Full Name |
CN Female Elf Rogue 1 | Speed: 30' | HP: 15/15 | AC: 18 | Perception (E): +7 (Low-Light Vision; Whisper Elf, Trap Spotter) | F: +4 R: +9 W: +7 | Exploration Activity: ? | Status: | Hero Points: 1 |
About BB Merisiel
Merisiel is an elf who grew up as an orphan among humans. She is a master at stowing away on ships and has called dozens of cities home, leaving one place for another after her human companions grew old and she stayed young. Merisiel has never met a problem that couldn’t be solved with a knife in one way or another. But when stabbing’s not the best solution, she makes up for it by being incredibly agile and skilled with small objects, such as lockpicks. Merisiel’s life experiences have taught her to enjoy things in the moment and to their fullest—it’s impossible to tell when the good times might end. She’s open and expressive with her thoughts and emotions, and while she’s always on the move and working on her latest batch of schemes for easy money, in the end all her plots come down to being faster than everyone else—either on her feet, or with her beloved blades. She wouldn’t have it any other way.
Token located here
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DEFENSE
HP 15
AC 18 (10 (base) +4 (Dex), +3 (Proficiency) +1 (Item) = 18)
Speed 25’
Fort +7 (E) Reflex +7 (E) Will +3 (T)
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MELEE
Rapier +7
1d6+4 P
Shortsword +7
1d6+4 P/S
Dagger +7
1d4+1 P/S
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RANGED
Dagger (10' Increment) +7
1d4+1 P
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SKILLS
Acrobatics +7
Arcana +1
Athletics +4
Crafting +4
Deception +3
Diplomacy +3
Intimidation +3
Underworld Lore +4
Medicine +5
Nature +2
Occultism +1
Performance +0
Religion +2
Society +4
Stealth +7
Survival +5
Thievery +7
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SPECIAL ABILITIES
Low-Light Vision
You can see as well in dim light as in bright light.
Sneak Attack 1d6
You deal an extra 1d6 damage to flat-footed creatures when you Strike them with a fist, a melee weapon with the agile or finesse trait, a thrown dagger, or a ranged weapon. You can make a creature flat-footed using the surprise attack ability, if you’re using Stealth, or if they’re flanked between you and your ally.
Subtle Theft
Others take a –2 to their Perception DC when you Steal. If you Create a Diversion, you can Steal something before the end of your turn without being seen by the creature you diverted.
Surprise Attack
On the first round of a combat encounter, if you rolled the Stealth skill for your initiative roll, creatures that haven’t acted yet are flat-footed against your attacks.
Thief
You can add Dexterity instead of Strength on damage rolls with melee weapons that have the finesse trait (like your rapier, dagger, and shortsword).
Trap Spotter
You gain a +1 circumstance bonus to Perception checks to find traps, to AC against traps, and to saving throws against traps. Even if you aren’t Searching, the GM rolls a secret check to see if you find any traps where you are.
Whisper Elf
You have a +2 circumstance bonus to Perception to hear creatures within 30 feet.
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SPECIAL ABILITIES
Sneak Attack 1d6
You deal an extra 1d6 damage to flat-footed creatures when you Strike them with a fist, a melee weapon with the agile or finesse trait, a thrown dagger, or a ranged weapon. You can make a creature flat-footed using the surprise attack ability, if you’re using Stealth, or if they’re flanked between you and your ally.
Subtle Theft
Others take a –2 to their Perception DC when you Steal. If you Create a Diversion, you can Steal something before the end of your turn without being seen by the creature you diverted.
Surprise Attack
On the first round of a combat encounter, if you rolled the Stealth skill for your initiative roll, creatures that haven’t acted yet are flat-footed against your attacks.
Theif
You can add Dexterity instead of Strength on damage rolls with melee weapons that have the finesse trait (like your rapier, dagger, and shortsword).
Trap Spotter
You gain a +1 circumstance bonus to Perception checks to find traps, to AC against traps, and to saving throws against traps. Even if you aren’t Searching, the GM rolls a secret check to see if you find any traps where you are.
Whisper Elf
You have a +2 circumstance bonus to Perception to hear creatures within 30 feet.
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EQUIPMENT
- backpack
- healer’s tools
- shortsword
- bedroll
- leather armor
- soap
- chalk (10 pieces)
- rapier
- thieves’ tools
- dagger
- rations (2 weeks)
- torches (5)
- flint and steel
- replacement picks (3 sets)
- waterskin
- grappling hook
- rope (50 feet)
- 1 gold piece (gp)
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MACROS
Use these macros to quickly post in the forums!
[dice=Perception, Low-Light, +2 to hear within 30', +1 to spot traps]1d20+7[/dice]
Rapier
[dice=Rapier, Strike 1]1d20+7[/dice]
[dice=Rapier, Strike 1 Piercing]1d6+4[/dice]
and [dice=Sneak]1d6[/dice] if Flat-Footed or hasn't acted yet
and [dice=deadly]1d10[/dice] on crit
[dice=Longsword, Strike 2]1d20+7-5[/dice]
[dice=Rapier, Strike 2 Piercing]1d6+4[/dice]
and [dice=Sneak]1d6[/dice] if Flat-Footed or hasn't acted yet
and [dice=deadly]1d10[/dice] on crit
[dice=Rapier, Strike 3]1d20+7-10[/dice]
[dice=Rapier, Strike 3 Piercing]1d6+4[/dice]
and [dice=Sneak]1d6[/dice] if Flat-Footed or hasn't acted yet
and [dice=deadly]1d10[/dice] on crit
Short Sword
[dice=Short Sword, Strike 1]1d20+7[/dice]
[dice=Short Sword, Strike 1 Piercing or Slashing]1d6+4[/dice]
and [dice=Sneak]1d6[/dice] if Flat-Footed or hasn't acted yet
[dice=Short Sword, Strike 2]1d20+7-4[/dice]
[dice=Short Sword, Strike 2 Piercing or Slashing]1d6+4[/dice]
and [dice=Sneak]1d6[/dice] if Flat-Footed or hasn't acted yet
[dice=Short Sword, Strike 3]1d20+7-8[/dice]
[dice=Short Sword, Strike 3 Piercing or Slashing]1d6+4[/dice]
and [dice=Sneak]1d6[/dice] if Flat-Footed or hasn't acted yet
Dagger (Melee)
[dice=Dagger, Strike 1]1d20+7[/dice]
[dice=Dagger, Strike 1 Piercing or Slashing]1d4+1[/dice]
and [dice=Sneak]1d6[/dice] if Flat-Footed or hasn't acted yet
[dice=Dagger, Strike 2]1d20+7-4[/dice]
[dice=Dagger, Strike 2 Piercing or Slashing]1d4+1[/dice]
and [dice=Sneak]1d6[/dice] if Flat-Footed or hasn't acted yet
[dice=Dagger, Strike 3]1d20+7-8[/dice]
[dice=Dagger, Strike 3 Piercing or Slashing]1d4+1[/dice]
and [dice=Sneak]1d6[/dice] if Flat-Footed or hasn't acted yet
Dagger (Thrown)
[dice=Dagger, Strike 1]1d20+7[/dice]
[dice=Dagger, Strike 1 Piercing]1d4+1[/dice]
and [dice=Sneak]1d6[/dice] if target hasn't acted yet
[dice=Dagger, Strike 2]1d20+7-5[/dice]
[dice=Dagger, Strike 2 Piercing]1d4+1[/dice]
and [dice=Sneak]1d6[/dice] if target hasn't acted yet
[dice=Dagger, Strike 3]1d20+7-10[/dice]
[dice=Dagger, Strike 3 Piercing]1d4+1[/dice]
and [dice=Sneak]1d6[/dice] if target hasn't acted yet
Skills
[dice=Acrobatics]1d20+7[/dice]
[dice=Arcana]1d20+1[/dice]
[dice=Athletics]1d20+4[/dice]
[dice=Crafting]1d20+4[/dice]
[dice=Deception]1d20+3[/dice]
[dice=Diplomacy]1d20+3[/dice]
[dice=Intimidation]1d20+3[/dice]
[dice=Underworld Lore]1d20+4[/dice]
[dice=Medicine]1d20+5[/dice]
[dice=Nature]1d20+2[/dice]
[dice=Occultism]1d20+1[/dice]
[dice=Performance]1d20+0[/dice]
[dice=Religion]1d20+2[/dice]
[dice=Society]1d20+4[/dice]
[dice=Stealth]1d20+7[/dice]
[dice=Survival]1d20+5[/dice]
[dice=Thievery]1d20+7[/dice]