Realms Personalities : Helm Dwarf-friend
Male Human Rgr5 of Mielikki/Ftr10: CR 15; Medium-size humanoid; HD 5d10+25 plus 10d10+50; hp 177; Init +5; Spd 30 ft.; AC 24 (touch 14, flat-footed 23); Atk +20/+15/+10 melee (1d8+8/19-20/x3, +3 thundering warhammer) and +19/+14 melee (1d4+4/x4, +3 defending light pick); SQ Favored enemy orcs +2, favored enemy giants +1; AL NG; SV Fort +19; Ref +7; Will +9; Str 17, Dex 12, Con 20, Int 14, Wis 13, Cha 12. Height 6 ft. 4 in.
Skills and Feats: Climb +10, Concentration +9, Craft (weaponsmithing) +10, Diplomacy +5, Handle Animal +7, Heal +5, Intuit Direction +7, Jump +5, Listen +8, Profession (guide) +6, Ride +14, Search +4, Speak Language (Common, Chondathan, Dwarven, Gnome, Illuskan, Orc), Spot +8, Swim -3, Wilderness Lore +14; Blind-Fight, Cleave, Improved Initiative, Improved Critical (warhammer), Improved Two-Weapon Fighting, Iron Will, Mounted Combat, Power Attack, Ride-by Attack, Survivor, Track, Weapon Focus (warhammer), Weapon Specialization (warhammer).
Favored Enemy: +2 bonus on Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks and weapon damage rolls against orcs; +1 bonus on Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks and weapon damage rolls against giants.
Possessions: +5 mithral breastplate of spell resistance (SR 15), ring of protection +3, +3 thundering warhammer, +3 defending light pick, bracers of health +4 (included in Con score), cloak of resistance +2, ring of shooting stars, masterwork dagger (right boot).
Ranger Spells Prepared (1; base DC 11 + spell level): 1st -- delay poison.
The sixth Ruling Master of Sundabar is the former Warcaptain of the Bloodaxe Mercenary Company. He won the leadership of the company by the acclaim of his fellow "Bloody Blades" after many reckless predecessors died in battle or tavern brawls. His valiant fighting to defend the city brought him the same popularity with Sundabarians. When Master Embaeris died of his wounds, the people clamored for their hero, Helm.
For once, the popular choice turned out to be the right one. Helm swept away a welter of corruption and confusing laws and taxes that had built up under previous Masters (Mantrel Darkdagger in particular), and established "the Master's Take," a flat 5% sales tax. Merchants pay it willingly because Helm uses every copper for Sundabar's defenses, patrols, and civic projects for the common benefit. His firm hand and alert attention to looming problems has led to a reputation as a firm, wise ruler.
A devout Mielikkian, Helm believes three trees should be planted for every one cut, lest woodcarvers entirely consume the forests they depend on. He also holds that hunting should be for the table, not sport, and done with care, nurturing the land. Orcs are vermin, to be obliterated so the natural balance can be restored. If humans dwell anywhere in numbers, they are inevitably the greatest predators, and should eliminate others ("monsters") so that lesser creatures don't become overhunted.
Firm and blunt, Helm is an ambitious war-leader. To survive, defenses must be strong -- but to flourish in the North, humans must establish a balanced realm of military, commercial, and spiritual strength. Helm seems to be the man who can raise sword to make it happen, so he must and shall.