Carousing Champion

Merick Renarin's page

114 posts. Alias of Lufien "Silvertongue" Loamin.


Full Name

Merick Renarin

Race

Human

Classes/Levels

Fighter 5 HP 49/49 | AC 27 /T 13 /FF 25 | F +6 R +4 W +4 (+5 vs Fear) | Perc +1 | Init +6

Gender

Male

Size

Medium

Age

26

Alignment

N

Deity

Pharasma

Languages

Common

Strength 18
Dexterity 14
Constitution 14
Intelligence 11
Wisdom 12
Charisma 10

About Merick Renarin

Merick Renarin
Male Human Fighter 5
NG Medium Humanoid
Init +6; Senses Perception +1
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Defense
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AC 27, touch 13, flat-footed 25 (+10 Armor, +4 Shield, +2 Dex, +1 Deflection)
hp 49 (5d10, +10 Con, +5 Favored Class)
Fort +6, Ref +4, Will +4 (+5 vs Fear)
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Offense
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Speed 20 ft.
Melee +1 Longsword +12 (d8+8/19-20 x2), Heavy Mace +9 (d8+4/x2)
RangedLongbow +7 (d8/x3)
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Statistics
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Str 18, Dex 14, Con 14, Int 11, Wis 12, Cha 10
Base Atk +5; CMB +3; CMD 14

Special Abilities:

Bravery +1
Armor Training 1
Weapon Training 1 (Heavy Blades)

Feats:

Athletic
Weapon Focus (Longsword)
Power Attack
Step Up
Shield Focus
Iron Will
Weapon Specialization (Longsword)
Improved Initiative

Traits:

Deft Dodger - +1 to Reflex Saves
Sacred Touch - Automatically Stabilize a Creature by touching it.

Skills:

Trained:

Climb +12 (3)
Knowledge Religion +4 (4)
Ride +7 (2)
Survival +7 (3)
Swim +12 (3)


Languages:

Common

Gear:

+1 Longsword, Longbow, 20 Arrows, Heavy Mace, +1 Full Plate, +1 Heavy Steel Shield, +1 Ring of Protection, + 1 Cloak of Resistance, Ioun Torch, Combat Trained Heavy Horse, Chain Barding, Bit & Bridle, Military Saddle, Saddlebags, 10 days Rations, Waterskin, Backpack, Bedroll, Tent, Crowbar, Flint & Steel, Grappling Hook, Silk Rope 50', Hammer, 5 Pitons, 3 Empty Sacks, Explorer's Outfit, Potion of Cure Moderate Wounds, 230 gp, 6 sp

Background:
Merick grew up in Northwestern Ustalav, raised by two loving parents, Maddon and Ursa. Maddon was a moderately successful merchant, while Ursa was a low-ranking member of the Pharasman clergy, and together they eked out a nice living in the semi-democratic portion of the country where one could get ahead without being a noble. Merick was happier than most children, eating well every night, his parents having the leisure time to play with him and interact with him. Until the chance day came that Merick woke and his parents did not.

The boy was twelve years of age when he came upon their bodies, both still sound in their bed, puncture wounds in the throat. The local priests confirmed that there was no blood in them, that a vampire had taken their lives. The boy's heart hardened that day, his youthful cheer abruptly come to an end. Dead. Forgotten. When the time came to purify, then burn the bodies, he asked to sprinkle the holy water on them himself, and held the torch that lit their pyre.

The priests of Pharasma took him in and raised him from that point. Already being a young adult, and devoid of all his family, he took eagerly to his tasks and studies. He was of course exposed the entire Pharasman ethos, but was especially interested in their views on the undead. On how to return them to the grave permanently. How to fight them. He alternated his studies between the philosophies and dogma of Pharasma and how to fight these creatures of the night for the next handful of years, entering his adulthood.

He spent the next several years hunting minor undead with the priests of Pharasma, gaining experience. As he acquired his deadly skills, he happened upon a similar group. Since they traveled the land and therefore were exposed to more of the undead horrors than the sects of Pharasma (who generally kept things cleared out in their area), he gladly joined up with them, bidding a fond farewell to the priests.

Personality:
Merick is a quiet young man, his deep bass voice seldom heard in idle conversation. He is level-headed at most times, making wise, tactical decisions. This changes in the face of undead. He can be reckless and violent in his pursuit of the restless dead, putting himself at risk to put them down. He believes that the ends justify the means, and will sacrifice something in order to gain a higher return.