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==OFFENSE==
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Speed 30 ft.x4
Melee
• Dagger +3 (1d4+1/19-20) or
• Rapier +3 (1d6+1/18-20)
Special Attacks
• Sneak Stab (unchained) (Ex): +1d4 (+1d8 with a dagger) A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, karambit, kukri, punching daggers, star knife, or sword breaker dagger, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s.
• Weapon finesse
• Agile maneuvers
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==STATISTICS==
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Str 12 (+1) Dex 17 (+3) Con 12 (+1) Int 10 (+0) Wis 13 (+1) Cha 10 (+0)
Base Atk +0 CMB +3 CMD +5
Flaws (Not taken yet)
• Short Attention Span-2 on all skill checks made to retry an action that you previously failed. This is cumulatively granting a -2 on each failed attempt. You cannot take 20 on any skill check.
• FrailSubtract 1 from the number of hit points you gain at each level. This flaw can reduce the number of hit points you gain to 0 (but not below).
Traits (Not taken yet)
• Charming+1 Diplomacy and Bluff with anyone attracted to you.
• Blade of the Society+1 on Sneak attack damage.
• Improvisational EquipmentWhen using an item for anything other than its intended purpose—such as using a crowbar as a grappling hook or an old shirt to bandage a deadly wound—reduce the improvisation penalty by 2. This does not apply to improvised weapon penalties. Your GM may rule that some things are just not suitable for use in certain ways; for example, gluing a dead orc’s face to your own face won’t help you disguise yourself as an orc.
• Friends In Low PlacesGathering information in lower quarters, such as vice dens and poorer districts, takes you 1d2 hours (instead of 1d4 hours). In addition, the attitudes of any destitute or impoverished NPCs you interact with begin one step closer to helpful.
• WorldlyOnce per day when attempting a skill check for a skill you’re untrained in, you can roll twice and take the better result.
Drawbacks (Not taken yet)
• PrideWhen someone threatens, accuses, or challenges you, you take a penalty of -2 on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
• Secret ShameYou take a –1 penalty on saving throws against fear effects, and the DC of an Intimidate check to demoralize you is reduced by 1. If you would normally be immune to fear, you do not take these penalties, but instead, lose your immunity to fear (regardless of its source).
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==INFORMATION==
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HomelandValenarBlade desert Belief The Undying court
Goal To be rich.
Contact A grumpy ex-adventurer who was promoted at State.
Debt Wants to get an important item back that she pawned.
Secret She has "accidentally" killed three people: A child in a house fire she started when she was young, an old woman she bumped into the canal in Korvosa when she was drunk and carousing, and her father...although this last one she just didn't do anything to save him when he choked on his food one day. She watched him die.
RegretMerisiel murdered a rival.
Contact Knows the money-minded leader of a guild in a House.
Inspiration of character Kate from Lost and Penny
Notice me
Bully hunter
Picture 1 Picture 2
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==SPECIAL ABILITIES==
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• Favored Class - Rogue +1 Circumstance bonus on confirming critical threats with daggers.
• Agile Maneuvers Use DEX instead of STR for CMB
• Elven Immunities - sleep You are immune to magic sleep effects.
• Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
• Hidden Blade +0 bonus on Sleight of Hand checks to conceal a light blade.
• Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
• Sneak Attack (Unchained) +1d4 +1d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
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History:
The elves have a name for Elven children unfortunate enough to be born and raised in human society — the Forlorn. In a few rare cases, these foundlings or orphaned elves find loving homes with humans, although the fact that, over the course of their childhood, one-time playmates become their effective guardians and foster parents results in a strangely skewed sense of the self. Most Forlorn aren't as fortunate—they live on the streets as almost eternal urchins, watching alone as their companions' age and move on to greater things.
Merisiel is one of the Forlorn, only now emerging from decades spent as a child of the streets into a young adult ready to make her own way in life. A master at stowing away on ships, she's called dozens of cities home, leaving one for another when her companions outgrew her or she outlived them. Life has been hard for Merisiel, made more so by the fact that she's always found it difficult to master skills that come easily to her companions. Never the sharpest knife in the drawer, as the saying goes, Merisiel has learned to make up for this by carrying at least a dozen of them on her person. When things go wrong with her carefully laid plans (as they almost always seem to do), the knives come out and what needs to be done gets done. To date, Merisiel hasn't met a problem that can't, in one way or another, be solved with daggers.
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 with her thoughts and emotions, and while she's always on the move and working on her latest batch of plots for easy money, in the end, it comes down to being faster than everyone else—either on her feet or with her beloved blades.