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Merrick Quickshot's page

111 posts. Alias of CircadianRythms.


Full Name

Merrick Quickshot

Race

Human Paladin (Oathbound) 3 | HP 34/34 | AC 18 Touch 15 FF 13 | Fort +8 Ref +8 Will +7 | Init +5 Perception +7 | Lay on Hands 5/Day, Smite Evil 1/Day

Gender

Male

Size

Medium

Age

18

Alignment

LG

Deity

Desna

Languages

Common, Goblin, Elven, Celestial

Strength 16
Dexterity 20
Constitution 14
Intelligence 13
Wisdom 11
Charisma 18

About Merrick Quickshot

Statistics:
Merrick Quickshot
LG Medium Humanoid (Human)
Init +5; Perception +7

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Defense
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AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex)
hp 34 (3d10+6+3 FCB)
Fort +8, Ref +8, Will +7

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Offense
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Speed 30 ft.
Melee +1 Longsword (2h) (1d8+5/19-20x2)
Ranged Masterwork Composite Longbow (+3 Str) +9 (1d8+3/x3)
...w/ Point Blank; +10 (1d8+4/x3)
...w/ Point Blank/Rapid Shot; +8/+8 (1d8+4/x3)
...w/ Deadly Aim; +8 (1d8+5/x3)
...w/Deadly Aim/Rapid shot; +6/+6 (1d8+5/x3)
...w/ Deadly Aim/Point Blank; +9 (1d8+6/x3)
...w/ Deadly Aim/Point Blank/Rapid Shot; +7/+7 (1d8+6/x3)

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Statistics
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Str 16, Dex 20, Con 14, Int 13, Wis 11, Cha 17
Base Atk +3; CMB +6; CMD 21
Feats- Point Blank Shot, Precise Shot, Rapid Shot, Deadly Aim, Power Attack, Additional Traits
Traits- Favored Son (Local innkeeper), Magical Knack (Paladin), Fate's Favoured, Seeker
Skills- Diplomacy 9 (3), Handle Animal 8 (2), Knowledge Local 6 (1), Knowledge Religion 6 (2), Linguistics 3 (2), Perception 7 (3) (2), Ride 9 (1) Sense Motive 6 (3), Spellcraft 6 (2)
Gear-Masterwork Composite Longbow +3 str (475), Greatsword (50), Studded Leather Armor (25), 40 Arrows (2), Paladin's Kit (10, minus backpack), masterwork backpack (50)
88 GP remaining

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Special Abilities
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Weapon and Armor Proficiency

Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good (Ex)

The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp)

At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su)

Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Divine Grace (Su)

At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay On Hands (Su)

Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Aura of Courage (Su)

Divine Health (Ex)

At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (Su)

At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

Mercies Chosen- Sickened

Background:

Merrick was a teen when the fire at the Sandpoint Cathedral claimed the lives of his parents, devout followers of the Song of the Spheres. Merrick was, of course, devastated, but after a time of mourning, adjusted to his new life relatively well. Father Zantus has become a father in all but name, and Merrick has found solace in the teachings of Desna.

Growing up, Merrick idolized Ameiko Kaijutsu. Many of the boys and younger men were smitten with her, but Merrick was never taken with the woman romantically. The lad had goals besides romance, and he was most taken with Ameiko's mysterious past as an adventurer.

The wanderlust was too strong in Merrick to make him a good cleric. Desna's grace was clear in the boy, though, and Merrick displayed an uncanny aptitude for the bow. Dreams and portents Merrick has received throughout his life have put him on the path of the Paladin. In particular, Merrick feels called by Desna to confront the dark terrors of the world. Merrick is not unaware of Desna's feud with Lamashtu, and will fight the good fight wherever he is needed.

The recent Goblin attack in Sandpoint has been a cause of great concern. Given both these recent events, and the Late Unpleasantness five years ago, Merrick has become convinced there is more to events than has been let on. During the Goblin attack, Merrick used his bow and defended the cathedral, where refugees had come to receive healing and escape the battle. His bow seemed to sing in his hands, with arrows flying nearly faster than the eye could see. The townspeople have begun calling him "Quickshot", much to his embarrassment. Merrick has decided that the right path is to join the heroes of Sandpoint. He is sure that they are going to be facing whatever darkness comes next, and he will help them meet it.

Appearance:

Merrick is remarkably handsome. He has long light brown hair that he normally ties back and brown eyes. He has sharp, regal features and a strong jaw. Merrick, in a development that bemuses him, grows only the lightest of facial hair, giving him the appearance of being much younger than he actually is.

Merrick is of average height, standing five feet and ten inches. His limbs are long, and his body is lithe and graceful. He generally dresses in warmer colors.

Personality:

Merrick, despite his youth, is a somewhat serious young man. He is quick witted, to be sure, but is more likely to give serious thought to a matter and respond with a well-measured thought than offer a quip. He believes in the power of community and education above all, and will never pass up an opportunity to help the needy, fight evil, or spread peace.

Build Plan:
Paladin to 8, Fighter (Archer) 5

Gear Wishlist:
Bracers of Falcon's Aim, Goggles of Night,