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Lord's Falcon

Marly Copperbone

5th level neutral good dwarf thief (scout kit)

Str 15, Dex 17, Con 11, Int 12, Wis 12, Cha 10, Hit Points 17

Weapon Proficiencies:  Knife, short sword, light crossbow

Non-Weapon Proficiencies:  Alertness, black-smithing, carpentry, direction sense, local history, modern language (common), modern language (dwarf), modern language (goblin), modern language (kobold), reading / writing, tracking

Thieving Abilities: Pick Pockets 21%, Open Locks 28%, Find/Remove Traps 28%, Move Silently 60%, Hide In Shadows 61%, Detect Noise 50%, Climb Walls 62%, Read Languages 0%

Special Abilities:  Spell-like powers, usable at will, once per round, each 2× per day unless noted otherwise.  He gains one spell-like ability from levels 1 to 4 of the Alteration school of magic at each level of experience.  The level of the spell cannot exceed one-half (round up) of his own experience level.  These spell-like abilities have the normal casting time and duration as noted under the spell, as if cast by a mage of Marly's experience level. Other restrictions may apply at GM's whim.  Marly's current spell-like abilities are:  darkness, 10' radius, gust of wind, light, spider climb, wizard lock.  As a dwarf, Marly gains +3 to save against poison, rod, staff, wand and spells. He is +1 "to hit" against orcs, half-orcs, goblins and hobgoblins.  Ogres, trolls, ogre magi, giants and titans are -4 "to hit" him.  He has 60' infravision and special talent for stonework as noted in the PHB. His scout training gives him a +10% to hide in shadows and move silently when in natural or wilderness settings.  As a dwarven scout, he gains an addition +5% in the hills.

Special Hindrances:  Because his scout training is specifically wilderness oriented, he suffers a -5% penalty to all his thieving skills in an urban or city setting.  All dwarves are inherently "anti-magical" resulting in a chance that magical items will fail to operate properly when used by Marly. Because of the deific enchantment which gave Marly his natural spell-like abilities, the chances for magical items to fail is 45% rather than 20% as noted in the PHB.

Equipment:  lock pick set, leather armor, knife, short sword +1, cleaning kit, light crossbow

Background:  Marly Copperbone is a middle-aged dwarf (older middle age; he was retired).  He's held just about every manual labor job a hill dwarf can have and traveled over most of the continent.  He's seen just about everything a human or demi-human will do and as a result he is virtually unfazeable.  His one vice is smoking.  If it can be smoked, he's probably smoked it.  Though his dwarven constitution prevents addiction, he really enjoys good tobacco.

He was trained as a theif by the hill dwarf militia, but seldom had to use those skills before Pendragon came along.  When he met Pendragon, Marly realizied two things:  1) what the young man was doing was right, and 2) the young fool would get himself killed unless someone (i.e. Marly) supervised this operation.  Marly signed on and is much like a grandfather to most of the team.  (Except Aria, as they connect on the responsbility / duty level).

Personality / Motivation:  Nothing fazes Marly. Marly is looking for some interesting stories to tell his grandchildren next time he returns home.  In a fight, Marly will frequently use spider climb to move into a good position for sniping with his crossbow or backstabbing his foes.  He is skilled in small unit tactics, and will wait for his unit leader (Pendragon) to call for his gust of wind or darkness before using it.

Quotes:  "Not a problem."

Powers / Tactics:  In addition to his normal abilities as a dwarf and thief, Marly somehow acquired a number of spell-like powers.  He never discusses how he acquired them, and really doesn't talk about them much at all.

Appearance:  Marly is pretty average for a hill dwarf.

Notes & Campaign Use:  Marly Copperbone is a member of the Lord's Falcon.  Marly is older and wiser than most PCs, and has spent many years as a community man.  For Marly, I treated the scout kit "required NWPs" as "bonus NWPs" which makes it consistent with the other Complete Handbooks.  (IIRC, CTHB was the first one out, and I believe TSR changed the "required" to "bonus" beginning with the second CHB.)


Copyright © 1999, 2000 by Morpheus Unbound. All rights reserved.
Last updated 15 July 2000 by
Patric L. Rogers.
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