Champion of Magic

Satch Maringeld's page

7 posts. Alias of Satcher.


Full Name

Satch Maringeld

Race

Gnome

Classes/Levels

Rogue 1

Gender

Male

Size

Small

Age

89

Alignment

Chaotic Good

Deity

Milani

Languages

Gnomish, Common,

Occupation

Thief for hire

Strength 10
Dexterity 18
Constitution 10
Intelligence 14
Wisdom 12
Charisma 18

About Satch Maringeld

Background:
Satch comes from a mother and a father of a large city. As a young boy he helped his father make fine watches for the upper aristocracy. His father Gerning Maringeld was a master craftsmen attracting patrons far and wide for a chance to purchase one of his fine creations. Gerning was also a man of strong principle. He was a part of a local group of merchants who opposed several local Dukes. These Dukes treated the people poorly and sucked the city dry of resources for personal gain. Gerning was very outspoken against the Dukes in question and gained a reputation for it. The corruption in the city was great. Gerning was prompted to make a work of art for a local Duke Tel Rai Ai, who was known for spending away the fortune his father left him upon his death. When asked, Gerning refused saying “I’d be dead before I let one of my watches grace your wrist.” Assasin’s were sent in the night shortly thereafter and Gerning was murdered along with his wife Vella. Satch survived by using one of his hiding spots where he’d take watch parts to play with under the floorboards.

After surviving the murder of his parents and fleeing the rowhome lit ablaze Satch found himself in a local on the street He joined a local band of urchins and there he was taught the ins and outs of stealing food and clothes to live by. He made his way through his childhood being a prized member of the gang for his small size. Being a gnome in a large city wasn’t all that uncommon but it was anything but normal.

After many years Satch went back to the place where his childhood home had burned. The neighborhood had fallen on bad times and the home now half charred was abandoned. Satch searched the home for anything to remind him of his parents. After a fruitless effort to find a keepsake of his parents he thought of his hiding place. He pulled up the cracked floorboard and was surprised at what he found. In the bed of dirt where he kept watch parts he found nothing but a small book, with a pressed rose as a bookmark. The text spoke of Milani

Satch read the book time and time again end to end. After almost memorizing the passages he sought out other followers of his new god. Months later he gave up on finding a gathering and began making his own.

In his adventures he gained the alias "The Mouse" and has struck fear into the hearts of tyrannical leaders for fear of subterfuge or even death. The story continues, but currently we find Satch a broken and bitter old man. The flames once so hot against crushing power now only a glow from hot embers waiting to be rekindled.

Personality:
Satch Maringeld can be a bit of a frumpy old man. He is in his early 50’s in relations to a human. He keeps a lot of who he is to himself. Once a kind hearted and open man Satch has since been spurned by life. He wants to accept others but often times finds himself more reserved and likes to keep things professional.

By no means would you call him brooding, he is fine to make a joke especially at someone else’s expense, but things do no go past the surface. Satch is very calculating and is slower to act in a rash manner than his former self would like. He is slow to trust but his loyalty is steel.

Description:
Satch is a small figure. Gangly even at 3 ft tall, with pale skin, wispy eyebrows and a pointed mustache/beard, Satch’s features are almost as sharp as his tongue. His eyes are of burnt gold that shimmer in the light, and his hair is a shock of grey fringing out from his head. Satch often finds himself at the back or side of conversations trying to pick out lies or tries for deceit. He can easily slip into a crowd but can also make one with his lute. Switching from reserved and soft spoken to loud and attention grabbing Satch tailors his demeanor to fit the situation. He wears a backpack and several other small pouches cluttering over his large collared travelling coat. The one shining possession he owns is a pocket watch hanging out of his inner pocket with the inscription “GeMa” on the back in gold lettering.

Combat Statistics:

Hit Dice: 1d8+0(con)
Initiative: + 4(dex)
Armor Class: 15= (10 + 4(dex) + 1(size))
Touch AC: 14= (10 + 4(dex))
Flatfooted Ac: 10
Speed: 20 ft
Attacks possible

Short Sword
Attack Bonus: -2
Critical: 19-20 x2
Type: piercing
Damage: 1d4

Dagger
Attack Bonus: -2
Critical: 19-20 x2
Type: Piercing
Damage: 1d3

Short Bow
Attack Bonus: +4
Critical: x3
Type: Piercing
Range: 60ft.
Ammunition: 10 Arrows
Damage: 1d4

Saving Throws:

Fortitude: 0
Reflex: 6 = (2(class) + 4(dex))
Will: 1 = (0(class) + 1(wis))

BAB: 0
CMB: -1 = (0(str) - 1(size))
CMD: 3 = (0(bab) + 0(str) + 4(dex) – 1(size))

Feats/Traits/Class Special:

Class Special
Sneak attack +1d6
Trap finding

Feats
Two Weapon Fighting

Skills:
Total Ranks: (12)

Appraise: 6 = (2(int) + 1(rank) + 3(class skill))

Bluff: 8 = (4(cha) + 1(rank) + 3(class skill))

Climb: 4 = (0(str) + 1(rank) + 3(class skill))

Diplomacy: 8 = (4(cha) + 1(rank) + 3(class skill))

Disable Device: 10 = (4(dex) + 1(rank) + 3(class skill) + 2
(Masterwork thieves tools))

Disguise: 8 = (4(cha) + 1(rank) + 3(class skill))

Escape Artists: 8 = (4(dex) + 1(rank) + 3(class skill))

Knowledge (Dungeoneering): 6 = (2(int) + 1(rank) + 3(class skill))

Perception: 5 = (1(wis) + 1(rank) + 3(class skill))

Sense Motive: 5 = (1(wis) + 1(rank) + 3(class skill))

Sleight of Hand: 8 = (4(dex) + 1(rank) + 3(class skill))

Stealth: 12 = (4(dex) + 1(rank) + 3(class skill) + 4(size))

Spell Like Abilities:
1/day
Dancing lights,
ghost sound,
prestidigitation,
speak with animals
DC for these spells (10 + spell level + 4)

Equipment/Wealth:

Worn Items:
Short Sword (2 lbs.)
Dagger (1 lb.)
Short bow (2 lbs.)
Explorers outfit (8 lbs.)
Quiver (10 arrows) (3 lbs.)
Lute (Common 3 lbs.)

Backpack (2 lbs.):
Bedroll (5 lbs.)
Blanket (3 lbs.)
Flint and Steel (-)
Flask (1.5 lbs.)
Waterskin (4 lbs.)
Torch (1lb.)
5 trail rations (5 lbs.)
Disguise kit (8lbs.)
Thieves Tools Masterwork (2 lbs.)
Pocket watch (-)

WEALTH
19 gp
3 sp
6 cp