Merisiel

Marysiel's page

422 posts. Alias of Palandri.


Full Name

Marysiel

Race

F+7 R+12 W+10 | Perc +10 (Darkvision) | Speed 40' | Hero 1 |

Classes/Levels

Exploration: Avoid Notice +12 (Init +12) | ✋ +1 Striking Rapier, +1 Striking Shortsword | Status:

Gender

CN Female (Cavern) Elf Rogue 4 | ♥️ 42/42 | AC 21 (23 Nimble Dodge) |

Special Abilities

◆◇↺♥️✋□☑

Deity

+1 Striking Rapier

Location

+1 Striking Shortsword

Languages

Shortbow

Occupation

Leather,

Homepage URL

AC 21 (23 Nimble Dodge)

About Marysiel

Name: Marysiel
Ancestry: Elf
Heritage: Cavern Elf
Background: Deckhand
Class: Rogue (Thief)
Alignment: Chaotic Neutral
Deity: -
Home Region: Inner Sea (Otari)

Level: 4
Class DC: 20 (T)

Max HP: 42
AC: 21 (23 with Nimble Dodge)
Size: Medium
Speed: 40 feet (Nimble Elf, Fleet)
Senses: Low-Light Vision, Darkvision
Languages Common, Elven, Draconic
Traits: Elf, Humanoid, Cavern Elf

Ability Scores: Str +1, Dex +4, Con +1, Int +1, Wis +2, Cha +0
Perception: +10 (E)
Saving Throws: Fort +7 (T) - Ref +12 (E) - Will +10 (E)

Background:

Marysiel 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. Marysiel 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. Marysiel’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.

Feats:

Nimble Elf
Your Speed increases by 5 feet.

Fleet
Your Speed increases by 5 feet.

Cat Fall
Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

Nimble Dodge (↺)
Trigger A creature targets you with an attack and you can see the attacker.
You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.

Assurance: Medicine
You can forgo rolling a skill check for Medicine to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).

Battle Medicine (◆)
Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

Quick Draw
You Interact to draw a weapon, then Strike with that weapon.

Steady Balance
Whenever you roll a success using the Balance action, you get a critical success instead. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.

Tumble Behind (Rogue)
When you successfully Tumble Through, the foe whose space you passed through is flat-footed against the next attack you make before the end of your turn.

Intimidating Glare
Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.

Abilities:

Sneak Attack
If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.
As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.

Surprise Attack
On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.

Deny Advantage
You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.

Skills:

Acrobatics: +12 (T)
Arcana: +1 (U)
Athletics: +7 (T)
Crafting: +7 (T)
Deception: +6 (T)
Diplomacy: +0 (U)
Intimidation: +6 (T)
Sailing Lore: +7 (T)
Medicine: +8 (T)
Nature: +7 (T)
Occultism: +1 (U)
Performance: +0 (U)
Religion: +2 (U)
Society: +7 (T)
Stealth: +12 (E)
Survival: +8 (T)
Thievery: +12 (E)

Attacks:

Melee (1) +1 Striking Rapier +11 (Deadly d8, Disarm, Finesse, Magical), Damage 2d6+4 P
Melee (1) (+1 Striking) Shortsword +11 (Agile, Finesse, Versatile S), Damage 2d6+4 P/S
Melee (1) Shortsword +10 (Agile, Finesse, Versatile S), Damage 1d6+4 P/S
Melee (1) (+1 Striking) Dagger +11 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 2d4+1 P/S
Melee (1) Dagger +10 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+1 P/S
Melee (1) Fist +10 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+1 B
Ranged (1+) Shortbow +10 (60ft, Deadly d10), Damage 1d6 P

Defenses:

Light Armor (T) (Leather Armor: AC +1)
Unarmored Defense (T)

Equipment:

Adventurer’s Pack
Backpack - Worn
Bedroll - Stowed
Chalk (10 pieces) - Stowed
Flint and Steel - Stowed
Rope (50 feet) - Stowed
Rations (2 weeks) - Stowed
Soap - Stowed
Torches (5)- Stowed
Waterskin - Stowed

Climbing Kit - Stowed
Rope (50 feet)
Pulleys
Pitons (12)
Hammer
Grappling Hook
Crampons

Clothing (Ordinary)
Mid-length hooded cloak - Worn
Sleeveless leather jerkin - Worn
Leather knee breeches & belt - Worn
Fitted kid leather gloves - Worn

Leather Armor - Worn

Thieves’ Tools - Worn
Replacement Picks - Worn

Healer's Tools - Worn

+1 Striking Rapier - Worn
Shortsword - Worn

Shortbow - Worn
Arrows (30) - Worn

Dagger (2) - Worn

Doubling Rings - Worn

Cash Left: 0.36gp - Worn
Bulk: 4 (of 6) - Unencumbered

Party Loot:

Daily Preparations:

Invest the following items:
(1) - Doubling Rings

Botting Instructions:

Exploration: Marysiel's default exploration mode is Avoid Notice. She doesn't bother holding a weapon in her hand as she has the Quick Draw feat.

Encounter: TBD