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Madame Ivanja

Meera's page

108 posts. Alias of Sunset.


About Meera

The Absalom Gambit

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 childern of the large exteneded Clan all receive visits from a slightly mysterious stranger. The children are schooled in self defence, the keeping of sectrets and other such fare. This os something which stays hidden wihtin the Family.

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

Normally she does her work and simply keep an ear out for nay usefull 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.

Meera:

Description

Age: 23
Race: Half-Elf
Height: 5' 11"
Weight: 134 Lbs
Gender: Female

Class: 'Bouncer'

This type of Monk 2ndLvl =>:

This type of Ninja 3rdLvl:

Alignment: Neutral Good
Speed: 30'
Init: +2,Senses: Low Light Vision,
__________________________________________________________
DEFENSE
__________________________________________________________
AC: 17(10Base,+0Wear,+2Dex,+2Bracers or Armor,+2Monk Deflection Bonus,+1 Combat Expertise)

Touch: 15(10Base,+2Dex,+2Monk Deflection Bonus,+1Combat Expertise)

Flat Footed: 15(10 Base,+0Armor,+2Bracers of Armor,+2Monk Deflection Bonus,+1Combat Expertise)

(Note: Fighting Defensively, with both Tonfa, Meera's AC goes to 22)

CMD: 17

HP: 30 Wounds:
Fort: +6,Ref: +5,Will: +3,
__________________________________________________________
OFFENSE
__________________________________________________________
BAB: +3

CMB: +5

Melee:

Punch,1: +4 Dam: 1d6+2 (20/X2)

Punch,2: +4 Dam: 1D6+2 (20/X2)

Staff +6 Dam: 1D6+3 (20/X2)

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'
-
*Knock Out Tactics:

Spend a Ki point to generate an extra attack.

Use said attack to 'Feint' (DC Threshold = 10+Target's BAB + Target's Wis Modifier)

If successful, Meera's damage is 3D6+4 Sub-dual Damage on each successful attack.
__________________________________________________________
STATISTICS
__________________________________________________________

Str: 15 (+2Racial)
Dex: 15
Con: 10
Int: 13
Wis: 14
Cha: 16 (+1 4ThLvl)

Traits::

Trait1: Threatening defender

Trait2:Adopted
This allows the character to take "Enlightened Warrior" from the "Blood fo Angels" Player Companion" (PG 21) Which states

Enlightened Warrior:

Quote:
You have always found it easy to maintain inner peace and enlightenment that translate well into the battle field. You may take levels in Monk even while maintaining a Neutral or Neutral Good alinement

Ki Pool: (),(),(),(),(),(),

Feats::

1stLvl: (Ninja,1)
Poison Use
Sneak Att (1D6)
Two Weapon Fighting(1st Level Feat)

2ndLvl: (Monk,1)
Combat Expertise(Monk Bonus feat)
Flurry of blows
Stunning Fist
Unarmed Strike

3rdLvl:(Ninja,2)
Ki Pool
Ninja Trick->Combat Trick->Two Weapon Feint
Extra Ki (Third Level Feat)

4thLvl:(Monk,2)
Catch Off guard (Monk Bonus Feat)
Evasion

5thLvl:(Ninja3,)
No Trace +1
Sneak Att 2D6
Sap Adept(Fifth Level feat)

Skills::

Acrobatics(N)(M): +7=(+2R,+3Cl,+2Dex)
Appraise(N)(): +6=(+2R,+3Cl,+1Int)
Bluff(N)(): +12=(+5R,+3Cl,+3Cha,+1Trait)
Climb()(): +7=(+2R,+3Cl,+2Str)
Craft()():
Diplomacy()():
Disable Device(N)(): +7=(+2R.+3Cl.+2Dex)
Disguise()():
Escape Artist()(): +10=(+3R,+3Cl,+2Dex,+2Skill Focus))
Handle Animal()(): +8=(+5R,+0Cl,+3Cha)
Heal()():
Intimidate()():
Knowledge (Arcana()()):
Knowledge(Architecture/Engineering()()):
Knowledge(Dungeoneering()()):
Knowledge(Engineering()()):
Knowledge(Geography()()):
Knowledge(History()()):
Knowledge(Local()()): +6=(+2R,+3Cl.+1Int)
Knowledge(Nature()()):
Knowledge(Noble()()):
Knowledge{Religion()()):
Linguistics()():
Perception()(): +10=(+5R,+3Cl,+2Wis)
Perform()():
Profession()():
Ride()():
Sense Motive()(): +8=(+3R,+3Cl,+2Wis)
Spell Craft()():
Stealth()(): +10=(+5R,+3Cl,+2Dex)
Swim()(): +7=(+2R,+3Cl,+2Str)
Survival()():

Variant/Exotic Weapons

Wushu Dart

Cestus

Gear:

Starting Gold 10500Gp:

Amulet Mighty Fists (+1) 5000 Gp
Bracers Armor (+2) 4000 Gp

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

Cure Light Wounds Potions (X6) 300 Gp
Cure Moderate Wound Potion (X1) 300 Gp

Money Left: 378 Gp
Carrying Capacities:

XP

Spoiler:

Working tools:

Characters start at 5th level.

25 point buy(you are picked as elite)

10,500gp to start with.



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