Fandom

Living Pathfinder RPG

Criil Charmalin (Lughart)

696pages on
this wiki
Add New Page
Talk0 Share
Merfolk1

Criil

Basic InformationEdit

      Race: Merfolk
     Class: Barbarian
     Level: 1
Experience: 0
 Alignment: Chaotic good
 Languages: Common, aquan
     Deity: 

AbilitiesEdit

STR: 16 +3 (10 pts)
DEX: 14 +2 (02 pts)(+2 racial)
CON: 16 +3 (05 pts)(+2 racial)
INT: 08 -1 (-2 pts)
WIS: 10 +0 (00 pts)
CHA: 16 +0 (05 pts)(+2 racial)

Combat StatisticsEdit

(Max -2)      HP:  15 = [1d12 + CON (03) + FC (00)] (Barbarian)
              AC:  18 = [10 + DEX (02) + Armor (04) + Shield (00) + Natural (02) + Size (00) + Misc (00)]
        AC Touch:  12 = [10 + DEX (02) + Size (00) + Misc (00)]
   AC Flatfooted:  16 = [10 + Armor (04) + Shield (00) + Natural (02) + Size (00) + Misc (00)]
            INIT: +02 = [DEX (02) + Misc (00)]
             BAB: +01 = [Barbarian (01)]
             CMB: +04 = [BAB (01) + STR (03) + Misc (00)]
             CMD:  16 = [10 + BAB (01) + STR (03) + DEX (02) + Misc (00)]
       Fortitude: +05 = [Barbarian (02) + CON (03) + Misc (00)]
          Reflex: +02 = [Barbarian (00) + DEX (02) + Misc (00)]
            Will: +00 = [Barbarian (00) + WIS (00) + Misc (00) (+2 in rage)]
           Speed:  15', 50' swim
Damage Reduction:  00/Any
Spell Resistance:  00

Weapon StatisticsEdit

   Glaive: Attack: +04 = [BAB (01) + STR (03) + Misc (00) + Magic (00)]
           Damage: 1d10+4 slashing, Crit: 20/x3, Special: Reach
    Kukri: Attack: +04 = [BAB (01) + Ability (03) + Misc (00) + Magic (00)]
           Damage: 1d4+3, Crit: 18-20/x2

Racial TraitsEdit

Ability Adjustments: +2 (DEX), +2 (CON), +2 (CHA)
               Size: Medium
              Speed: 5', 50' swim
      Favored Class: Oracle
   Low-Light Vision: See twice as far as humans in dim light
          Amphibian: Breathes water and air
      Natural armor: +2

Class FeaturesEdit

Barbarian

Armor/Weapons: Proficient with simple and martial weapons, light armor, medium armor and shields(except tower shield)
         Rage: 7 rounds per day, rounds do not need to be consecutive. +4 STR and CON, +2 to will saves, -2 AC. Can't  use carisma, dexterity or intelligence based skills except intimidate, fly, acrobatics & ride. Can end rage as a free action, but this leaves him fatigued for double the time spent in rage. Can't enter rage while exhausted or fatigued.
Fast movement: Increase land speed by 10', unless wearing heavy armmor or carrying a heavy load.

Class 02

Armor/Weapons: Proficiencies
 Feature Name: Mechanics
 Feature Name: Mechanics

FeatsEdit

Power attack (Lvl 1): Free action, -1 attack for +2 damage, +3 with two-handed.

Spell Lists (Known)Edit

0 Level                    Level 01                   Level 02                   Level 03
* Spell Name               * Spell Name               * Spell Name               * Spell Name
* Spell Name               * Spell Name               * Spell Name               * Spell Name

SkillsEdit

Skill Points: 03 = [Base (04) + INT (-1)/Level; FC (00), Misc (00)] (Barbarian)
              00 = [Base (00) + INT (00)/Level; FC (00), Misc (00)] (Class 02)

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics              00     0       0       2     -2   +0
Appraise                -1     0       0      -1          +0
Bluff                   03     0       0       3          +0
Climb                   05     1       3       3     -2   +0
Craft (       )         -1     0       0      -1          +0
Diplomacy               00     0       0       0          +0
Disable Device                 0       0      -1     -2   +0
Disguise                03     0       0       3          +0
Escape Artist           03     0       0       3     -2   +0
Fly                     03     0       0       3     -2   +0
Handle Animal                  0       0       3          +0
Heal                    00     0       0       0          +0
Intimidate              07     1       3       3          +0
Knowledge (Arcana)             0       0      -1          +0
Knowledge (Dngnrng)            0       0      -1          +0
Knowledge (Engnrng)            0       0      -1          +0
Knowledge (Geography)          0       0      -1          +0
Knowledge (History)            0       0      -1          +0
Knowledge (Local)              0       0      -1          +0
Knowledge (Nature)             0       0      -1          +0
Knowledge (Nobility)           0       0      -1          +0
Knowledge (Planes)             0       0      -1          +0
Knowledge (Religion)           0       0      -1          +0
Linguistics                    0       0      -1          +0
Perception              04     1       3       0          +0
Perform    (       )    03     0       0       3          +0
Profession (       )           0       0       0          +0
Ride                    01     0       0       3     -2   +0
Sense Motive            00     0       0       0          +0
Sleight of Hand                0       0       3     -2   +0
Spellcraft                     0       0      -1          +0
Stealth                 00     0       0       2     -2   +0
Survival                00     0       0       0          +0
Swim                    09     0       0       3     -2   +8 (racial)
Use Magic Device               0       0       3          +0

TraitsEdit

Dirty fighting (Combat): +1 weapon damage while flanking
  Magical knack (Magic): +2 caster level. This cannot increase caster level above hit dice.

EquipmentEdit

Equipment                        Cost     Weight
Explorer's Outfit                         00  lb
Chain shirt                      100 gp   25  lb
Glaive                             8 gp   10  lb
Kukri                              8 gp    2  lb
Alchemists fire                   20 gp    1  lb
Container (e.g. Backpack)         00 gp   00  lb
  Item                            00 gp   00  lb
  Item                            00 gp   00  lb
  Item                            00 gp   00  lb
  Item                            00 gp   00  lb


                           Total Weight:  38  lb

            Light  Medium   Heavy    
Max Weight: 0-76   77-153  154-230

FinancesEdit

PP: 00
GP: 14
SP: 00
CP: 00

Gems/Jewelry/Other:
0000

DetailsEdit

      Size: Medium
    Gender: Male
       Age: 19
    Height: 7'9" long, about 5' at the tallest when standing up
    Weight: 243lb.
Hair Color: Blood red
 Eye Color: Light blue
Skin Color: Pale grey
Appearance: Criil looks like a slender, muscular human with the lower torso of a
fish with silvery scales. He has blood red hair, with fins of the same color on
each side of the head, at the elbows, on the hip and along the tail.
Criil wears simple humanoid clothes and chainmail when on the surface, but finds
a safe place to store them when he retreats out to sea. Whether on sea or land he
likes to wear a necklace with shark teeth and various bracelets, and carries an
inwards curved knife made of stone. Unlike most other merfolk, who move across
dry land on their hands and tail, Criil has learned to walk upringt from spending
long periods of time on the surface. Using a staff or polearm as a walking stick
he keeps himself standing and walks with a limping gait. During combat, when his
hands are full, he moves across the ground slithering like a snake, and while
much slower than the average human he can still reach surprising speeds. 

  Demeanor: Criil loves Venza and everything about it. He often crawls up the
gangplanks in Venzas docks and spends days enjoying the citys wonders before
returning to the sea. He is especially fascinated by fire, which he sees as a
mysterious and seductive force.
In addition to the city itself, Criil loves Venzas people, and enjoys hearing
about their lives and tell them about his own. He can, however, be more unpleasant
to people not of the city, and to other aquatic folk when he meets them. 

Background: Like a farmboy growing tired of his dreary life, Criil hated the
community he was born in. He grew up in a village of merfolk a few miles off the
coast of Venza, and as a child he liked perching himself on a reef and watching
the lights of the city at night. His parents warned him to stay away from the land
and it's people, but as Criil got more interrested in surface life he also got
more ostracized by the inhabitants of the sea, and this in turn made him more
eager to leave.
Criil was one of his tribes warriors, and was educated in the use of weapons from
an early age. Devoid of any military structure, the merfolk taught their fighters
by pitting them against stronger and stronger opponents until they died or was
accepted as worthy combatants. Criil found that he was strongest when he let the
battle take him over, and developed a ferocious fighing style like that of a shark.
The chief of the tribe decidede he had to be tested against an actual shark, and as
his final test the tribe took Criil out to a remote reef far away from the village
and left him there with shallow cuts all over his body. It didn't take long before
a shark smelled the blood and came for him, and not long after Criil returned to
his tribesmen with a neclace of jagged teeth, a trophy of his final test of
manhood.
It was this day that made Criil decide to leave the tribe behind. His father
disowned him then and there, but Criil didn't care, he couldn't stay with a people
who would leave him for dead just to see if he'd survive. He swam to Venza as fast
as he could, but at first he was too scared to show himself. He kept to the waters
of the bay, spying on the boats and dockworkers, and made himself a home in the
water under the planks. After a while he swam to the surface and started talking
to the sailors and fishermen. He brought them pearls from the deep and they gave
him other trinkets in return.
The first night after he dared stick his head above the surface, Criil saw the
most beautiful thing in his life. He had long wondered what lit up the city at
night, but this was the first time he ever saw fire, and it enchanted him. It took
another three days until he worked up the courage to climb up to land and take a
look up close, and then he got burned for the first time as well. This only
strengthened the intrigue he felt about fire, and he kept going up every night to
look at the torches and bonfires. After a while he was feeling more at home on
land around the docks than in his burrow under them, and though he still slept
there most nights, he spent longer and longer wandering around the city, spending
money he got from selling pearls and coral on entertainment, food and other
pleasures he never had under the sea.

Greatest love: Fire
Greatest fear: Lightning
Greatest dream: Growing legs

Adventure LogEdit

[link=Twist Tree adventure here]

      XP Received: 0000
Treasure Received: 0000 GP
                   0000 Gems/Jewelry
                        Items

Level UpsEdit

  Level 2:
    Class: Class
      BAB: +0 to +0
     Fort: +0 to +0
      Ref: +0 to +0
     Will: +0 to +0
     Feat: Feat
 Features: Class Features
       HP: Max -2 or Link to IC Roll, +1 FC Bonus (If Chosen)
Skill Pts: +0 = +0 (Class) +0 (Race) +00 (Old Total) +1 (FC Bonus if Chosen) = 00 (New Total)
 
Level 2 to Level 3 Next, and so on . . .

ApprovalsEdit

  • Approval (Date) (Judge 01) level 1
  • Approval (Date) (Judge 02) level 1

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.