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Merisiel, Forlorn's page
32 posts. Alias of Slothsy.
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Full Name |
Merisiel |
Race |
Elf PU Rogue 5 hp 41/41┃AC 22 t 16 ff 15┃CMD 21┃Fort +3 Ref +9 Will +3┃evasion, uncanny dodge, danger sense +1 |
Classes/Levels |
Init +8┃Perception +11 |
Gender |
Female |
Size |
Medium |
Age |
Too Old for These Humans |
Special Abilities |
Sneak Attack (3d6), Danger Sense +1, Debilitating Injury, Evasion, Finesse Training, Rogue's Edge, Trapfinding, Uncanny Dodge |
Alignment |
CN |
Deity |
Kyra? |
Languages |
Common, Elven |
Strength |
14 |
Dexterity |
18 |
Constitution |
12 |
Intelligence |
10 |
Wisdom |
12 |
Charisma |
12 |
About Merisiel, Forlorn
Unchained Rogue 5
While perhaps not 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.
MERISIEL
Female elf rogue 5
CN Medium humanoid (elf)
Init +8; Senses low-light vision; Perception +11
DEFENSE
AC 20, touch 16, flat-footed 15 (+4 armor, +1 deflection, +4 Dex, +1 dodge)
hp 41 (5d8+15)
Fort +3, Ref +9, Will +3; +2 vs. enchantments
Defensive Abilities danger sense +1, evasion, uncanny dodge; Immune sleep
OFFENSE
Speed 30 ft.
Melee +1 rapier +9 (1d6+5/18–20) or dagger +7 (1d4+2/19–20)
Ranged dagger +7 (1d4+2/19–20)
Special Attacks debilitating injury, finesse training (rapier), sneak attack +3d6
STATISTICS
Str 14, Dex 18, Con 12, Int 10, Wis 12, Cha 12
Base Atk +3; CMB +5; [b]CMD 21
[b]Feats Dodge, Improved Initiative, Toughness, Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +17, Climb +10, Disable Device +14, Escape Artist +12, Knowledge (local) +8, Perception +11, Sleight of Hand +12,Stealth +12; Racial Modifiers +2 Perception
Languages Common, Elven
SQ rogue’s edge (Acrobatics), rogue talents (slow reactions, weapon training), trapfinding +2
Combat Gear potion of cure moderate wounds, potion of cure serious wounds, potion of blur, tanglefoot bag; Other Gear +1 studded leather, +1 rapier, daggers (12), cloak of resistance +1, ring of protection +1, boots of elvenkind, 103 gp
SPECIAL ABILITIES
Sneak Attack If Merisiel can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Her attack deals 3d6 extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when Merisiel flanks her target. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), Merisiel can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
Merisiel must be able to see the target well enough to pick out a vital spot, and she must be able to reach such a spot. She cannot sneak attack while striking a creature with total concealment.
Danger Sense Merisiel gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In
addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe.
Debilitating Injury Whenever Merisiel deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to
take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). She can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by Merisiel.
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against Merisiel.
Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A
creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends.
Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Evasion Merisiel can avoid even magical and unusual attacks with great agility. If she succeeds at a 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 Merisiel is
wearing light armor or no armor, and she does not gain the benefit of evasion if helpless.
Finesse Training Merisiel gains Weapon Finesse as a bonus feat. In addition, she can add her Dexterity modifier instead of her
Strength modifier to her damage rolls when using rapiers. If any effect would prevent her from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier.
Potion of Blur Merisiel has a potion that grants her concealment and makes her harder to hit. For 3 minutes after drinking it, all attacks attempted against her have a 20% chance to miss.
Potions of Cure Wounds Merisiel has two potions that recover hit points she has lost. Her potion of cure moderate wounds cures
2d8+3 points of damage. Her potion of cure serious wounds cures 3d8+5 points of damage.
Rogue’s Edge Merisiel has mastered a skill beyond its normal boundaries, gaining results that others can only dream about. She has focused her training on Acrobatics, allowing her to move at her normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by only 5 (instead of by 10). She is not denied her Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.
Rogue Talents Merisiel has learned a number of talents that aid her and confound her foes.
Slow Reactions: Opponents damaged by Merisiel’s sneak attack can’t make attacks of opportunity for 1 round.
Weapon Training: Merisiel gains Weapon Focus as a bonus feat.
Trapfinding Merisiel gains a +2 bonus on Perception checks to locate traps and on Disable Device checks. She can use Disable Device to disarm magic traps.
Uncanny Dodge Merisiel can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized, or Merisiel can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
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