Jolistina Susperio

Merisiel _pre-gen_ 07's page

57 posts. Organized Play character for utopia27.


Full Name

Merisiel_pre-gen_rogue_07

Race

elf

Classes/Levels

Rogue 7 - HP 59/59 - AC: 23/T: 17/FF: 17 - Perception +13 - F: 5 / R: 11 /W: 4 - CMB +7 - CMD 24 - Speed 30 - Init +11

Gender

F

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

About Merisiel _pre-gen_ 07

MERISIEL
PFS: 58034
Female elf rogue 7
CN Medium humanoid (elf)
Init +11; Senses low-light vision; Perception +13

DEFENSE:

AC 23, touch 17, flat-footed 17 (+5 armor, +1 deflection, +5 Dex,
+1 dodge, +1 shield)
hp 59 (7d8+21)
Fort +5, Ref +11, Will +4; +2 vs. enchantment
Defensive Abilities evasion, trap sense +2, uncanny dodge;
Immune sleep

OFFENSE:

Speed 30 ft.
Melee +1 keen rapier +11 (1d6+3/15–20)
Ranged dagger +10 (1d4+2/19–20)
Special Attacks sneak attack +4d6

STATISTICS:

Str 15, Dex 20, Con 12, Int 10, Wis 12, Cha 10
Base Atk +5; CMB +7; CMD 24
Feats Dodge*, Improved Initiative*, Mobility, Point-Blank Shot,
Toughness*, Weapon Finesse*
Skills Acrobatics +20, Climb +12, Disable Device +17, Escape Artist +15,
Knowledge (local) +10, Perception +13 (+16 to locate traps), Sleight
of Hand +15, Stealth +15
Traits forlorn*, reactionary*
Languages Common, Elven
SQ rogue talents (combat trick*, fast stealth, finesse rogue*),
trapfinding* +3, elven magic*, weapon familiarity*
Combat Gear potion of cure serious wounds, potion of invisibility,
acid flask, alchemist’s fire, tanglefoot bag; Other Gear +2
studded leather, masterwork buckler, +1 keen rapier, daggers
(12), cloak of resistance +1, belt of incredible dexterity +2, boots
of elvenkind, ring of protection +1, universal solvent, backpack,
hooded lantern, oil (5), masterwork thieves’ tools, silk rope (50 ft.),
14 gp
* The effects of this ability are already calculated into Merisiel’s statistics.

SPECIAL ABILITIES:

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 4d6 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.
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.
Fast Stealth Merisiel can move at full speed without penalty when
using Stealth.
Point-Blank Shot Merisiel gains a +1 bonus on attack and damage
rolls on ranged attacks against targets up to 30 feet away.
Trap Sense Merisiel gains a +2 bonus on Reflex saving throws to
avoid the effects of traps and a +2 dodge bonus to AC against
attacks made by traps.
Trapfinding Merisiel gains a +3 bonus on Perception checks to
locate traps and on Disable Device 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 she is immobilized or if an opponent
successfully uses the feint action against her.

Background:
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 suffice to keep her out of trouble, Merisiel has taken to carrying a dozen knives.
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.