Sir Maricon
Sir Maricon
Sheet
AC 13 · HP 12 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresAlways on
- Goblinoid Hunter
When When tracking goblinoids or recalling information about them.
You have advantage on Wisdom (Survival) checks to track goblinoids and on Intelligence checks to recall information about them.
- Mountain Wanderer
When While traveling for an hour or more in mountains.
When traveling for an hour or more in mountains, your group ignores travel penalties from difficult terrain, cannot become lost except by magical means, and finds twice as much food while foraging. You also gain other mountain travel and tracking benefits.
- Favored EnemyLevel 1
You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Your favored enemies are goblinoids. You have advantage on Wisdom (Survival) checks to track them and on Intelligence checks to recall information about them. You also learn Goblin.
- Natural ExplorerLevel 1
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Your favored terrain is mountains. When making an Intelligence or Wisdom check related to the mountains, your proficiency bonus is doubled if you are proficient in the relevant skill. While traveling for an hour or more in the mountains, difficult terrain does not slow your group's travel, your group cannot become lost except by magical means, you remain alert to danger even while engaged in another activity, you can move stealthily at a normal pace when traveling alone, you find twice as much food while foraging, and while tracking other creatures you learn their exact number, sizes, how long ago they passed, and their direction of travel.
- TraitFire GenasiDarkvision, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though you see in darkness only in shades of gray.
- TraitFire GenasiFire Resistance, you have resistance to fire damage.
- TraitFire GenasiReach to the Blaze, you know the Produce Flame cantrip. Constitution is your spellcasting ability for it.
- TraitFire GenasiYour walking speed is 30 feet.
- Rustic HospitalityFolk Hero
Common folk recognize Sir Maricon as one of their own. He can find a place to hide, rest, or recover among villagers, farmers, and other commoners, who will shield him from the law or those pursuing him unless doing so would place them in direct danger.
Spells
1 spellSpellcasting. Sir Maricon casts with Constitution (spell save DC 12, to hit with spell attacks).
Cantrips (at will):
Gear
10 itemsWeapons
- 2×ShortswordA short, balanced blade used for close combat. Finesse, light, melee weapon.
- LongbowA martial ranged weapon suitable for hunting and scouting.
Armor
- Leather armorFlexible armor made from cured hide, suitable for wilderness travel.
Tools
- Smith's toolsSmithing tools used to repair metalwork and craft simple items.
Gear
- 20×ArrowsAmmunition for the longbow.
- Explorer's packContains equipment useful for exploring and surviving underground or in the wilderness.
- ShovelA sturdy shovel, useful for digging, climbing assistance, or improvised defense.
- Iron potA simple iron cooking pot.
- Common clothesPlain common clothing suitable for a traveler.
Purse
- 10×Gold piecesCoin saved from odd jobs and village gifts.
Appearance
Sir Maricon is a broad-shouldered fire genasi with charcoal-gray skin veined by faint orange lines that glow brighter when he is angry or excited. His eyes resemble dying embers, and his short black hair constantly smolders at the tips without being consumed. He dresses in weathered mountain leathers beneath a dark green cloak, carries a longbow across his back, and keeps a pair of shortswords at his hips. His body radiates a steady, comfortable warmth.
Mannerisms
Maricon warms his hands over his own palms when thinking, taps two fingers against his bowstring before making a difficult decision, and lowers his voice to a rumbling whisper whenever discussing danger. He treats his mock-knightly title with solemn ceremony only when encouraging frightened villagers.
Personality
I am quiet around strangers but fiercely protective once someone has earned my trust. I prefer listening to wind, stone, and animal tracks over listening to nobles or officials. When danger appears, my calm becomes intensely focused, and I act with the certainty of a falling rock.
Ideals
Freedom. No tyrant, warlord, or winter-born terror has the right to decide whether ordinary people live in fear. The strong should keep the road open for everyone.
Bonds
Frost-Grip Pass and its people are my family. I will return to protect them when the warlord's threat is finally broken.
Flaws
I answer threats with fire before I have considered whether restraint would serve better. I distrust authority so deeply that even honest leaders must earn my cooperation.
Quirks
Background
Sir Maricon was born high in the Ashen Crags, where frozen winds collide with heat rising from the deep earth. His fire genasi heritage comes from an elemental ancestor of pure flame, leaving him warm to the touch and able to endure conditions that would cripple ordinary travelers. The jagged slate, sheer cliffs, and thin mountain air became his childhood teachers. He learned to read avalanche scars, follow tracks across windblown stone, and move through blizzards with the patience of a hunting cat. The valley village of Frost-Grip knew him as a solitary guardian long before it called him Sir Maricon. During one brutal winter, a massive winter wolf alpha led its starving pack down from the peaks and attacked the village livestock. Maricon descended from the mountains with fire in his hands and snow in his beard, tracked the alpha through a whiteout, and drove the pack back into the icy wilderness. The villagers gave him the mock-knightly title as a sign of gratitude, calling him their living hearth in the frozen dark. His reputation became dangerous when a corrupt warlord demanded protection money from Frost-Grip. Maricon burned the warlord's supply wagons and scattered the enforcement squad, then fled into the Deadwood Reach to draw the mercenaries away from the villagers. Now he travels as a hunted protector, ranger, and folk hero, seeking a path through the Reach while watching for goblinoid raiders and anyone who preys upon the helpless.
“The jagged slate, sheer cliffs, and thin mountain air became his childhood teachers.”
- Background
- Folk Hero
Connections
Species
Fire Genasi
Media
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