| Human | Fighter/Bard/Devoted | 6/1/1 |
** with Dwarf | ![]() |
| (Weaponsmith) +17 | (Woodworking) +9 | +6 | (Accounting) +3 | +3 | +12 |
| (Armorsmith) +16 | (Metalurgy) +9 | (Blacksmithing) +11 | +4 | +5 | Device +3 |
| +10 | +11 | +10 | |
COMBAT STATS
| HP: 65 | Melee +13 +13 +13 +8 | Damage 1d8+9 (Talon) 1d10+9 (Fist) 1d4+9 (Claw) 1d10+9 (Fist) |
| AC: 20 | Initiative: +2 | Weapon: Mordrith's Talons |
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| Two large warhammers with a spike on the top and a blade at the end of the handle. The weapon is an exotic weapon that may be used as a two handed martial weapon by small creatures. Due to the skill and style that must be used in fighting with the weapon, the wielder may alternate between striking with the hammer head (fist), hammer spike (talon), and blade (claw) during combat. Mordrith's Talon is a small weapon that weights 12 pounds for each hammer and does x3 critical damage. The weapon is a Bludgeoning (Fist), Piercing (Talon), and a Slashing (Claw) weapon depending on its strike. The weapons wielded by Mordrith are +1, hasted, and possess two special properties. When struck together, the hammers produce a 2d6 sonic burst that damages everything within 5 feet. Characters who are aware of this property may attempt a Reflex save DC 15 to take half damage. The weapons also provide Resistance 10 to cold. Mordrith's weapons have been crafted from meteorite ore and infused with arcane magic. Deep red runes run across the surface of the hammer and burst into dim red light when the hammers are struck together. |
| Bardic Spells: Light, Read Magic, Resistance, Mending Arcane Spell Failure: 35% |
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