Flying Blade

Merek Saltglass's page

2 posts. Alias of Slayde77.


About Merek Saltglass

Character Sheet

Male Half-Elf Eldritch Archer / Hexcrafter 1
CN Medium humanoid (human, elf)
Init +2 Senses Perception +5
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Defense
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AC 16, touch 12, flat-footed 14 (+2 Dex, +4 Armor)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +3, +2 vs Enchantment
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Offense
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Speed 30 ft
Range MW Pistol +3 (1d8), 20/x4
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Statistics
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Str 12 , Dex 15, Con 14, Int 18, Wis 13, Cha 10
Base Atk +0; CMB +1; CMD 13
Feats Point-Blank Shot, Weapon Proficiency, Exotic: Firearms
Traits
Ilizmagorti Native (campaign): You grew up in the city of Ilizmagorti on Mediogalti Island, a pirate port infamous for both the scoundrels who visit it and the feared Red Mantis assassins who run it You’ve been around pirates all your life, but you’ve learned to be wary in your dealings with people as there’s no telling who might be a Red Mantis in disguise. You gain a +1 trait bonus to Sense Motive checks, and Sense Motive is a class skill for you. In addition your familiarity with the pirate’s life allows you to make untrained Knowledge(local) checks regarding pirates or the region of the Shackles.
Two-World Magic (Magic): Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list
Roving Range (Combat): Increase the range increment of ranged weapons (but not thrown weapons) you wield by 5 feet.

Skills
Acrobatics* (1) +6
Climb* (1) +5
Craft(Alchemy)* (1) +8
Knowledge (Arcana)* (1) +8
Perception* (1) +5
Spellcraft (1) +8

Languages Racial: Common, Elven
SQ
Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces adaptability racial trait
Child of the Sea: Half-elves from a coastal region with this racial trait gain a +4 racial bonus on Swim checks as well as Profession (Sailor) and Wisdom checks to pilot a sea vessel. They also have an innate sense of direction and can never get lost at sea. This racial trait replaces low-light vision and keen senses racial trait
Fey Thoughts: Select two of the following skills(Acrobatics and Stealth) The selected skills are always class skills for the character. This replaces multitalented
Ranged Weapon Bond:
Ranged Spell Combat:

Gear: Chain Shirt, MW Pistol, Rest picked after selection

Background:

Merek Saltglass was born in Ilizmagorti, on Mediogalti Island, in the long shadow of the Red Mantis. His mother was an elven charm-worker who read fortunes for sailors and cutthroats near the harbor. His father was a human privateer who came and went with the tides, always promising that the next voyage would make them rich enough to leave the island behind.

Merek grew up knowing better than to believe either promises or prayers.
Ilizmagorti raised him hard. He ran messages through alleys where assassins walked openly, cleaned blood from rented rooms without asking questions, and patched gear for sailors too poor or too hunted to visit proper craftsmen. His first magic came as a small, stubborn miracle: a cracked pistol stock made whole, a torn sail stitched shut by invisible fingers, a broken knife hilt sealed tight enough for one more fight. That little spell kept him fed.

An old sea-witch named Mother Sable noticed the gift. She taught him that magic did not need to be pretty to be powerful. A charm could foul a blade. A whispered curse could turn luck sour. A spell could ride powder-smoke from the mouth of a pistol. Merek learned quickly, because in Ilizmagorti every useful skill was another reason someone might keep you alive.

But usefulness has limits. Merek’s trouble began when he repaired a sea-chest for one of his father’s old associates. Inside, hidden beneath warped boards and salt-crusted lining, he found a shard of blue-green glass marked with his father’s privateering sign — along with letters suggesting his father’s last voyage had not ended in a storm, as Merek had been told. It had ended in betrayal. Worse, the cargo was tied to people no one in Ilizmagorti crossed lightly.

Merek fled before the knives found him. He drifted from Mediogalti toward the Shackles, following pirate crews, smugglers, and rumors. The Shackles were dangerous, yes, but they were honestly dangerous. A pirate might rob you, press-gang you, or shoot you over dice, but at least he usually did it without pretending it was sacred work.
Now aboard, or nearly aboard, the Wormwood, Merek sees a chance to survive, profit, and perhaps follow the trail of his father’s final voyage. He has no illusions about pirate life. A ship is only freedom if you are strong enough, clever enough, or useful enough to keep your place on it.

Fortunately, Merek is all three.

Personality:
Merek Saltglass has the wary calm of someone raised in a city where open threats are less dangerous than polite smiles. He is observant, practical, and slow to trust, with a dry sense of humor that tends to surface at the worst possible moments. He does not posture like a tavern bravo or shout about freedom like a fresh-made pirate; to Merek, freedom is quieter than that. Freedom is having a loaded pistol, a clear exit, and no one holding your debts over your head.

He is not cruel for cruelty’s sake, but he has little patience for innocence as a survival strategy. Merek believes the world is full of predators, fools, and people clever enough to be both. He tries very hard to be the third kind. Around a crew, he is useful before he is friendly: fixing cracked tools, cleaning fouled mechanisms, patching torn gear, and using small magics like mending to keep things working long past when they should have failed. His character sheet supports that practical side well, with mending, strong Intelligence, Craft, Spellcraft, Knowledge, and ship-friendly movement skills.

Merek is superstitious, though he would deny it if asked directly. He trusts omens, bad feelings, strange coins, cracked glass, and the way a pistol feels in the hand before a fight. His hexcraft has made him comfortable with the idea that luck can be nudged, spoiled, or stolen outright. He is the sort to mutter a curse under his breath, then pretend it was only a joke when the other man slips on a wet deck.

Despite his guarded nature, Merek has a soft spot for castoffs: press-ganged sailors, dockside orphans, debtors, and anyone trapped under the heel of someone more powerful. He rarely shows sympathy openly. Instead, he fixes a broken buckle, leaves a knife where someone desperate can find it, or gives warning with a glance rather than a speech.

In combat, Merek is cool-headed and unsentimental. He prefers distance, cover, dirty tricks, and overwhelming advantage. Honor is for duels, and duels are what fools call murder when they want applause.

Appearance:
Merek Saltglass is a lean half-elf with the rangy build of someone who grew up climbing rigging, crawling through bilges, and sleeping in places never meant for comfort. He is wiry rather than broad, with rope-callused hands, narrow shoulders, and the easy balance of a lifelong dockside survivor. There is always a little salt in him: in his hair, on his boots, under his nails, and in the weathered set of his skin.

His elven blood shows in the sharpness of his features: high cheekbones, slightly pointed ears, long fingers, and eyes that seem a touch too watchful for comfort. His complexion is sun-browned from sea glare and harbor work, marked here and there by small scars from splinters, powder burns, knife nicks, and old mistakes. His eyes are pale gray-green, like shallow water over broken glass, and they rarely settle anywhere for long.

Merek keeps his dark hair tied back with a strip of sailcloth or leather cord, more for practicality than style. A few small braids, beads, or bits of sea-glass may be worked into it, charms picked up from Ilizmagorti alleys, sailors’ markets, and old superstitions he refuses to explain. He dresses like a working sailor rather than a gentleman adventurer: salt-stained coat, patched shirt, worn boots, belt pouches full of tools, and a chain shirt kept as clean as shipboard life allows.

His pistol is the one thing he maintains with almost devotional care. Even when the rest of him looks storm-beaten and half-starved, the weapon is oiled, polished, checked, and wrapped against damp. He handles it like a craftsman handles a favorite tool and like a suspicious man handles a lifeline.

At first glance, Merek might pass for another hard-luck dock rat with a sharp tongue and a dangerous habit. A longer look reveals something stranger: a man who smells faintly of powder smoke and brine, whose shadow seems a little too still, and whose smile suggests he already knows exactly where the nearest exit is.


5 minute elevator pitch:

Merek Saltglass is a half-elven Ilizmagorti native who grew up beneath the shadow of the Red Mantis, surviving by repairing weapons, patching ship gear, and keeping his head down around dangerous people. His first magic was mending, a small but invaluable trick that let him fix cracked pistols, torn sailcloth, and broken tools for sailors, smugglers, and killers who paid in coin or favors.

Trained by an old sea-witch, Merek learned to mix hexcraft, practical magic, and pistol-work into a dirty shipboard fighting style. After discovering evidence that his vanished privateer father may have been betrayed, Merek fled Mediogalti with a marked shard of salt-glass and too many unanswered questions. The Wormwood offers danger, distance, coin, and a path toward the truth.

Preferred Role: Gunner’s Mate / Ship’s Mage-Hand / Lookout