Chivane

Míril Celegeth's page

543 posts. Alias of Geo3gh.


Full Name

Míril 'Оптимист' Celegeth

Race

Half-Elf

Classes/Levels

Sanctified Rogue 9 (Trickster 2)

Gender

Female

Size

M

Age

21

Alignment

Neutral Good

Deity

Sarenrae

Location

Kenabres

Languages

Taldane (Common); Elven; Hallit; Sign;

Strength 10
Dexterity 20
Constitution 12
Intelligence 14
Wisdom 13
Charisma 20

About Míril Celegeth

Míril Celegeth

BIOGRAPHY:

Míril Celegeth never knew her elven father and only vaguely remembers her mother. Her mother was killed raiders from the Worldwound. The orphaned Míril was brought to a Sarenrae convent, whose sisters raised her.

The order and structure of the convent didn't suit Míril. She was often on the streets of the city getting into trouble. But for all the penance given to her by the sisters for her transgressions, she was never treated any differently from other orphans due to her elven heritage. The elders of the convent saw her turmoil and saw that she would never make it as a priestess nor as a penitent. But Míril had a good heart, so when she was of apprenticeship age, they put her in touch with Cessina Clarenroth in Nerosyan.

Cessina, herself a former crusader, saw to it young Míril was trained, honing her natural inclinations and setting her mischievous, restless spirit towards a larger good. When she was ready, Cessina wrote a recommendation to the Order of the Sunrise Sword to take on the young rogue. They did so, and assigned Míril to the border city of Kenabres.

NG Female Half-Elf Sanctified Rogue (Order of the Sunrise Sword) 9 (Favored Class) / Trickster 2
Medium Humanoid (Half-Elf)

Init +9; Senses: Perception +15/+19/+23 (+19 for eavesdropping, +23 for finding secret/concealed items); Low-Light Vision;
Birthday: Erastus 3
Height: 5'9"
Weight: 125 lbs.

DEFENSE:

AC: 25 (28 v. Traps) (10 Base, +8 Armor Bonus, +1 Natural Armor Bonus, +4 Dex Bonus, + Deflection Bonus (Ring), +2 Dodge Bonus v. Traps) Touch: 16 Flatfooted: 21
HP: 66 (9d8 +9; max at 1st; +8 bonus HP from Trickster; +5 bonus HP from Vision)

Saves: Fort +7, Ref +13 (+16 v. Traps from Trap Sense), Will +7 (+2 Resistance Bonus to all saves from Cloak of Resistance)

OFFENSE:

Speed: 30 ft.

Melee: Short Sword +11/+6 (1d6+5, 19–20/×2)
+1 Adamantine Short Sword +12/+7 (1d6+6, 19–20/×2)
Dagger +11/+6 (1d4+5, 19–20/×2)

Ranged: Shortbow +11/+6 (1d6, ×3)

Trickster Attack: Surprise Strike (Ex);

STATISTICS:

Str: 10, Dex: 20, Con: 12, Int: 14, Wis: 13, Cha: 20

BAB: +6/+1; CMB: +6 (+11 when using Light Weapon to Trip, Sunder, or Disarm); CMD: +21

Feats: Skill Focus: Disable Device; Weapon Finesse; Nimble Moves; Acrobatic Steps; Deft Hands; Combat Style: Kirin; Stealth Synergy (Teamwork);

Mythic Feats: Weapon Finesse (Mythic);

Traits: Charming; Elven Reflexes; Riftwarden Orphan;

Skills: Acrobatics(8) +14; Appraise(2) +7; Bluff(9) +17; Climb(9) +10; Diplomacy(9) +17; Disable Device(9) +23; Knowledge (Local)(9) +15; Linguistics(1) +6; Perception(9) +15/+19/+23; Sense Motive(9) +13; Stealth(9) +15; Use Magic Device(7) +15;

Rogue Talents: Canny Observer (Ex); Quick Disable (Ex); Trap Spotter (Ex); Befuddling Strike (Ex);

Languages: Taldane (Common); Elven; Hallit; Sign;

Mythic Abilities: Hard to Kill (Ex); Mythic Power (Su); Surge (Su); Amazing Initiative (Ex);

Trickster Abilities: Unwavering Skill (Ex); Astounding Disable (Ex);

EQUIPMENT:

Magic Gear:

  • Terendelev’s Scale
  • Potion of Invisibility (150 gp)
  • Potion of Spider Climb (150 gp)
  • Ring of Climbing (1,250 gp)
  • Ring of Protection +2 (4,000 gp)
  • Wand of Magic Missile [CL 3, 11c) (247 gp)
  • +1 Adamantine Short Sword (gp)
  • +1 Leather Armor (580 gp)
  • Amulet of Natural Armor +1 (500 gp)
  • +1 Arrow x25 (575gp)
  • Wand of Non-Detection [23 charges] (2,587 gp)
  • Wand of Silence [8 charges] (60 gp)
  • +2 Elven Chainmail (4,575 gp)
  • Headband of Alluring Charisma +2 (2,000 gp)
  • Cloak of Resistance +2 (2,000 gp)

Mundane Gear:


  • On her person: Explorer's outfit, belt pouch, dagger, leather armor, short bow, quiver w/ 20 arrows & 100 cold iron arrows, short sword, cold iron short sword, backpack
  • In backpack: Bedroll, small tent, survival kit, grooming kit, 1 week of trail rations, 50' silk rope; (2) Tomes on Geography

Gems and Jewelry:


  • gold holy symbol of Sarenrae (200 gp)

Money: 8,019 gp; 9 sp;

SPECIAL ABILITIES:

Thief Abilities:
Sneak Attack: +5d6
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
Divine Purpose (Su): At 4th level, the favor of a deity or religious institution grants a special blessing on a sanctified rogue, shoring up some of her weaknesses. She gains a +1 sacred bonus on Fortitude and Will saving throws. This ability replaces uncanny dodge.
Divine Epiphany (Su): At 8th level, once per day, a sanctified rogue can peer into the immediate future and predict the results of a specific action as if she had cast an augury spell. The caster level of this spell is equal to the sanctified rogue’s rogue class level. This ability replaces improved uncanny dodge.

Racial Traits:
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Abilities from Feats:
Skill Focus: Disable Device: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Weapon Finesse (Mythic): When using Weapon Finesse, you may also use your Dexterity modifier instead of your Strength modifier on your damage rolls. If you carry a shield, its armor check penalty doesn't apply to either the attack rolls or the damage rolls.
Nimble Moves: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.
Acrobatic Steps: Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The effects of this feat stack with those provided by Nimble Moves (allowing you to move normally through a total of 20 feet of difficult terrain each round).
Deft Hands: You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Kirin Style: While using this style, you can spend a swift action to make a Knowledge check to identify a single creature (DC 15 + the creature’s CR for this purpose). If you succeed at the check, while using this style, you gain a +2 bonus on saving throws against that creature’s attacks, as well as a +2 dodge bonus to AC against that creature’s attacks of opportunity. These bonuses last for as long as you use this style. If you cease combat with the creature during this time and resume it later, you can attempt the check again.
Stealth Synergy (Teamwork): While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.

Abilities from Traits:
Charming: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Elven Reflexes: You gain a +2 trait bonus on initiative checks.
Riftwarden Orphan: Any magic item that you wield or activate is treated as having a +2 caster level.

Abilities from Rogue Talents:
Canny Observer (Ex): When a rogue with this talent makes a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), she gains a +4 bonus.
Quick Disable (Ex): It takes a rogue with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round).
Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Befuddling Strike (Ex): When the rogue deals sneak attack damage against an opponent, that opponent takes a –2 penalty on attack rolls against the rogue for 1d4 rounds.

Abilities from Mythic Tiers:
Unwavering Skill (Ex): You can always take 10 or 20 on class skills, even if threatened or in a hazardous situation. You can't use this ability with skill checks that don't normally allow you to take 10 or take 20.
Surprise Strike (Ex): As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.
Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Recharge: Once per day, you can recharge a charged magic item by expending one use of mythic power. Doing so adds a number of charges equal to 1d10 + your mythic tier to the item, up to its normal maximum number of charges.
Astounding Disable (Ex): Whenever you use Disable Device to disarm a trap or open a lock, doing so is only a move action and doesn't provoke attacks of opportunity.
Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Terendelev’s Scale Functions:
The scale can be used three times per day to activate any of five powers: Cloudwalking, Disguise, Lay on Hands, Resistance, or Sacred Weaponry.
Cloudwalking: As a standard action, a scale can be used to cast levitate with a caster level of 20. A pillar of roiling clouds rises below the levitating object or creature, growing or shrinking with the target's altitude. This pillar is 5-ft in diameter (regardless of the target's size) and provides concealment (20% miss chance) to any creature or object wholly contained within.
Disguise: As a standard action, a scale can be used to cast alter self with a caster level of 20. While disguised, in addition to the standard effects of the spell, the target gains a +4 bonus on Bluff checks made against evil creatures.
Lay on Hands: The scale can be activated to provide lay on hands as per the paladin ability. This ability functions as if the bearer had a paladin level equal to his character level.
Resistance: As an immediate action, the scale can be used to cast resist energy with a caster level of 20 - but only against electricity or cold.
Sacred Weaponry: As a swift action, the scale can be used to cast align weapon with a caster level of 20 - but only to align the weapon lawful or good. Unlike a normal align weapon this effect can be cast on an unarmed strike or natural weapon.