Misha Keroun's page

1,584 posts. Alias of DeathQuaker (RPG Superstar 2015 Top 8).

Full Name

Misha Keroun


Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |


Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20


Sickened (-2 to rolls)

About Misha Keroun


MISHA KEROUN (Explorer Extraordinaire)
NG Human Bard-Archeologist 17
Movement Walk 30’
Initiative +3/+5 if underground
Senses Perception +25/+27 underground


Final Fight Buffs:

Summary of Protections on Misha
Sonic Form - 17 rounds beginning on round 3. Incorporeal and capable of making a melee touch attach for 1d6+1/level sonic damage.
Heroes' Feast (12 hours I think) 1d8 + 10 ⇒ (4) + 10 = 14 temporary hit points. +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours.
freedom of movement (170 minutes) Allows normal movement even in spite of movement impeding magical effects, and subject auto-succeed to escape grapples/pins.
heightened awareness (170 minutes) Gain +2 competence to Perception and all trained Knowledge checks. If spell is already active, may dismiss this spell to gain +4 to Initiative.
Good Hope (17 minutes) Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. (this supersedes the bonus from heroes' feast, but doesn't last as long.
alter self (17 minutes) +2 Str and Darkvision
communal tongues (10 minutes to everyone including the kitty) - Understand all languages
cat's grace (3 minutes) +4 Enhancement to Dexterity

(from Therena)
Resist Energy Cold Electricity and Acid
Air Walk

If I get this all right, she has the bonus HP, +2 Dex to AC, +1 circ to AC, +2 to all Saves plus an additional +2 to Reflex and +2 vs poison and fear and another +1 circ to Reflex, +2 to Perception and Knowledge, +3 to attack and damage (good hope + alter self), +2 to all skill and ability checks plus an addition +2 to Perception and Knowledge (the morale and competence bonuses



AC 23/4, Touch 14, FF 20/21 (Dex +3, Armor +7, Natural +2, Deflection +1 [/+1 shield]))
CMD 28 (30 vs trip)
HP 156 (hd 17d8+17)
Fort +8 (1+5+3); Ref +16 (3+10+3) (Improved Evasion); Will +13 (0+10+3), Trap Sense +5

Uncanny Dodge (Ex): She 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 immobilized. Can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. (Replaces well versed)

Trap Sense (Ex): Gains trap sense +5 (to Reflex saves versus trap effects and dodge bonus to AC versus trap attacks). (This bonus improves by +1 for every three levels gained after 3rd).

Improved Evasion: If she succeeds on a Reflex saving throw versus area damage, she takes no damage, and if she fails, she still only takes half damage. She must not be helpless, etc. (Evasion gained at level 6, “Improved” taken as bonus rogue talent at level 12.)

Slippery Mind (Ex): This ability represents the rogue's ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw. (taken as bonus rogue talent at level 16)



Base Atk +12/+7/+2; CMB +14 (+16 to trip)
+2 Short Sword +17/(+10/+7) (1d6+4, 19-20/x2)
+2 Short Sword/+2 Short Sword TWF +15/+15 and +10/+6 (1d6+4/1d6+3 and 1d6+4)
Whip +2 +16 (1d3+5 nonlethal/x2)
MK Light Crossbow +16 (1d8, 19-20/x2)

Archaeologist's Luck (Ex) (13 rounds): As a swift action, you can call on fortune's favor, gaining a +4 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. [Number of rounds= 4+Charisma+Extra Performance (currently 14). Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist's luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities.

Positioning Attack(Ex): Once per day, when she hits a creature with a melee attack, she can move up to 30 feet without provoking attacks of opportunity. The movement must end in a space adjacent to the creature hit with the melee attack. (Rogue Talent gained at level 8)

=Bard Spells=


Caster Level 14 (Concentration +17; Defensively +21)

Cantrips (Known 6 + 2 from favored class, cast at will) (DC 13):
dancing lights: V,S. Medium. 1 minute (D). Up to 4 floating torches or 1 humanoid shape, can move 100 feet a round but must stay within 10 feet of each other.
detect magic: V,S. 60 foot cone. Concentration up to 1 min/level.
flare: V. Close. Burst of light dazzles 1 creature for 1 minute, Fort negates.
mending: Casting time 10 minutes. V,S. 10 feet. 1 object 1 lb./level. Restores 1d4 hp to objects.
message: V,S,F. Medium. 1 creature/level. Whisper messages to each other over distance, eavesdroppable with DC 25 Perception.
prestidigitation: V,S. 10 ft.
read magic: V,S, F (crystal). Personal. 10 min/level. Read scrolls and spellbooks.
spark: V or S. Close. 1 ordinary, unattended Fine object ignites.

1st level (Known 6+1+1 favored class, cast 6/day) (DC 14)
comprehend languages V,S,M. Personal.10 min/level. Can understand languages.
cure light wounds V,S. Touch. Heal 1d8 +5 damage. Damages undead (Will half).
ear-piercing scream: V, S. Close. 1d6/2lvls Sonic Damage, plus daze for 1 round. Fortitude halves damage, negates daze. SR Yes.
expeditious retreat: V,S. Personal. 1/min per level. Increase base speed by 30 feet.
feather fall: V. Close. 1 M creature/level (7) each no more than 20 ft. Immediate action, subject falls safely.
grease: V,S,M. Close. 1 object (Reflex save or drop) or 10 foot square (Reflex save or fall, move through at half speed w/ DC 10 Acrobatics) becomes slippery. Greased worn item grants +10 to CMD vs grapple.
heightened awareness V, M, personal, 10 min/level. Gain +2 competence to Perception and all trained Knowledge checks. If spell is already active, may dismiss this spell to gain +4 to Initiative.
invigorate: V. Touch. 10 min/level. Creature touched ignores fatigued and exhausted conditions for duration, but then takes 1d6 nonlethal damage and conditions return.
remove fear V, S, close, 1 creature + 1 per 4 levels (2), no 2 of which can be more than 30 ft. apart, 10 minutes, SR yes. +4 morale bonus vs fear effects, and suppresses a pre-existing fear effect. Counters cause fear.

2nd level (Known 6+1 favored class, cast 6/day) (DC 15)
alter self: V,S,M. Personal. 1 min/level. Turn into any Small (gain +2 to Dexterity) or Medium humanoid (gain +2 to Str). If form has any of the following, you gain them: darkvision 60 feet, low-light vision, scent, and swim 30 feet.
cure moderate wounds: V,S. Touch. Heal 2d8+10 damage. Damages undead (Will half.)
glitterdust: V,S,M. Medium. 1 round/level. All creatures and objects in 10 foot spread get covered in sparkling dust, giving them a -40 penalty to Stealth and outlining them if they are invisible. If they fail a Will save, they are also blinded for the duration or until they succeed on a new save which they get each round at the end of their turn.
heroism: V,S. Touch. 10 min/level. SR yes. The target gains a +2 morale bonus on attack rolls, saves, and skill checks
invisibility: V,S,M. Personal or touched. 1 min/level. Object or creature touched becomes invisible for duration or until it takes hostile action.
summon swarm. Casting time 1 round. V,S,M. Close. Duration Concentration +2 rounds. Save No, SR No. You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area.
tongues: V,M. 10 min/level. Creature touched understands any language.
versatile weapon: V,S,M. 1 min/level. Enables 1 weapon or 50 projectiles to bypass damage reduction of one the following types: bludgeoning, cold iron, piercing, silver, or slashing.
whispering wind: V,S. 1 mi/level. 10ft radius spread. 1 hr/lvl or until disch. Sends a short message or sound to familiar location within range.

3rd level (Known 6 +1 favored class, cast 6/day (DC 16)
cure serious wounds: Cures 3d8 damage + 1/level (max +15)
dispel magic: V, S. Medium. Spell too complicated to paraphrase, dispels magic.
displacement: V,M; Touch. 1 r/level (12). Save Will (harmless), SR yes. Touched creature gets 50% miss chance as if it had total concealment.
good hope: V,S. Medium. Targets 1 living creature/level, no 2 of which may be more than 30 ft. apart (8 creatures). 1 min/level. Save Will harmless, SR yes. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Counters crushing despair.
remove curse: V,S. Touch. Frees object or person from curse with successful caster level check.
thundering drums: V,S. SR yes. 15 ft. cone deals 5d8 sonic damage and knocks prone. Fortitude halves damage and negates prone.
tongues, communal: As tongues, but split duration in 10 min increments between targets touched.

4th level (Known 5 +2 favored class, cast 4/day) (DC 17)
break enchantment: Casting Time 1 minute, V,S. Close range. 1 creature/level, each of which must be within 30 feet of another. No ST/SR. Reverse various enchantment, transmutations, and curses with caster level check (1d20+caster level, max +15) vs DC 11+effects’s caster level.
dimension door V; long range; self and touched objects or other willing creatures (1 Medium creature/3 caster levels [3]). Can move any spot within range, cannot take other actions until next turn. Landing in solid body deals 1d6 damage and shunts to nearest random open space within 100 feet, or no space available, then 2d6 damage and land within 1,000 feet.
freedom of movement V,S,M; personal or 1 creature touched, 10 min/level, SR yes. Allows normal movement even in spite of movement impeding magical effects, and subject auto-succeed to escape grapples/pins. Can move and attack normally under water.
Invisibility, Greater illusion As invisibility, but subject can attack and stay invisible.
legend lore V, S, M (incense worth 250 gp), F (four pieces of ivory worth 50 gp each); personal.description
neutralize poison V,S,M; touch, creature or object up to 1 cu. ft./level, Will negates, SR yes. If succeed on caster level check vs DC of poison affecting target, neutralizes poison, OR can negate the poison in a venomous creature or object for 10 minutes/level.
secure shelter V,S,M. Casting: 10 min. Close. 2 hr/level. Save/SR: no. Creates 20 foot square cottage, sturdy as stone, containing a fireplace, 8 bunks, table + stools, and a desk. It is impervious to normal missiles, door and shutters are locked with arcane lock, and chimney with iron grate & narrow flue. All areas of access protected by alarm. An unseen servant provides support.
wall of sound V,S,M; Medium (100 ft. + 10 ft./level); Concentration + 1 round/level (12 rounds); Save None, SR Yes.
Creates translucent wall of sound up to 20 ft. long/level (240 ft) or a ring of sound with a radius of up to 5 ft./two levels (30 ft); either form 20 ft. high. When creatures hit the wall, it creates a burst of noise dealing 2d4 sonic damage to creatures within 10 feet of the triggering object or creature. The wall deflects arrows, bolts, loose debris, and Small or smaller flying creatures like a wind wall spell, except these things rebound harmlessly rather than being directed upward. Touching or passing through the wall deals 2d6 points of sonic damage + 1 point of sonic damage per caster level (12) (maximum +20). If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. A silence spell suppresses the wall within its area, but the wall reappears when the silence ends.

5th level (Known 4 +1 favored class, cast 4/day)
greater dispel magic: description
greater heroism V,S. Touch. 1 min/level. SR yes. Gives +4 morale bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp = to caster level.
joyful rapture V,S. 60 ft. Everyone in 60 ft. burst centered on caster; SR yes. All allies are freed from harmful emotion effects and cures 1d4 your choice of Intelligence, Wisdom, or Charisma damage.
Shadow Walk illusion Step into shadow to travel rapidly.
ki shout: V,S. Close range. 1 target. Fort partial, SR yes. Sonic energy strikes 1 opponent, who takes 1d6/caster level sonic damage, max 20d6 and is stunned for 1 round. Fort save halves damage and negates stun.

6th Level (Known 3, cast 2/day)
Heroes' Feast Food for one creature/level cures and grants combat bonuses.
Project Image Illusory double can talk and cast spells.
Sonic Form Turn yourself into a creature of semisolid sound.



Str 14, Dex 16, Con 12, Int 14, Wis 10, Cha 17

Weapon and Armor Proficiencies: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.



Scholar of Ruins: You gain a +1 trait bonus on Knowledge (geography) and Knowledge (dungeoneering) checks.

Poverty Stricken: You gain +1 to Survival checks and Survival is a class skill for you. (Misha was not poverty-stricken, per se, but had to look after her sister after her father left, and certainly has trained in basic survival skills both growing up and seeking experience as an explorer.)



Two-weapon Fighting: -2/-2 Attack penalty when fighting with 2 weapons as a full attack and off hand weapon is light (1st level)

Arcane Strike: +3 enhancement to weapon damage as swift action.(Human)

Combat Expertise: Can take a -4 penalty to attack for a +4 dodge bonus to AC (+1/every 4 levels after 4). (3rd level)

Improved Trip: +2 to Trip, does not provoke AOO. (5th level)

Weapon Focus: Short sword. (7th level)

Quick Draw: Draw weapon as free action, or hidden weapon as move. Throw weapons at full rate of attack. (9th level)

Combat Casting: +4 to Concentration Checks when Casting Defensively. (11th level)

Two-Weapon Defense: +1 shield bonus when wielding two weapons (increases to +2 when fighting defensively or total defense) (13th level)

Extra Performance: 6 extra rounds of performance (Archeologist's Luck).

Gang Up You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.

=Skills, Skill-Related Abilities, and Languages=


Bardic Knowledge (Ex) You add half bard level (+8) to all Knowledge checks and may make all Knowledge skill checks untrained.

Clever Explorer (Ex): Gains a bonus equal to half her class level on Disable Device and Perception checks (+7). She can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps. This ability replaces the versatile performance ability.

Terrain Mastery - Underground (Ex) (archeologist rogue talent gained at level 4: Works like ranger’s favored terrain except that it does not level the same way. She gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when she is in underground terrain (caves and dungeons). When traveling underground, she normally leaves no trail and cannot be tracked (though she may leave a trail if she so chooses).

Lore Master (Ex): Can take 10 on any Knowledge skill check that she has ranks in. Three times per day, she can take 20 on any Knowledge skill check as a standard action.

Jack-of-All-Trades (Ex): At 10th level, can use any skill, even if the skill normally requires her to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.

(6+Int2+1human=9 skill points/level +3 favored class)
Acrobatics 15 ranks + 3 class + 3 Dex -1 ACP = +20
Appraise 5 ranks +3 class +2 Int = +10
Bluff 9 ranks +3 class +3 Cha = +15
Diplomacy 4 ranks +3 class +3 Cha =+10
Disable Device 6 ranks + 3 Dex +3 class + 7 Clever Explorer -1 ACP = +18
Knowledge (Arcana) 10 ranks + 3 class +8 BK +2 Int = +23
Knowledge (Dungeoneering) +13 ranks +3 class +8 BK +2 Int +1 Trait = +27
Knowledge (Engineering) +1 ranks +3 class +8 BK +2 Int = +14
Knowledge (Geography) 1 rank +3 class +8 BK +2 Int +1 Trait = +15 (+17 underground)
Knowledge (History) 8 ranks +3 class +8 BK +2 Int = +21
Knowledge (Local) 8 ranks +3 class +8 BK +2 Int = +21
Knowledge (Nature) 1 rank +3 class +8 BK +2 Int = +14
Knowledge (Nobility) +8 BK +2 Int = +10
Knowledge (Planes) 6 ranks + 3 class +8 BK +2 Int = +19
Knowledge (Religion) 5 ranks + 3 class +8 BK +2 Int = +18
Linguistics 2 ranks +3 class + 2 Int = +7
Perception 15 ranks +3 class + 7 Clever Explorer + 0 Wis = +25 (+27 underground)
Sense Motive 7 ranks +3 class +0 Wis = +10
Spellcraft 17 ranks +3 class + 2 Int = +22
Stealth 7 ranks + 3 class +3 Dex -1 ACP +10 competence = +22 (+24 underground) (+12/14 without ring)
Survival 4 ranks + 3 class +0 Wis +1 trait = +8 (+10 underground)
Use Magic Device 14 ranks + 3 class + 3 Cha = +20

Languages: Common, Elven, Draconic, Goblin, Dwarven



Explorer’s Outfit (free)
+3 chain shirt of light fortification (+4 + 3 armor, +4 Max Dex, -1 ACP) (25% chance of ignoring sneak attack) (25 lbs)
MW Backpack (increases light load to 66 lbs) (50 gp, 4 lb)
handy haversack (5 lbs.)
amulet of natural armor +2
cloak of resistance +3
meridian belt The belt allows a creature to wear a magic ring on each foot in addition to the ring on each hand, though only two rings function at any given time. As a swift action, the wearer can change which of his rings are active (this does not change the action required to activate a given ring).
ring of chameleon power (This provides a +10 competence bonus on her Stealth checks. As a standard action, she can also use the spell disguise self as often as she wants.)
ring of protection +1
ring of spell Storing (Currently contains death ward and protection from evil)
boots of the cat (take minimum damage during a fall, always lands on feet.)

==sheathed at hip==
+2 Short Sword "Super Slice" (10 gp, 2 lb)
+2 Short Sword "Fiendfinder" (10 gp, 2 lb)
+2 Whip "Extra Spice"(1 gp, 2 lb)
MW dagger "Extra Nameless" (strapped to thigh)(1 lb)
MW light crossbow "Extra Useless" (4 lbs)

==In haversack (contents do not count against weight)==
=Main Body (78/80 lbs total capacity)=
Shovel (2 cp, 3 lbs)
Miner's Pick (3 lbs)
Traveler's Any-Tool (2 lbs)
Folding Pole (1 gp, 10 lbs)
Misha's Bedroll (1 sp, 5 lbs)
Crowbar (2 gp, 5 lbs)
Spelunking Kit (32 lbs)
100 ft. silk rope (10 lbs)
Cold Weather Outfit (7 lbs)
Hot Weather Outfit (4 lbs)
Horrible Death Tomb Stone Tablet Key Thing

=Pocket 1 (11/20 lbs total capacity)=
18 bolts (2 lbs)
Pouch of marbles (1 sp, 2 lbs)
4 flasks of acid (4 lbs)
tanglefoot bag (4 lb)
Potion of Resist energy (fire)
Potion of Resist energy (acid)
Potion of Resist energy (electricity)
potion of resist energy (cold)
2 flasks Adamantine weapon blanch
[i]wand of invisibility
(19 charges)
wand of burning hands (16 charges)
scroll of cat's grace (2 spells on 1 scroll)
4x potions of air bubble
2x [i]potions of touch of the sea

1 potion of water breathing

=Pocket 2 (9/20 lbs total capacity)=
potion of cure serious wounds
potion of cure moderate wounds
potion of cure moderate wounds
potion of cure moderate wounds
potion of cure moderate wounds
scroll of cure serious wounds
potion of lesser restoration
potion of neutralize poison
potion of neutralize poison
Chirurgeon's Kit (4 lbs) (This sturdy leather case straps to the waist or thigh, or can be slung over a shoulder. It consists of the following
--- leather pouch
--- healer's kit
--- bottle of strong brandy
--- potion of cure light wounds
--- vial of smelling salts
--- 2 doses alchemist's kindness
--- 2 doses antiplague
--- 1 dose antitoxin
--- 2 doses bloodblock
--- 2 doses soothe syrup

Cleats (2 lbs)
Fire-Resistant boots (2 lbs)
Earplugs (-)

==in backpack==
String (50 feet) (1 cp, ½ lb)
Grooming Kit (1 gp, 2 lb)
Mess Kit (1 sp, 1 lb)
Waterproof bag (5 sp, ½ lbs)

==in waterproof bag==
Chalk (10 pieces) (1 sp, no weight)
Journal (10 gp, 1 lb)
Scrivener's Kit + Ink (9 gp, 1 lb)
Spell components for legend lore x1

==hanging from belt==
Waterskin (1 gp, 4 lbs)
Spell component pouch (5 gp, 2 lbs)
Tan bag of tricks

coin distributed throughout person, with the bulk of the 2,000 in haversack: 1,549 gp, 1 silver, 7 copper ((as of shopping trip before going into the water))

WEIGHT CARRIED: 40 lbs (light encumbrance)

Light Load without MW backpack: 58 lbs; Medium Load 116 lbs
Light load is 66 lbs if she has MW backpack



Misha Keroun had been obsessed with ruins and adventure since childhood. Her father Andro, always willing to fill her with grand and exaggerated tales of his days as an adventurer, claimed he and his friends had even found a buried, ancient city, full of forgotten treasure—but were forced away by a dark curse before they could prove their discovery. He never exactly told her where the ancient city was, despite her begging, and a part of her mind nagged her that his stories probably did not match reality and that there was no such place. But she wanted to believe her father desperately enough to go along with him, and ask him for more stories about his adventures, in the "lost city" and elsewhere.

He did have some skill as an adventurer, that was certain at least, and he trained her in basic combat and survival skills even as he told her his stories. But over time, the stories stopped in spite of her encouragement, and he grew somber and withdrawn, even flat-out ignoring Misha when her questions grew to be too much. He had occasionally fallen into such slumps--they had driven their mother Ema away when her younger sister was just a toddler--but Misha was sure he'd snap out of it. However, one day, when she was barely of age, he disappeared, leaving her alone to care for her younger sister Marga. She blamed herself for pushing him to talk about something he obviously had not wanted to discuss, and guilt laid heavily on her mind. Sending out inquiries, an old friend of her father’s, Isric, arrived in person and gave her the sad news that he was found dead outside a tavern in Magnimar, far from the tiny hamlet where they lived in northern Varisia. He told her the truth as well—they had found an ancient ruin (although he refused to tell her its location as well), but no dark curse had driven her father and his companions from exploring it. Rather, after a string of bad luck, they had broken into in-fighting, and Andro stole his party’s supplies and abandoned them to perish. Maybe her father’s friend hoped the truth would dissuade Misha from pursuing a life of adventure—but it only spurred her on. If her father was a disappointment, if her heroes weren’t real, then she herself would become the adventurer of her dreams.

Once her little sister was old enough to pursue her own life, Misha headed from their little homestead to various cities to train and study. From the highest academies to the seediest taverns, from crowded settlement to dank cave, she fought, ran, read, learned, bartered for, and collected. She was particularly interested in old ruins, their history and location and the treasures within, leafing through countless books on whatever she could find, reputable or otherwise. If this lost city existed, she’d find them, and they would know the Keroun name for her great discovery, and not for her father's shame. Indeed, from Magnimar to as far away as the Shackles, some traders and travelers do speak of Misha, that black-haired human girl in the gray jacket, always looking for maps and baubles and porters to hire. In the same breath, many speak of her as a fool for the constant trouble and danger she seeks out--she should have learned that adventure leads to ruin and selfishness as it did to her father, they say. And at the very least, many warn Misha to be careful what she wishes for. She just grins, and says the most dangerous dreams are the best ones worth pursuing.



Misha is about 5’6” with a slender build, albeit with broad shoulders. She has light brown skin, weathered from travel; grayish-green eyes; and straight black hair which she keeps in a ponytail under a broad-rimmed hat. She wears a grayish-green jacket—cut to her knees—over her protective leathers.