Sylgja

Mirri Massadeq's page

370 posts. Alias of Secondsight.


Full Name

Mirri Massadeq

Race

Halfling

Classes/Levels

Rogue (Unchained, Burgler)

stats:
Hp: 28/29, AC:21 (FF15, T17), Saves=F+4, R+11, W+4, Initiative+7, Perception+10 (+2 vs Traps, +2 when in Concealment), DD+14

Gender

F

Size

S

Age

21

Alignment

CG

Location

Wati

Languages

Common, Halfling

Occupation

Thief

Strength 6
Dexterity 20
Constitution 12
Intelligence 10
Wisdom 12
Charisma 12

About Mirri Massadeq

Miri Massadeq
Female halfling unchained rogue 4 (Pathfinder RPG Advanced Player's Guide 132, Pathfinder Unchained 20)
CG Small humanoid (halfling)
Hero Points 1
Init +7; Senses Perception +10 (+12 while benefit from concealment or full concealment due to darkness or dim light)
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Defense
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AC 21, touch 17, flat-footed 15 (+4 armor, +5 Dex, +1 dodge, +1 size)
hp 29 (4d8+6)
Fort +4, Ref +11, Will +4; +2 trait bonus vs. fear effects., +2 vs. fear
Defensive Abilities danger sense +1, evasion
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Offense
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Speed 20 ft.
Melee dagger +9 (1d3+5/19-20)
Ranged sling +9 (1d3-2)
Special Attacks sneak attack (unchained) +2d6
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Statistics
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Str 6, Dex 20, Con 12, Int 10, Wis 12, Cha 12

Base Atk +3; CMB +0; CMD 16

Feats Dodge, Mobility, Outflank[APG], Weapon Finesse

Traits child of the streets, reactionary, wati native

Skills Acrobatics +14 (+10 to jump), Bluff +8, Climb +5, Disable Device +14, Escape Artist +12, Intimidate +1 (+3 while benefit from concealment or full concealment due to darkness or dim light), Knowledge (dungeoneering) +5, Knowledge (local) +5, Perception +10 (+12 while benefit from concealment or full concealment due to darkness or dim light), Perform (dance) +8, Sense Motive +5, Sleight of Hand +13, Stealth +16 (+18 while benefit from concealment or full concealment due to darkness or dim light), Swim +2, Use Magic Device +7; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception, careful disarm
Languages Common, Halfling

SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, dimdweller, hero points, rogue talents (combat trick, fast stealth, trap spotter), trapfinding +2, unlearned

Combat Gear potion of cure light wounds, potion of darkvision; mithril chain shirt, dagger, sling, sling bullets (10), cloak of resistance +1, feather step slippers[UE], wand of scorching ray (20 charges), belt pouch, halfling trail rations[UE], thieves' tools, waterskin, 2832 gp, 9 sp
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Special Abilities
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Careful Disarm (Ex) Failed disarm only triggers a trap if fail by 10 or more, and double trap sense if it is.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Dimdweller +2 to Intimidate, Perception, and Stealth when in conceal due to darkness.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Unlearned (Knowledge [local]) You cannot attempt untrained checks with knowledge skills other than the one selected.
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Life in the city of Wati is difficult for many, but more so for those unfortunates forced to eke out a living in the slums of Bargetown. A teeming mass of people left to occupy a wretched tangle of boats just off shore from the vast Necropolis, work can be hard to come by for most. A lucky few find such employment in The Veins, or in the taverns of Midwife, but others are required to survive off fishing or begging. An oppressive environment, to say the least. Others who occupy Bargetown take to the life crime, as a result.
Mirri Massadeq was born the youngest of four children to a listless (and often drunk) fisherman and an embittered barmaid. Both halflings, they otherwise blended in perfectly into the hardscrabble scenery that made up the local landscape. Mirri’s father never caught more from his trade than the family could eat (or that he could trade for alcohol) while her mother was oft-fired for her sharp tongue and foul disposition. Mirri’s siblings were hardly better; one brother was arrested and executed after killing a guard in a botched robbery, a sister gave herself to prostitution, while another brother was in and out of jail for various crimes. This brother, Malik, would have the most lasting impression on Mirri as she grew up.
Perhaps because of her parent’s self-absorbed inattentiveness, Mirri’s personality from an early age was starkly different. Perhaps too she channeled some traits from her family’s long-forgotten lineage; her ancestors having arrived in Wati as plucky, adventurous servants to the priests of Pharasma who came to reclaim Wati from the ravaged corpse-strewn landscape Lamashtu’s followers had left many years ago. Fearless, chipper, irrepressible and insatiably curious, Mirri’s at times nearly delusional optimism irked her mother to no end. Whereas her father rarely left Bargetown, Mirri would regularly wander off into dangerousness, unknown parts of town at a very early age. Thugs, sociopaths, corrupt police and worse made for obstacles to be wary of, and Mirri learned to stay ever-vigilant to her surroundings.
Mirri’s brother Malik was the only one of her family members to develop any affinity for the girl. Yet he primarily cultivated this relationship for his own ends, training her in the art of theft and crime. Cutting purses, breaking into homes and fleecing unsuspecting adventures in Wati became the duos stock in trade. For Mirri it became a way to channel her daring, carefree spirit, but also kept her from starving. Small and skinny even by Halfling standards, starvation was always a risk without income. Skill allowed them some measure of success, including several trips inside the necropolis itself.
The good days came to an end when Prince Khemet III, concerned about the targeting of adventurers and scholars whose presence he wanted to encourage, ordered a crackdown on criminal activity in Wati. Easy marks suddenly became fraught, and Malik was caught robbing a merchant’s home. Far from his first arrest, he was sentenced to 10 years of hard labor away from town. A warning call to his younger sister to reconsider her path, Mirri could still never contemplate an honest day’s work. Instead she tried joining various local entertainers as a dancer (an activity unrelated to crime that she had enjoyed from an early age) for a time, but could not help but to supplement her income with pickpocketing. She found this life unsatisfactory, and deeply missed the exhilaration and exploration that came from her burglary exploits with her brother. On a lark she applied for the Necropolis lottery and was accepted. Her relentless optimism yet again validated, she prepared her few possessions for the adventures ahead.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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Background and Personality:
Life in the city of Wati is difficult for many, but more so for those unfortunates forced to eke out a living in the slums of Bargetown. A teeming mass of people left to occupy a wretched tangle of boats just off shore from the vast Necropolis, work can be hard to come by for most. A lucky few find such employment in The Veins, or in the taverns of Midwife, but others are required to survive off fishing or begging. An oppressive environment, to say the least. Others who occupy Bargetown take to the life crime, as a result.

Mirri Massadeq was born the youngest of four children to a listless (and often drunk) fisherman and an embittered barmaid. Both halflings, they otherwise blended in perfectly into the hardscrabble scenery that made up the local landscape. Mirri’s father never caught more from his trade than the family could eat (or that he could trade for alcohol) while her mother was oft-fired for her sharp tongue and foul disposition. Mirri’s siblings were hardly better; one brother was arrested and executed after killing a guard in a botched robbery, a sister gave herself to prostitution, while another brother was in and out of jail for various crimes. This brother, Malik, would have the most lasting impression on Mirri as she grew up.

Perhaps because of her parent’s self-absorbed inattentiveness, Mirri’s personality from an early age was starkly different. Perhaps too she channeled some traits from her family’s long-forgotten lineage; her ancestors having arrived in Wati as plucky, adventurous servants to the priests of Pharasma who came to reclaim Wati from the ravaged corpse-strewn landscape Lamashtu’s followers had left many years ago. Fearless, chipper, irrepressible and insatiably curious, Mirri’s at times nearly delusional optimism irked her mother to no end. Whereas her father rarely left Bargetown, Mirri would regularly wander off into dangerousness, unknown parts of town at a very early age. Thugs, sociopaths, corrupt police and worse made for obstacles to be wary of, and Mirri learned to stay ever-vigilant to her surroundings.

Mirri’s brother Malik was the only one of her family members to develop any affinity for the girl. Yet he primarily cultivated this relationship for his own ends, training her in the art of theft and crime. Cutting purses, breaking into homes and fleecing unsuspecting adventures in Wati became the duos stock in trade. For Mirri it became a way to channel her daring, carefree spirit, but also kept her from starving. Small and skinny even by Halfling standards, starvation was always a risk without income. Skill allowed them some measure of success, including several trips inside the necropolis itself.

The good days came to an end when Prince Khemet III, concerned about the targeting of adventurers and scholars whose presence he wanted to encourage, ordered a crackdown on criminal activity in Wati. Easy marks suddenly became fraught, and Malik was caught robbing a merchant’s home. Far from his first arrest, he was sentenced to 10 years of hard labor away from town. A warning call to his younger sister to reconsider her path, Mirri could still never contemplate an honest day’s work. Instead she tried joining various local entertainers as a dancer (an activity unrelated to crime that she had enjoyed from an early age) for a time, but could not help but to supplement her income with pickpocketing. She found this life unsatisfactory, and deeply missed the exhilaration and exploration that came from her burglary exploits with her brother. On a lark she applied for the Necropolis lottery and was accepted. Her relentless optimism yet again validated, she prepared her few possessions for the adventures ahead.