Name: Merrin Khanal
Race: Sharkfolk / Class: Swashbuckler / Level: 4th
Attributes
Str: 18 / +4
Dex: 16 / +3
Mind: 14 / +2
Cha: 13 / +1
Saves
Fort: +8
Ref: +5
Will: +3
Skills
Phys: +6
Subt: +5
Know: +4
Comm: +4
Defenses
AC: 17 (Reinforced Leather)
Touch: 14
Flat Footed: 13
Info: Ini: +3 / BtH: +4 / HP: 52
Cutlass: Attk: +8 / D: 1d6+4 / Crit: 19-20/x2 / R: Melee
Dagger: Attk: +8 / D: 1d4+4 / Crit: 19-20/x2 / R: Thrown
Bite: Attk: +8 / D: 1d6+4 / R: Melee
Pistol: Attk: +8 / D: 1d10 / Crit: x3 / R: Near
Gear: Belt Pouch, Canteen, Rations, Bedroll, Lantern, Oil, Rope, Fishing Kit, Flask, Vial of Bloodletting (x3)
Traits
Sharkfolk: Darkvision. Swimming Speed: 30 ft. Bite (Natural Attack): 1d6 + Str.
Feats: Dodge, Two-Weapon Fighting, Weapon Finesse
Grace (+1): +1 to Reflex saves.
Insightful Strike (+2): When using Light or Ranged weapons, a Swashbuckler may add their Mind bonus to damage. Monsters immune to Sneak Attack are immune to Insightful damage.
Notes
- Merrin is a Sharkfolk Swashbuckler living out of Cormar Harbor and typically sticking to the coasts. As an amphibious Sharkfolk, Merrin does not need to immerse himself in water to live, but he can become cranky if he gets too dry. He prefers to stick to harbors or aquatic ruins over going too far inland or passing through the Forest of Wyrms to get to the next largest community at Porim.
- Sometimes carries Vials of Bloodletting that he can pour on his blade. Weapons coated in Bloodletting mean that targets bleed 1 per round for up to 10 rounds unless they are treated with a healer's kit or exposed to the healing spell.
- Member of the Caspian Crimson Corsairs, noted by the single bloody C on their flag. The Corsairs oppose the White Skull Punishers (W.S.P.) and have a 'friendly' rivalry with the Blue Divers Guild (BDG). Unlike the Divers, who require magic or artificery to conduct their salvage operations, Merrin can easily swim about underwater wrecks for salvaging purposes.
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