Merisiel

Ansha's Pregen's page

50 posts. Alias of Ansha.


About Ansha's Pregen

Merisiel, level 1 pregen:

MERISIEL
Female elf rogue 1
CN Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +7
DEFENSE
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 10 (1d8+2)
Fort +2, Ref +6, Will +1; +2 vs. enchantment
Immune sleep
OFFENSE
Speed 30 ft.
Melee rapier +4 (1d6+2/18–20)
Ranged dagger +4 (1d4+2/19–20)
Special Attacks sneak attack +1d6
STATISTICS
Str 14, Dex 18, Con 12, Int 10, Wis 12, Cha 10
Base Atk +0; CMB +2; CMD 16
Feats Weapon Finesse*
Skills Acrobatics +7, Climb +5, Disable Device +8, Escape Artist +7,
Knowledge (local) +4, Perception +7 (+8 to locate traps), Sleight of
Hand +8, Stealth +7; Armor Check Penalty –1
Traits forlorn*, reactionary*
Languages Common, Elven
SQ elven magic*, keen senses*, trapfinding* +1, weapon familiarity
Combat Gear acid, alchemist’s fire; Other Gear studded leather,
daggers (6), rapier, backpack, hooded lantern, oil (5), silk rope (50 ft.),
thieves’ tools, 13 gp
* The effects of this ability are already calculated into Merisiel’s statistics.
SPECIAL ABILITIES
Sneak Attack If Merisiel can catch an opponent when it is unable
to defend itself effectively from her attack, she can strike a vital
spot for extra damage. Her attack deals an additional 1d6 points
of damage anytime her target would be denied a Dexterity
bonus to AC (whether the target actually has a Dexterity bonus
or not), or when she flanks her target. Should Merisiel score
a critical hit with a sneak attack, this extra damage is not
multiplied. Ranged attacks can count as sneak attacks only if the
target is within 30 feet.
Elven Immunities Elves are immune to magic sleep effects and get a +2
racial saving throw bonus against enchantment spells and effects.
Forlorn Having lived outside of traditional elf society for much of
her life, Merisiel knows the world can be cruel, dangerous, and
unforgiving of the weak. She gains a +1 trait bonus on Fortitude
saving throws.
Keen Senses Elves receive a +2 racial bonus on Perception checks.
Low-Light Vision As an elf, Merisiel can see twice as far as humans
in conditions of dim light.
Reactionary Merisiel is quick on her feet, and gains a +2 trait bonus
on initiative checks.
Trapfinding Merisiel gains a +1 bonus on Perception checks to
locate traps and on Disable Device checks. She can use Disable
Device to disarm magic traps.
Weapon Familiarity Elves are proficient with longbows,
longswords, rapiers, and shortbows, and treat any weapon with
the word “elven” in its name as a martial weapon.
Weapon Finesse With a light weapon, rapier, whip, or spiked chain,
Merisiel uses her Dexterity modifier instead of her Strength
modifier on attack rolls.
Armor Check Penalty Merisiel’s armor weighs her down when she
attempts physical tasks. She takes a –1 penalty on skill checks
with Dexterity- and Strength-based skills. This penalty is already
calculated into the skills listed in her statistics.

Jirelle, level 1 pregen:
Jirelle is a friendly sort with a biting wit and a charming personality. A life
of plunder and cruelty holds no appeal for the daring swashbuckler, but she
has a vendetta to fulfill.

JIRELLE
Female half-elf swashbuckler 1
CG Medium humanoid (elf, half-elf, human)
Init +4; Senses low-light vision; Perception +3
DEFENSE
AC
18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 12 (1d10+2)
Fort +1, Ref +6, Will +3; +2 vs. enchantment, +2 vs. charms
and compulsions
Immune sleep
OFFENSE
Speed
30 ft.
Melee rapier +6 (1d6/18–20) +1 on attacks of opportunity
Ranged dagger +5 (1d4)
STATISTICS
Str
10, Dex 18, Con 13, Int 10, Wis 12, Cha 14
Base Atk +1; CMB +0 (+6 with rapier); CMD 14
Feats Weapon Focus (rapier)
Skills Acrobatics +6, Climb +2, Profession (sailor) +5, Swim +2; Armor Check Penalty –2
Traits fencer, strong-willedISG
Languages Common, Elven
SQ deeds (derring-do, dodging panache, opportune parry and riposte),
dual-mindedAPG, elf blood, panache, swashbuckler’s finesse
Combat Gear acid (2); Other Gear chain shirt, rapier, dagger (3),
backpack, waterskin, 8 sp
SPECIAL ABILITIES
Derring-Do
Jirelle can spend 1 panache point after rolling an
Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to add 1d6
to her result. On a 6, she roll another d6 and add that result too. This
process continues as long as she rolls 6 up to a total 4d6.
Dodging Panache When an opponent attempts a melee attack
against Jirelle, she can spend an immediate action and 1 panache to
move 5 feet, gaining a +2 dodge bonus against that attack (though
not negating it). All other enemies who threaten her can make
attacks of opportunity.
Opportune Parry and Riposte When an enemy attempts a melee
attack against Jirelle (but before it rolls its attack roll), Jirelle can spend an attack of opportunity and 1 panache to make an attack roll
as if she was making an attack of opportunity with a –2 penalty for
every size larger than Jirelle the enemy is. If Jirelle’s result is higher than the enemy’s, the attack misses, and Jirelle can then spend an immediate action to make a counterattack against that enemy, as
long as she can reach it.
Panache Jirelle starts each day with 2 panache, and her total panache can never be higher than 2. She gains a point of panache whenever she confirms a critical hit or reduces a creature to 0 or fewer hit points with her rapier or dagger (or other light or one-handed
piercing weapon she finds), but she doesn’t gain a panache if the
creature is helpless or unaware.
Swashbuckler’s Finesse Jirelle gains Weapon Finesse, but only for
light and one-handed piercing weapons.

Jirelle may have been born and raised on a ship, and she might
call the Shackles her homeland, but she never considered herself a
pirate, even if only to distance herself from the darkest part of her
childhood: her mother.

Today, Jirelle is a friendly sort with a biting wit and a charming
personality. She makes new friends as swiftly as she strikes with
her rapier, and while she has a flair for the dramatic (why merely
attack a foe when you can make a show of it with a twirl of the
cape or a somersault?), she never favors ostentation or glory over
the opportunity to help a friend in need. Jirelle often jokes that she
befriends for life, with the playful, only slightly malicious glint in her eyes implying what might happen to those who would betray such friendship.

On the subject of her mother or her ship, the Bloodcrow, the typically
light-hearted half-elf grows serious. Jirelle does not share the secrets of her childhood with just anyone. As such, few know how she engineered
the sinking of the Bloodcrow and the death of her wretched elven mother
off the coast of Tempest Cay.

After escaping, Jirelle spent some time surviving as a street rat in
the alleys of Drenchport. When rumors of a strange, ghostly ship
plying the seaways of the Shackles reached her—fearful stories of
a vessel commanded by an imperious banshee and bound by
undeath—Jirelle realized that in sinking the Bloodcrow she’d
done the exact opposite of what she’d intended. Rather than
spare the Shackles of a brutal pirate queen, she’d unleashed
an even deadlier scourge upon the Fever Sea.

Today, Jirelle seeks the funds to someday finance a ship and crew of
her own. She plans not to become a pirate—for a life of plunder and
cruelty holds no appeal for the daring swashbuckler—but to finish
the job she started on the eve of her thirteenth birthday. Jirelle seeks
true and able allies, knowing that only with bravery and trust will the
Bloodcrow’s days be numbered.