JAFO's pregen alias quatre's page

105 posts. Alias of JAF0.


elf rogue / 1


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


MERISIEL HP 10/10; AC 17, t 14, ff 13; f 2, r 6, w 1; bab 0, melee +0/4, ranged +4; cmb 2, cmd 16; perc +7; init +4 |

Strength 14
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 12
Charisma 10

About JAFO's pregen alias quatre

Never the sharpest knife in the drawer, Merisiel makes up for this by carrying at least a dozen of them on her person at any given time.

Female elf rogue 1
CN Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +7

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

Speed 30 ft.
Melee rapier +4 (1d6+2/18–20)
Ranged dagger +4 (1d4+2/19–20)
Special Attacks sneak attack +1d6

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.


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.

The elves have a name for elven children unfortunate enough to
be born and raised in human society—the Forlorn. Merisiel is
one of these. Her parents left her in the care of Varisia’s temple
to Calistria. The priests raised her, but she had little patience for
teachers and prayer. Eventually, she left and spent years on the
streets of Magnimar, earning a living as a freelance thief. When her
growing reputation as a pincher became inconvenient, she decided
to seek out new settlements to explore and enjoy.
Merisiel became a master at stowing away on ships, talking her
way out of trouble, and finding her way in new societies. She’s
called dozens of cities home, leaving one for another when her
companions have outgrown her or she’s outlived them. Faced often
with situations where a quick tongue or stealth won’t suff ice to
keep her out of trouble, Merisiel has taken to carrying a dozen
knives. When things go wrong with her carefully laid plans (as
they almost always seem to do), the knives come out. To date,
Merisiel hasn’t met a problem that can’t, in one way or another, be
solved with a blade.
Merisiel’s life experiences have taught her to enjoy things to
their fullest as they occur—it’s impossible to tell when the good
times might end. She’s open and expressive, always on the move and
working on her latest batch of plots to make easy money. In the end, it
comes down to being faster than everyone else—either on her feet or
with her beloved blades. She wouldn’t have it any other way.