Merisiel

Merisiel IV's page

145 posts. Alias of Aldizog.


Full Name

Merisiel

Race

Elf

Classes/Levels

Rog 4 | AC 20 T 16 FF 20 CMD 21| HP 47/47 | F+4 R+10 W+3 | Per +10 (+12 traps) | Init +10 | Mythic 4/9

Strength 15
Dexterity 20
Constitution 12
Intelligence 10
Wisdom 12
Charisma 10

About Merisiel IV

MYTHIC Female elf rogue 4
CN Medium humanoid (elf )
Init +10; Perception +10 (+12 vs traps) (low-light vision)

DEFENSE
AC 20, touch 16, flat-footed 20 (+4 armor, +5 Dex, +1 dodge)
HP 47 (4d8+12+12)
Fort +4, Ref +10, Will +3; +2 vs. enchantments
Defensive Abilities evasion, trap sense +1, uncanny dodge; Immune
magic sleep effects

OFFENSE
Speed 30 ft.
Melee +1 rapier +9 (1d6+3/18–20)
Ranged dagger +8 (1d4+2/19–20)
Special Attacks sneak attack +2d6

STATISTICS
Str 15, Dex 20, Con 12, Int 10, Wis 12, Cha 10
BAB +3; CMB +5; CMD 21
Feats Dodge*, Point-Blank Shot, Toughness*, Weapon Finesse*
Skills
Acrobatics +12
Climb +9
Disable Device +14
Escape Artist +12
Knowledge (local) +7
Perception +10 (+12 vs traps)
Sleight of Hand +12
Stealth +12
ACP 0
Traits Forlorn*, Reactionary*
Languages Common, Elven
SQ elven magic*, rogue talents (combat trick*, finesse rogue*), trapfinding +2, weapon familiarity*
Combat Gear oil of keen edge, potions of cure light wounds (2), potion of invisibility, potion of jump, acid flask, alchemist’s fire, tanglefoot bag;
Other Gear +1 studded leather, +1 rapier, daggers (12), cloak of resistance +1, universal solvent, backpack, hooded lantern, oil (5), silk rope (50 ft.), masterwork thieves’ tools, 31 gp
Evasion If Merisiel makes a successful Reflex saving throw against an effect that would normally deal half damage on a successful save, she instead takes no damage. If she is helpless, she does not gain the benefit of evasion.
Point Blank Shot: Merisiel receives a +1 bonus on attack and damage rolls on ranged attacks up to ranges of 30 feet.
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 +2d6 points of damage anytime her target would be denied a Dexterity bonus to AC, 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.
Trap Sense: Merisiel receives a +1 bonus on Reflex saves made to avoid the effects of traps and a +1 dodge bonus to AC against attacks made by traps.
Trapfinding: Merisiel adds +2 to Perception skill checks made to locate traps and to Disable Device skill checks. She can use Disable Device to disarm magic traps.
Uncanny Dodge: Merisiel cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized or if an opponent successfully uses the feint action against her.
* The effects of this ability have already been calculated into Merisiel’s statistics.

Mythic Modifiers:
+2 Dex
+12 HP
Hard to Kill (auto-stabilize, dead at -24)
Mythic Power 9/day
Surge +1d6+1
Amazing Initiative +3; free action to spend Mythic Power for extra standard action
Recuperation
Special Ability: Surprise Strike
Special Ability: Absorb Blow