The Dragonlance Nexus

Printed From:
http://www.dlnexus.com/fan/rules/character/18293.aspx

Martok Es-Darmok

by Trampas Whiteman


Male Minotaur Woodsman (Warrior 4)
Strength+7 Fortitude+5 Armor ClassNA
Dexterity-1 Reflex+0 Flat-footed ACNA
Constitution+1 Will+3 Touch ACNA
Intelligence+0 AlignmentNA Base Attack+4
Wisdom+2 Speed30 ft. Melee Attack+3
Charisma-1 Initiative-1 Ranged Attack+3
Hit PointsNA SizeMedium

Stats

Core Ability: Determination (Martok may spend a point of Conviction to immediately remove all bruised and hurt damage conditions (and associated penalties)
Defense: Dodge/Parry +3/+11 (+4 base, -1 Dex/+7 Str)
Saving Throws: Toughness +2
Conviction: +4; Virtue: Honor-Bound, Vice: Hidebound
Reputation: +1

Damage Track

Non-Lethal Damage: Bruised (7) [ ] [ ] [ ], Dazed (12) [ ] [ ] [ ], Staggered (17) [ ], Unconscious (22 [ ]
Lethal Damage: Hurt (7) [ ] [ ] [ ], Wounded (12) [ ] [ ] [ ], Disabled (17) [ ], Dying (22) [ ], Dead (27) [ ]
Fatigue: Winded [ ], Fatigued [ ], Exhausted [ ]

Special:

Flaw: One-Eyed Jack (-2 on sight based Notice checks), Heroic Archetype: Mentor
Mythic Gifts:
Watch and Learn I when you and an ally both spend a Conviction point to independently attempt the same task requiring a die roll, you both gain a bonus as though you and your ally were each using the Aid action to help each other, even though your actions are separate.
Mentor's Gift I when an ally spends a Conviction point on any task requiring a die roll if you have more Conviction points than your ally you may give them the Conviction point to spend from your own total. This can only be used once per session.
Mentor's Influence you can spend a Conviction point to give an ally a +3 bonus on any die roll.
Mentor's Lesson I When you and an ally both spend a Conviction point to attempt the same task requiring a die roll, you may switch rolls with your ally after rolling the dice (but before determining whether or not the check succeeds).

Skills:

Intimidate +5, Knowledge (tactics) +6, Sense Motive +8, Survival +8 (Mythic Skill), Swim +2, and Track +9

Feats:

Attack Focus (bat'leth), Attack Specialization (bat'leth), Diehard (f), Exotic Weapon Training (bat'leth), Favored Opponent (goblinoids), Scent(f), Tough(b), Trailblazer, Two-Weapon Fighting, Weapon Training(b)
(b) indictaes bonus feat
(f) indicates favored feat

Languages

Common, Kothian

Weapons:

bat'leth +1/-1 attack (+9/+9 damage, crit 18-20/+3) or gore +2 (+4 if charging) attack (+9 damage)

Possessions:

Standard Adventuring Gear (Backpack, Bedroll, waterskin, 1 week of rations, sack, and flint and steel), torches, 50 ft. hemp rope. Leather Kilt. Wealth: +3

Description:

Martok has lost his left eye. Skin has overgrown the socket. He sometimes rubs this area, especially when remembering the War of the Lance. He has several crisscrossed scars along his back from being whipped in the War of the Lance.

Martok cannot return home, and he's not even sure he would want to. All he wants is to be left alone to live life in peace. He will fight to protect what is his and those he would call friend. He refuses to ever become a slave again, and will actively work to free any slaves he comes across.

Background:

Martok is descended from Darmok, a gladiator slave to Istar. It is said that the grey-furred Darmok was wise, and died defending the keep of a Solamnic Knight, though records from this time have been mostly lost, leaving only an oral tradition to pass down the tale.

Martok was caught in the political struggle of the minotaur empire when Chot took power. As the son of a house aligned against Chot, he found himself sold into service as a slave-soldier to the White Dragonarmy during the War of the Lance. During the war, he attempted to escape. He was recaptured, his left eye put out as punishment. He was repeatedly whipped during the war, leaving horrible scars on his back. Though the wounds healed, he has never forgotten what the Dragonarmy did to him.

After the White Dragonarmy's defeat, Martok regained his freedom, along with a draconian. The two settled down outside of the town of Stone Rose, where they built a log cabin. Martok goes into town once a month for supplies, but tells no one of his draconian friend.

Design Notes:

- One-Eyed Jack is a House Ruled Flaw
- Martok's mythic gifts come from the Mentor Heroic Archtype from the True20 Companion
- Bat'leth's are always masterwork weapons and are the equivalent of a double scimitar

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