluring, Ease of faith

Armor Check Penalty 0

Favored Class ???

Skills Acrobatics +6, Appraise +7, Bluff +5, Craft: weapons +3, Diplomacy +6/+8 to any attracted to him, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Perception +5, Profession: enforcer +1, Stealth +6, Survival +1

Languages Common, Draconic, Elven, Dwarf

Equipment longsword, short bow, stone arrows, leather armor. Backpack, bedroll, 50' rope, trail rations x10, waterskin, torches x3. Belt pouch, whetstone, flint and steel.