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Mirrianissa's page

211 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).

Full Name

Mirianissa, Death's Shadow




Ranger/ Barbarian 6 (Skirmisher, Natural weapon style/ Invulnerable Rager)




Medium (6'3, 210lbs)



Special Abilities

Darkvision 60ft, Scent


Chaotic Neutral


The Great Tigress


Common, Tabaxi

About Mirrianissa

Tabaxi Ranger/Barbarian (Skirmisher/Invulnerable Rager) 6
STR: 14 (+2)
DEX: 21 (+5)
CON: 16 (+3)
INT: 11 (+0)
WIS: 17 (+3)
CHA: 11 (+0)

Hit Points: 96 current: 96 non lethal damage: Movement : 40


Fort: 8 = 5 (base) +3 (CON) +1(Lucky);
Ref: 11 = 5 (base) +5 (DEX)+1(Lucky);
Will: 6 = 2 (base) +3 (WIS) +1(Lucky);
DR 3/- Cold Resistance: 1

Init: +5 (+7)
BAB +6/+1
Melee: +11/+6
Range: +11/+6

AC: 21= 10 + ) +5(Dex) +3(Natural) +1 (Dodge) +1 (Bracers) +1 (Amulet);
Touch: 16 = 10 +5(Dex) +1 (Dodge) ;
Flat: 14 = 10 + +2(Natural) +1 (Bracers) +1 (Amulet)
ACP = 0 //Armour Check Penalty

Melee: +11 = 4(base) +5 (DEX);
Range: + 11= 4(base) +5 (DEX);
CMB:8 + = 6(base) +2 (STR)
CMD: 23 =10 + 6(base) + 2(STR) +5 (DEX)

Composite Longbow (+2) +11 1d10+2 x3 (100) 50 common arrows, 5 Thistle arrows, 20 flight arrows, 2 pheromone arrows (+2 att/damage)

Natural weapons
2 Claws +12/+7 1d6+2 x2
Bite +9 1d3+2 x2
Hindclaw Rake +9 1d4+2 X2
Full attack +12/+12/+7/+9/+8

Hp:108 Fort +10 Will +8
2 Claws +14/+9 1d6+4 x2
Bite +11 1d3+4 x2
Hindclaw Rake +11 1d4+4 X2
Full attack +14/+14/+9/+11/+10

Special attacks:
Special Attacks: Grab, pounce, rake (See Above).
Pounce (Full attack on a charge)
Grab (both claws hit, instant grapple attempt)
Rake (free rake attack in grapple or full attack)

Skills: 2+Int (Humanoid)/ 6+Int (Ranger) +Favored class bonus (2)=16:

Acrobatics: 13 = 5 + 5 DEX + 3 - ACP;
Craft (Bowyer): 5 = 2+ INT Mod +3);
*Climb: 8 = 2 +2 STR Mod +3 -ACP;
Escape Artist: 10= 2 +5 DEX Mod +3 -ACP;
*Heal: 8 = 2+ 3 WIS Mod + 3;
*Intimidate:5 = 2+ 0 CHA Mod + 3;
*Know(Geo): 7 (+8) = 3 + INT Mod + 3
*Know(Dunge):6 = 3+ INT Mod +3);
*Know(Nature): 8 =5 + INT Mod +3
*Perception: 12 (+14) = 4 + 3 WIS MOD +3 +2(racial)
*Profession(Hunter): 9 = 3+3 WIS Mod + 3;
*Ride: = + 6 DEX Mod + 3 -ACP;
*Sense Motive:8 = 2+ 3 WIS Mod +3 ;
*Stealth: 14 (+16) = 4 + 5 DEX Mod + 3 -ACP;
*Survival: 12 (+15) = 4+ 3WIS Mod + 3;
*Swim: 8 = 3 +2 STR Mod + 3 -ACP;

Class features, Feats, Traits and Racial Traits: :

Class features:
1st Favored enemy : Gnolls (+4 Bluff, Knowledge, Perception, Sense Motive, Survival; +4 Att/Dam)


Wild Empathy

Combat style :Natural weapons (Feats: Improved Natural weapons, Eldritch Claws [count as magic and silver])

1st Favored terrain (Forest) +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival

Endurance: +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

Hunter’s bond (Companions)

2nd Favored enemy (Undead) (+2 Bluff, Knowledge, Perception, Sense Motive, Survival; +2 Att/Dam)

Hunter’s Trick 5x/day (Rattling Strike (Ex): The Ranger can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds.

Rage: +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class.

Fast Movement

Invulnerability (Ex)

Extreme Endurance (Ex): Endure Elements (Cold)

Rage Power (Renewed Vigor 1d8+3): As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every four levels the barbarian has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level.
Special: This power can be used only once per day and only while raging.

Rage Power (Renewed Vitality 3 pts): Benefit: While raging, the barbarian ignores the effect of 1 point of ability penalty or damage per two barbarian levels she has (maximum 10). Once per day, when a barbarian with ability penalties or damage ends her rage, she can reroll a saving throw, if any, against an effect that imposed an ability penalty or dealt her ability damage. If successful, she removes an amount of ability penalty or damage equal to the amount she can ignore while raging.

Rage Power (Regenerative Vigor Fast Healing 1): Benefit: After using her renewed vigor rage power until her current rage ends, the barbarian gains fast healing 1 for every 6 barbarian levels she has (maximum fast healing 3). She regains hit points from fast healing at the start of each of her turns.

Heroic distinction (Lucky, Dextrous, Hardened, Offensive Training [Claws])

Feats: ( 1 1st level, 1 (no traits)), 1 3rd level, 1 Ranger bonus, 1 5th level
Weapon finesse, Improved Natural armor, Dodge, Endurance (Ranger bonus), Multiattack

Racial Traits:

Tabaxi characters possess the following racial traits.
+2 Strength, +2 Dexterity, -2 Charisma
Darkvision: Tabaxis can see in the dark up to 60 feet.

Sprinter: Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.

AC: +1 natural armor bonus.

Natural Weapons: Tabaxis can fight with 2 claws that deal 1d4 base
damage, plus a bite attack that deals 1d3 base damage. They also can
rake with their hind claws for base 1d3 damage when pouncing or when
grappling a foe, but only if both hands are free.

Special Attacks: Grab, pounce, rake (See Above).

Special Qualities: Weapon aptitude (see Below).

Languages: Tabaxis begin play speaking Common and Tabaxi. Bonus
languages can be chosen from the following: Elven, Gnome, Goblin,
Orc, and Sylvan.

Weapon Aptitude (Ex) Swordtrained: Members of this race are trained from birth in swordplay, and as a result are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).


Bracers of Armor +1
Amulet of Natural armor +1
Efficient Quiver
Potion Cat's Grace
2 Potions Magic fang
Potion Cure Moderate
2 Potions Cure Light
2 Elixir of hiding
2 Elixir of Swimming
2 Elixir of Tumbling

Adventure Gear:( )
Hunting dagger

Special Substances and items:
Tools and Skill Kits:

Weight Total:
Light: , Med: , Heavy:
520gp worth of gems

Description: :


Physical Description:

Tall and sleek, possessing powerful lean muscle, Mirrianissa is the perfect combination of feline grace and feminine allure, bearing a presence that is immediately both appealing and intimidating.

Her movements carry a superhuman grace and a sensuous deadliness that scream natural born predator, her skin covered in a coat of velvety orange fur, slashed with dark cinnamon colored stripes, broken up by stretches of pure white on the insides of her arms and legs as well as along the front of her body. Hands and feet both end in razor sharp claws, sharper and stronger than those of most Tabaxi, adding to a primal wildness topped off by flowing red hair and golden eyes.

As with most of the nomad clans-people of her race, she wears nothing in the way of conventional clothing, possessing only a pair of worked leather bracers covering her wrists and forearms, a tiger's eye amulet around her neck, and a detailed leather quiver slung across her back.

Around her left thigh she wears a band made from the canine teeth of felled gnoll enemies, a trophy she makes no attempt to conceal.

Background History: :

Mirrianissa was born to hunt. The product of a bloodline that traced back to Belegohtar caste before the Time of Dark Sky, the young Tabaxi girl showed a gift for the hunt, excelling at all forms of physical activity and wilderness skills, her aptitude almost immeasurable. Soon she became one of the clan's most notable warrior/huntresses, gifted with more agility and stamina than most, her skills sharper.

Hers was a happy life, the pride, the hunt.....everything a young Tabaxi could want...until the fateful day when a clan hunting party including Mirrianissa and her parents, was viciously attacked by a horde of Gnolls, led by a Flind barbarian.

The assault was terrifyingly brutal, and though the Gnolls suffered three times the losses, Mirrianissa was the only survivor. Wounded and left for dead, she awoke, feverish in the midst of the aftermath, to find the bodies of her clan strewn about the battlefield. Taking what tokens she could from her family, she donned the bracers worn by her mother, and put her father's amulet around her neck before setting out to return to their village.

The attackers had struck there as well, the carnage brutal, as every member of the village met their deaths defending their home. Gathering what she could, she found the village Shamaness, struggling to breathe, her spine broken.

As she approached the wise one, the woman's eyes lit up with an internal fire. Here was their pride's hope of retribution. The old woman looked into her eyes, grasping her face with a burning intensity as she whispered an invocation in Tabaxi, calling upon blessing of the Great Tigress, the primal animal spirit from which their ancient masters had drawn the essence of their race. Mirrianessa could feel a great power enter her, ripping its way up through her center to infuse her body, her muscles and skin becoming tougher, her claws growing, becoming stronger, deadlier.

As the power built within her she let out a combination between a roar of fury and a shriek of ecstasy as she was changed. She looked down into the eyes of the Shamaness, the final glimmer of life leaving her eyes as her breath left her body, a smile of satisfaction on her face.
She could feel the difference in her body, completely healed, she felt as if she was more of herself, the spirit of the Tigress within her awakening, seeking her prey. She would find the Gnolls, the Flinds....let them know fear.

She would be the death in the darkness, the terror the Gnolls would come to know before life was ripped from their stinking hides. She would be Miriannissa, Death's Shadow...and her enemies would pay.
Gathering up her weapons she took off at a run into the jungle. There was prey to be hunted.


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