Lantern Bearer

Merisiel Talios's page

37 posts. Organized Play character for Billzabub.


Full Name

Merisiel

Race

Elf

Classes/Levels

Rogue 4

Gender

Male

Size

Medium

Languages

Common, Elvish

Strength 15
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 12
Charisma 10

About Merisiel Talios

Init +6; hp 20/35 (4d8+12)

DEFENSE
AC 19, touch 15, flat-footed 14* (+4 armor, +4 Dex, +1 dodge)
*Uncanny Dodge (can't be caught flatfooted)
Fort +4, Ref +9, Will +3; (+2 vs. enchantment)

OFFENSE
Speed 30 ft.
Melee +1 rapier +8 (1d6+3/18–20)
Ranged dagger +7 (1d4+2/19–20)
sneak attack +2d6

Base Atk +3; CMB +5; CMD 20

SKILLS: Acrobatics +11, Climb +9, Disable Device +13, Escape Artist +11,
Knowledge (local) +7, Perception +10 (+12 to locate traps), Sleight
of Hand +11, Stealth +11

FEATS: Dodge*, Point-Blank Shot, Toughness*, Weapon Finesse*
TRAITS: forlorn*, reactionary*

ROGUE ABILITIES: sneak attack +2d6, trapfinding*, evasion, rogue talent (combat trick*), trapsense, rogue talent (finesse rogue*), uncanny dodge
* The effects of this ability are already calculated into Merisiel’s statistics.

RACIAL ABILITIES: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Elves can see twice as far as humans in conditions of dim light.

GEAR: oil of keen edge, potions of cure light wounds (2), potion of invisibility, potion of jump, acid flask, alchemist’s fire, tanglefoot bag;
+1 studded leather, +1 rapier, daggers (12), cloak of resistance +1, universal solvent, backpack, hooded lantern, oil (5), masterwork thieves’ tools, silk rope (50 ft.), 31 gp

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 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.

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 gains a +1 bonus on attack and damage rolls on ranged attacks against targets up to 30 feet away.

Trap Sense Merisiel gains a +1 bonus on Reflex saving throws to avoid the effects of traps and a +1 dodge bonus to AC against attacks made by traps.

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 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 she is immobilized or if an opponent successfully uses the feint action against her.

Game Notes:

Hyve - abandoned church on Elm Way, southern slope of the Tangles
Baskerwhel - dead
Crove - Crove’s Asylum, the Crown
Marshan - dead
Myre- Middenstone vathouse, the Filth along the river banks.