Merisiel

Merisiel Restest's page

39 posts. Alias of GHembree.


Race

| HP 61 Focus 3 | AC 22, T 20 | F +8 R +11 W +9 | Perc +8 | Low-Light vision

Classes/Levels

| Speed 40ft | Active Conditions: none

Gender

“Merisiel” | Female CN Medium Elf Rogue 5

Homepage URL

Merisiel Resonance Test Pregen Sheet

About Merisiel Restest

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Merisiel
Keen-Eared Elf Rogue 5
Chaotic Neutral
Perception +8 (expert)
Background Street Urchin
Languages Common, Elven
Str 12 (+1), Dex 18 (+4), Con 16 (+3), Int 12 (+1), Wis 14 (+2), Cha 14 (+2)
Focus 3 Resonance 8
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Defenses
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HP 61
AC 22 TAC 20
Fort +9 Ref +11 Will +9
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Actions
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Speed 40 ft.
Melee +1 rapier +10 (2d6+4 piercing); deadly 1d8, disarm, finesse
Melee dagger of venom +10 (2d4+4 piercing); agile, finesse, thrown 10 feet, versatile S
Ranged dagger +9 (1d4+2 piercing); agile, finesse, thrown 10 feet, versatile S
Ranged expert shortbow +10 (1d6 piercing); deadly 1d10
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Skills
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Acrobatics +10 E
Arcana +2
Athletics +6 T
Crafting +6 T
Deception +7 T
Diplomacy +7 T
Intimidation +7 T
Lore (Underworld) +6 T
Lore (Other) +2
Medicine +7 T
Nature +3
Occultism +2
Performance +7 T
Religion +3
Society +6 T
Stealth +10 E
Survival +7 T
Thievery +10 E

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Feats and Abilities
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Ancestry feats Forlorn, Nimble
Class feats Footpad’s Focus, Trap Finder, Quick Draw
General feats Fleet
Skill feats Battle Medic, Cat Fall, Charming Liar, Pickpocket, Quick Jump, Quiet Allies
Class abilities Deny advantage, rogue’s technique (finesse striker), sneak attack +2d6, surprise attack

* Abilities marked with an asterisk are already reflected in other statistics.
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Equipment
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Bulk 5, 9L
Worn backpack, clothing, hat of disguise*, +1 studded leather armor*
Weapons +1 rapier, dagger of venom, daggers (3), expert shortbow with 10 arrows
Stowed bedroll, bloodseeker beak (2), crowbar (expert), disguise kit, flint and steel, grappling hook, hammer, healer’s tools, invisibility potion, moderate healing potion, onyx panther, pitons (5), rations (2 days), rope (silk, 50 feet), sheaths (5), smokestick, thieves’ tools (expert) and replacement picks, torches (2), waterskin
Wealth 2 gold, 7 silver, 4 copper

The following rules apply to Merisiel’s equipment.
Merisiel is assumed to have invested resonance in equipment marked
with an asterisk (*) above.
Agile (trait): The multiple attack penalty you take on the second attack each round with this weapon is –4 instead of –5, and –8 instead of –10 on the third and any further attacks in the round.
Deadly (trait): On a critical hit, the weapon adds a weapon damage die of the listed size.
Disarm (trait): You can use this weapon to attempt to make disarm checks with a +1 item bonus. If you critically fail the Athletics check, you can drop the weapon to treat it as a normal failure.
Finesse (trait): You can choose to use Dexterity instead of Strength on attack rolls with this melee weapon. You still use Strength on damage rolls.
Thrown (trait): You can throw this weapon as a ranged attack. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the
range increment in feet.
Versatile (trait): A versatile weapon can be used to deal an alternate damage type listed. For instance, a piercing weapon that has “versatile S” can be used to deal piercing or slashing damage. Choose the damage type each time you make an attack.

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Feats and Abilities
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Merisiel’s feats and abilities are described below. Her Finesse Striker feat is already applied in her character statistics.
[[A]] Battle Medic: You may attempt a DC 20 Medicine check to attempt to heal yourself or an adjacent ally. On a success, the target regains 1d10+2 Hit Points, on a critical success the target regains 2d10+2 Hit Points, and on a critical failure, the target takes 1d10 points of damage. Regardless of the result, the target is bolstered to your use of this ability after the attempt.
Cat Fall: You treat all falls as though you had fallen 25 fewer feet.
Charming Liar: When you get a critical success with the Lie action, the target’s attitude towards you improves by 1 step as though you’d succeeded at a Diplomacy check. This works only once per conversation, and the lie must seem to impart important information (trivial or irrelevant lies have no effect.)
Deny Advantage: You aren’t flat-footed to sensed, unseen, or flanking creatures of your level or lower; they can still provide allies a flank.
Finesse Striker: When you attack with a one-handed melee weapon that has the agile or finesse trait, you can add your Dexterity modifier to the damage instead of your Strength modifier.
Footpad’s Focus: When you critically succeed at an attack roll against a flat-footed creature with an agile or light simple weapon or a hand crossbow, rapier, sap, shortbow, or shortsword, you apply the critical specialization effect for the weapon you’re wielding.
Forlorn: Watching your friends age and die fills you with moroseness that girds you against harmful emotions. You gain a +1 circumstance bonus to saves against emotion effects. If you succeed at a saving throw against an emotion affect, treat it as a critical success instead.
Keen-Eared Elf: Your ears are finely tuned, able to detect even the slightest whispers of sound. As long as you can hear normally, you can use the Seek action to sense unseen creatures in a 60-foot cone instead of a 30-foot cone. You also gain a +2 circumstance bonus to sense unseen creatures within 30 feet that you can hear with a Seek action.
Nimble: Your Speed increases by 5 feet (already reflected in your statistics), and when you Stride you can ignore 1 square of difficult terrain during that Stride.
Pickpocket: You can Palm or Steal Objects that are closely guarded, such as an object in a creature’s pocket or a loose ring. You still can’t steal objects that are actively wielded or that would be extremely noticeable or time consuming to remove (like worn shoes or armor).
[[A]] Quick Draw: You draw a weapon with the Interact action, then Strike with the weapon you just drew.
[[A]] Quick Jump: You perform a High Jump or Long Jump; you don’t perform the initial Stride and don’t need to have moved 10 feet.
Quiet Allies: Allies within 30 feet of you reduce their check penalty to Stealth checks from armor by 2.
Sneak Attack: You can deal additional damage to flat-footed creatures. If you Strike and hit a flat-footed creature with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged attack, you deal 2d6 extra precision damage. For a ranged attack with a thrown weapon, the thrown weapon must also have the agile or finesse trait for sneak attack to apply.
Surprise Attack: On the first round of combat, any creatures that haven’t acted yet are flat-footed to you.
Trap Finder: You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t searching, you still get a check to find traps with trained or higher Stealth. You can disable traps as though you had master rank in Thievery.
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What is a Rogue?
You are a skilled and opportunistic adventurer, adept at sneaking, fast-talking, vaulting over obstacles, disabling traps, and striking unaware enemies.