Notes |
Shardakh, a hobgoblin, is chief of the goblin tribe. He is large and heavily muscled, the most physically imposing member of the tribe. Shardakh maintains his rule by relentless use of physical force — rarely to the point of death or serious physical injury, but enough to keep the warriors cowed. In addition, Shardakh will never appear amongst the tribe without one of his personal bodyguards at his side. Though not especially bright, Shardakh's rough style of leadership works well on the goblinoid mentality. The village has prospered under his leadership.
Enhancing Shardakh's physical dominance is an iron gauntlet he wears on his right hand at all times. The gauntlet has magical properties that make it a valuable find for the adventurer. Though no heavier to the user than if it were made of leather, it adds 50 pounds of smashing force to any blow delivered by the wearer ( + 2 to hits delivered, + critical range to hit). It has a similar effect on blows delivered with a weapon held in the right hand. The gauntlet also acts as full strength plate armor against any blow delivered to the hand (10 AP to hand and forearm).
He is aggressive at all times. He never parlays, preferring to dictate terms to a defeated foe. He is no fool; he will run if the circumstances call for it. In combat Shardakh relies heavily on his gauntlet of power to deliver the decisive blow. He has no subtlety whatsoever in his approach, knowing that his clumsiness can only be offset by his great natural strength augmented by his magic gauntlet. Should the party capture Shardakh, he might give treasurefinding clues in exchange for his release. He will never, however, lead a party to his own treasure room.
Specialized with scimitar. 5 luck points.
armour +1 AP, scimitar +1 damage +10% crit range to hit
**Armour Proficiency**: You are trained in the use of all armours up to and including plate, knowing how to position yourself to receive a blow in such a way as to deflect a portion of the attack. Light armours receive 1 extra armour point, and heavy armours 2. The only stipulation is that you have to know the attack is coming. In addition, when worn, only 1/4 the total ENC of the armour is counted towards Encumbrance instead of half.
**Combat Proficiency**: Being a master of armed and unarmed combat, Fighters gain a further +5% to their Combat Style. added
**Weapon Specialization**: Your Combat Style is improved by 10% when using your weapon of specialisation. added. You gain +1 Action Point for the purposes of Parrying only.
**Weapon Master**:As for specialisation, plus gain a 1-step improvement to damage modifier. |