King Marak (3.5e NPC)
From D&D Wiki
|Male human aristocrat 16|
|LN Medium humanoid (human)|
|Init/Senses||+5/Listen +3, Spot +3|
|AC||11, touch 11, flat-footed 10; Dodge|
|hp||56 (16 HD)|
|Immune||ring of mind shielding|
|Speed||30 ft. (6 squares)|
|Abilities||Str 8, Dex 12, Con 10, Int 17, Wis 14, Cha 23|
|Feats||Dodge, Improved Initiative, Leadership, Negotiator, Persuasive, Skill FocusB (Diplomacy), Skill Focus (Sense Motive)|
|Skills||Bluff +28, Diplomacy +37, Disguise +7 (+9 acting), Intimidate +30, Knowledge (nobility and royalty) +23, Knowledge (history) +23, Sense Motive +27|
|Possessions||cloak of charisma +4, cloak of resistance +3, headband of intellect +4, pale green ioun stone, ring of mind shielding, ring of sustenance, 500 gp.|
King Justinian Marak is known as a just and fair ruler. Among the population he is generally respected and supported, though most of his supporters are hardly zealous. Marak's genius comes not from his ability to stir crowds with rousing speeches and fire up his supporters, but rather through his mastery of logistics. Thus, he is quite an able administrator and ruler, and is firmly in control of the nobles and court (though they are largely unaware of how deep his intelligence goes). In public and appearances in court Marak often speaks with a slight stammer and always seems slightly unsure of himself, but this is merely a ploy to keep his enemies off balance, and his close associates have seen his genius, especially in matters of politics and social interactions of all sorts.
King Marak, as the royal leader of a large but fairly peaceable nation state, rarely engages in battle or warfare of any sort; the closest to bloodshed he comes are the common hunts held in the Royal Forests of Anselm. If confronted, however, Marak can bring massive forces to bear against his enemies, including a large number of high level characters (10+). He also should not be underestimated by any means; he is a highly skilled in social games of all sorts, and in direct confrontations can forcefully bend most people to his will through a combination of diplomacy (Diplomacy +37) and threats (Intimidation +30). His preferred mode, however, is far more subtle, and even his closest advisers do not realize the depth of his cunning and perception (Bluff +28, Sense Motive +27).
Marak's cohort is Baron Solnorm, a 14th level fighter/rogue; whispers at court suggest that he is being groomed as next in line for the throne in the absence of any royal children. The Baron has his own schemes, but he (incorrectly) believes that he has hidden them from Marak. Marak allows him this because he is such a useful tool.
King Marak's Court Seer is Jaida, and she is one of the only people whom he truly trusts at his court.
King Marak's court is in the capital of Anselm, Weatherholm (Large City, Pop. 21,000).