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Madame Ivanja

Meera's page

116 posts. Alias of Sunset.


About Meera

Guild Building

Background:

Spoiler:

Meera has grown up within the city. Her family is large and 'well connected' within the circles she has grown up in and lived within.

Meera and the other children of the large extended Clan all receive visits from a slightly mysterious stranger. The children are schooled in self defense, the keeping of secrets and other such fare. This os something which stays hidden within the Family.

Meera currently fulfills the roll of 'Bouncer' in many a tavern all about various districts. Her skills at sizing up a patron and or removing said potential trouble are reasonably well known to those who hire such.

Normally she does her work and simply keep an ear out for nay useful information which might be of benefit when relayed back to the senior memebers of the Clan.

Meera herself comes across as quiet and reserved. One does not always know who is and is not an ally on any given day of the week, given the lower cities usually constant changing and shifting gang politics.

Back grounds, back ground:

Meer'as 'family' began as one of the many Ninja Clans within the land known as 'Minkai'. They had their specialties and their 'Forte', though that which made them 'distinct' was perhaps their back ground of being made up of related half-Elves. Normally, this fact would be hidden behind disguises, the better for their partly Elven heritage to give them a hidden advantage. A Half-Elve's low-light vision a definite boon in a Ninja's nocturnal duties.

As with all things, the clan's fortunes rose and eventually the clan's fortunes fell. Some change in politics within the Empire leading to the group fleeing for their lives and finally ending up as far as they could go without completing the circumference and ending back where they began. To the grand city of Absalom, where they initially learned the ways of these new folk while going about their 'normal' businesses of what ever trades they performed as cover.

Over time, the 'Families' talents and skills saw them gravitate again to their 'normal' level of operations, with 'Day to day' business being used to cover the 'Families' secret skills.

One of the 'specialties' which escaped across the world was the Clan's 'patron'. An other worldly being of mystical harmony and grace, who still watches over the Clan and helps teach and foster the newer generations. Helping instill a small sense f continuity to that which has been lost ad gone before.

Meera was born into this close knit, Absalom 'Family'. Raised in a 'creche' with other h=children of the clan/family and schooled under the watchfully eye of the Families patron, she has learned her lessons well and now works a 'normal' job as a bouncer. Also using her skills to protect Family interests and such.

Her tasks as a tavern 'Bouncer' or 'Tough' she does well, her skills and abilities giving he the definite edge over most tavern patrons who become too intoxicated and rowdy for the establishments financial safety (Too many broken tables and chairs can mean a business goes broke repairing things over just buying the victuals to run an establishment.)

Then there is the safety of the staff which Meera over sees. Making sure that when a serving lass says "No." the inquiring patron definitely understands that means "No!".

Many a fight has been ended with Meera simply grabbing whatever has been at hand and then deftly 'feigning' and bluffing the target with a quick jab such that the target never sees the punch or round house kick which leaves them unconscious and thence removed from the premises.

This has, over the years, left Meera with both a reputation as some one who is good at her job as well as more than a few people who dislike Meera for one misunderstanding or another.

Hence, Meera is often curt and circumspect with those around her, never knowing who might be carrying a grudge for who ever she's lately helped 'leave' an establishment where she's been working. Or who might know some one who is still carrying a grudge from when they were ejected from some establishment.

Description
Female Half-Elf Fighter (Unarmed Fighter) 1/Ninja 1
NG Medium humanoid (elf, human)
Hero Points 1
Init +2; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 12 (+2 Dex,(Tonfa1)+1,(Tonfa2)+1)
hp 17 (1d10+1d8+2)
Fort +3, Ref +4, Will +0; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +3 (1d3+2/×2)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 15,
Dex 15,
Con 12,
Int 11,
Wis 10,
Cha 15
Base Atk +1;
CMB +3; CMD 15

Feats Additional Traits, Boar Style, Improved Unarmed Strike, Skill Focus (Intimidate)
Traits adopted, born free, chosen child, enlightened warrior, threatening defender
Skills Appraise +4, Bluff +6, Diplomacy +3, Intimidate +9, Perception +7, Sense Motive +4, Sleight of Hand +6, Stealth +6, Survival +4, Swim +6, Use Magic Device +6; Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood, hero points, poison use
Other Gear 150 GP
--------------------
TRACKED RESOURCES
--------------------
Born Free (1/day) - 0/1
--------------------
Special Abilities
--------------------
Boar Style Unarmed strikes deal bludgeoning or piercing damage
Born Free (1/day) Reroll a saving throw vs. a compulsion effect. Keep new roll even if worse.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.

Tonfa,1: +2 Dam: 1D6+2 (20/X2) (+1 AC 'Blocking Bonus')

Tonfa,2: +2 Dam: 1D6+2 (20/X2) (+1 AC 'Blocking Bonus')
-
Ranged

Wushu Dart: +5, Dam: 1d3+2 (20/X2) Range Inc: 10'
-

__________________________________________________________
STATISTICS
__________________________________________________________

Skills::

Acrobatics(N)(M):
Appraise(N)():
Bluff(N)():
Climb()():
Craft()():
Diplomacy()():
Disable Device(N)():
Disguise()():
Escape Artist()():
Handle Animal()():
Heal()():
Intimidate()():
Knowledge (Arcana()()):
Knowledge(Architecture/Engineering()()):
Knowledge(Dungeoneering()()):
Knowledge(Engineering()()):
Knowledge(Geography()()):
Knowledge(History()()):
Knowledge(Local()()):
Knowledge(Nature()()):
Knowledge(Noble()()):
Knowledge{Religion()()):
Linguistics()():
Perception()():
Perform()():
Profession()():
Ride()():
Sense Motive()():
Spell Craft()():
Stealth()():
Swim()():
Survival()():

Variant/Exotic Weapons

Wushu Dart

Cestus

Gear:

Clothing (Various) 100 Gp
Masterwork Backpack 50 Gp

Masterwork Cestus (+1)(Fingerless leather 'boxing gloves') 305 G
Staff 1d6 20/X2) 1 Gp
Tonfa (X2) (Blocking) 1D6 20/X2 2Gp(Ea)

Winter Blanket 1 Gp
Bedroll 1 Gp
Silk Rope(X2[100']) 20 Gp
Adventurer's Sash 20 Gp
Adventurer's Sash 20 Gp

Money Left: Gp


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