Heir Apparent

Misriel the Swallow's page

46 posts. Alias of hallowsinder.


Race

Human

Classes/Levels

Stats:
AC 31 T 19 FF 25 | HP 94 | F 12 R 12 W 10 | CMB 14 CMD 31 | I 11 | Perc +13 (Familiar +20)
Damage:
26 HP, 7 Con

Gender

Female

Size

Medium

Alignment

CG

Strength 14
Dexterity 22
Constitution 14
Intelligence 10
Wisdom 10
Charisma 14

About Misriel the Swallow

Overview:

Classes: Fighter
Favored Class: Fighter
Variant Multiclassing: Wizard

Race: Human

Alignment: CG, "I'm so sorry! I can't afford to fall here. There's too many depending on me."

Theme: Misriel doesn't care as much about her own freedom as the lives she's ending. But Ramerel will constantly remind her of the lives of all those back home she has to get back and save. She's definitely conflicted, but will be forced to carry through nonetheless.

Stats:

Size: M Reach: 5'
Initiative: +11 (+6 Dex, +5 Forewarned, always act in surprise round)
Senses:

Ability Scores:
Str 14 (+2) (14 base)
Dex 22 (+6) (16 base +2 Enhancement +2 Racial +2 Level)
Con 14 (+2) (14 base)
Int 10 (+0) (10 base)
Wis 10 (+0) (10 base)
Cha 14 (+2) (14 base)

Defense:
AC 31 (10 + 10 Armor + 6 Dex +1 Deflection +2 Shield +1 Insight +1 Trait), Touch 19, FF 25
CMD 31 (10 + 10 BaB + 2 Str + 6 Dex +1 Deflection +2 Insight) [+8 vs Disarm, +10 vs Trip, Grapple, Sunder vs Weapon]
Fort +12 (7, +2 Con, +3 Resistance)
Ref +12 (3, +6 Dex, +3 Resistance)
Will +10 (3, +4 Bravery, +3 Resistance) [+1(4 with Weapon Spirit) Morale vs Fear]
Max HP 94 (10d10 = 64, +20 Con, +10 Trait)

Offense:
BaB +10, CMB +14 (10 BaB +2 Str +2 Insight)
Move Speed 30' land
Attacks
+1 Courageous Elven Curve Blade +21/16 (10 BaB +6 Dex +1 Enhancement +4 Weapon Training) 1d10+8 (1d10 Base + 3 Str + 1 Enhancement +4 Weapon Training) 18-20/x2 Crit (Base) Slashing, Melee
+Heirloom Weapon +1 trait bonus on AoO
+Weapon Spirit Enhancement (+3 Enhancement and Bane, so +3 hit/damage if bane incorrect, if correct +5 hit/damage, +2d6 damage)
+Nobility +2(3 with weapon or 4 if Weapon Spirit is up) to hit


Feats:

Weapon Finesse (Level 1)- Use Dex to hit with Finessable weapons. 2 Stamina points to negate Shield ACP to hit until start of next turn.
Additional Traits (Human Bonus 1)-
Power Attack (Fighter Bonus 1)- -3 to Hit, +6(9 when two handing). 2 Stamina to end this effect at the end of current turn instead of start of next turn.
Combat Stamina (Campaign Fighter Bonus 1)- Gain a Stamina Pool = BaB+Con Mod. Cannot spend when fatigued/exhausted/unconscious. Dropping to 0 fatigues you until you recover a point. If resting and not under any bad conditions, regen 1 per minute. Can spend up to 5 on an attack, after rolling but before the result is announced, to gain an equal competence bonus to hit.
Combat Reflexes (Fighter Bonus 2)- Attacks of opportunity per round equal to Dex modifier. For five stamina points and another AoO, reroll a missed attack of opportunity at -5 to hit.
Advanced Weapon Training (Level 5)- Gain Warrior Spirit.
Cut from the Air (Fighter Bonus 6)- As AoO, make attack roll vs ranged attack vs you or target adjacent to you, if your result is higher, deflect the attack. Must be aware and not flat-footed.
Improved Critical (Fighter Bonus 8)- Doubled threat range, non-stacking, with Elven Curve Blade.
Smash from the Air (Level 9)- Can use Cut from the Air against boulders/ballista/spells with attack rolls.
Advanced Weapon Training (Fighter Bonus 10)- Gain Defensive Weapon Training.

Proficiencies:
Simple/Martial Weapons
Light/Medium/Heavy Armor
Shields, including Tower

Skills:

30 Points (20 Fighter, 10 Trait)
*Denotes class skill
Trained Skills
*Climb +6 (1 point, +2 Str, +3 class)
Bluff +6 (1 points, +2 Cha, +3 Competence)
Diplomacy +6 (1 points, +2 Cha, +3 Competence)
*Handle Animal +9 (1 points, +2 Cha, +3 class, +3 Competence)
*Intimidate +9 (1 points, +2 Cha, +3 class, +3 Competence)
*Perception +13 (10 points, +0 Wis, +3 class)
Perform (1 points, +2 Cha, +3 Competence)
*Ride +10 (1 points, +6 Dex, +3 class)
*Stealth +22 (10 points, +6 Dex, +3 class, +3 Familiar)
*Survival +4 (1 point, +0 Wis, +3 class)
*Swim +6 (1 point, +2 Str, +3 class)
30 spent

Untrained Skills:
Acrobatics +6 (+6 Dex)
Appraise +0 (+0 Int)
*Craft +0 (+0 Int)
Disable Device (unusable)
Disguise +2 (+2 Cha)
Escape Artist +6 (+6 Dex)
Fly +6 (+6 Dex)
Heal +0 (+0 Wis)
Knowledge (arcana) (unusable)
*Knowledge (dungeoneering) (unusable)
*Knowledge (engineering) (unusable)
Knowledge (geography) (unusable)
Knowledge (history) (unusable)
Knowledge (local) (unusable)
Knowledge (nobility) (unusable
Knowledge (nature) (unusable)
Knowledge (planes) (unusable)
Knowledge (religion) (unusable)
Linguistics (unusable)
*Profession (unusable)
Sleight of Hand (unusable)
Sense Motive +0 (+0 Wis)
Use Magic Device (unusable)


Special Abilities:

Human:
Bonus Feat- Additional Traits
Fey Magic- Gain Perception and Stealth as class skills, while underground can cast as fey-type spell-like abilities 1/day, Create Water, Purify Food and Drink, Read Magic, Longstrider.

Fighter:
Bravery (Ex)- +3(4 with Sash of the War Champion) on Fear Checks

Armor Training (Ex)- -1 ACP, +1 Max Dex (-2/+2 with sash of the war champion), move at full speed in Medium/Heavy armor.

Weapon Training (Ex)- +2(+4 with Gloves of Dueling) to hit, damage, and CMB, and with CMD vs Disarm and Sunder with heavy blades weapon group.

Bonus Combat Feats, at levels 1, 2, 4, 6, 8, and 10.

Armor Specialization (Ex)- Increase armor bonus of armor by 2.

Armored Bravery (Ex)- Add Bravery bonus to all Will Saving Throws, and double that to the DC of checks to intimidate you.

Weapon Spirit (Su)- 1/day, forge a bond with one particular weapon in a group you have weapon training in. 1+Weapon Training Bonus (5) times per day, grant it an Enhancement Bonus equal to Weapon Training Bonus (4), stacking with existing to a maximum of 5, may grant up to one special weapon ability by forfeiting an equal amount of enhancement bonus to it's cost. Weapon must be at least +1 to have a special ability.

Defensive Weapon Training (Ex)- +2(4 with Weapon Spirit up) Shield Bonus to AC, lost when immobilized or helpless.

Favored Class Bonus (Ex)- +10 CMD vs Trip and Grapple.

Wizard:
Forewarned (Su)-Always act in surprise round, even if fail perception roll to notice foe, still considered flat-footed until action. +1/2 Wizard level on initiative checks.

Prescience (Su)- Roll a d20, may use it before next turn in place of any d20 roll I am required to make. 3+Int modifier.

Foretell (Su)- 30 ft aura of fortune or misfortune, chose at prediction time, +2 Luck bonus on ability/attack/caster level/saving throw/skill checks for allies, or -2 penalty for enemies. Rd/day = wizard level


Misc:

Traits:
Finding Haleen (Campaign): +1 Hit point/Skill point per Fighter Level.
Heirloom Weapon (Equipment): +1 trait bonus on attacks of opportunity and proficiency with Elven Curve Blade.
Defender of the Society (Fighter, Society): +1 trait AC in medium or heavy Armor.
Fate's Favored (Faith): +1 to any luck bonuses you receive.
Languages: Common

Equipment:

Worn: Gloves of Dueling: Hands, CL 5, weight -, faint transmutation, 15,000. (Greater Magic Weapon)
+4 CMD vs Disarm, Sunder vs weapons, and effects that cause wielder to lose grip. Do not drop weapon when panicked or stunned. Weapon Training on applicable weapons increased by 2.

Sash of the War Champion: Chest, CL 9, weight 1 lb, moderate abjuration, 4000. (Cat's Grace, Remove Fear)
Treats fighter level as 4 higher for the purposes of Armor Training and Bravery

Cloak of Resistance: Shoulders, CL 5, weight 1 lb, faint abjuration, 9000. (Resistance)
+3 Resistance bonus on all saves.

Belt of Incredible Dexterity: Belt, CL 8, weight 1 lb, moderate transmutation, 4000. (Cat's Grace)
+2 Enhancement bonus Dexterity.

+2 Mithral Breastplate: Armor, CL 6, weight 15 lb, ???, 8350.
AC 10 (6 Base +2 Armor Specialization +2 Enhancement) Max Dex 7 (3 base +2 Armor Training +2 Mithral) ACP 0 (-4 base +2 Armor Training + 1 Masterwork,+3 Mithral), speed 30 ft (20 ft base, +10 ft Armor Training or Mithral), ASFC 15% (25% Base - 10% Mithral).

+1 Courageous Elven Curve Blade: Weapon, CL 3, weight 7 lb, faint enchantment, 8380.
1d10 base damage, two handed, 18-20/x2, Slashing, Finessable. +2 Circumstance CMD vs Sunder.
+1 Enhancement hit and damage.
+Enhancement morale bonus on saves vs fear, any morale bonuses from other sources are boosted 1/2 Enhancement bonus (min 1).

Ring of Deflection: Ring, CL 5, weight -, faint abjuration, 2000.
+1 Deflection AC/CMD.

Wayfinder: None, CL 5, weight 1, faint evocation, 500.
Command word, shine as light. Magnetic compass, +2 Survival to avoid being lost. May lose these powers to hold single Ioun Stone.

Dusty Rose Prism: None, CL 12, weight -, strong varied, 5000.
Insight +1 to AC, when slotted, +2 Insight to CMB/CMD.

Circlet of Persuasion: Head, CL 5, weight -, faint transmutation, 4500.
+3 Competence bonus to Charisma based checks.

Load: 26 lbs out of 58/116/175

Money: 1,270

Background:

Misriel the Swallow, was just a young girl, albeit, one light on her feet and blessed with perhaps every gift of the gods but knowledge and good sense, being a bit of a naive ditz. But she was also not granted parents, only having her older "sister" Haleen, who took care of her. When she disappeared, Misriel was left confused and not knowing what to do.

But then this strange talking cat appeared, claiming to be Misriel's blood sister, Ramerel, reincarnated after failing in her duty to end a great curse and safeguard civilization to pass on her quest to Misriel. The cat revealed Misriel's destiny as taking up the her sister's blade, guiding her on her path to achieve three goals, Finding Haleen, giving Ramerel a true body again, and safeguarding civilization by Abadar's command.

And then they were whisked away to an arena to fight for amusement. Misriel is horrified, but Ramerel reminds her that she cannot afford to fail. Regardless of how many innocents may fall by her blade here in the arena, the scales still tip in favor of saving the people of Katapesh, and perhaps all of Golarion.

Ramerel (Cat):

Size: Tiny Reach: 0'
Initiative: +11 (+6 Dex, +5 Forewarned, always act in surprise round)
Senses: Low-Light vision, scent; Perception +14

Ability Scores:
Str 3 (-4) (3 base)
Dex 16 (+3) (15 base +1 level)
Con 8 (-1) (8 base)
Int 10 (+0) (3 Base overwritten 10 Familiar)
Wis 12 (+1) (12 base)
Cha 8 (-1) (7 base +1 level)

Defense:
AC 20 (10 +3 Dex +2 Size +5 Natural Armor), Touch 15, FF 17
CMD 18 (10 + 10 BaB -4 Str +3 Dex -2 Size) [+4 vs Trip]
Fort +6 (7, -1 Con)
Ref +6 (3, +3 Dex)
Will +4 (3, +1 Wis)
Max HP 47 (10 HD, overwritten half owner Familiar)

Offense:
BaB +10, CMB +4 (10 BaB -4 Str -2 Size)
Move Speed 30' land
Attacks
2 claws +15 (1d2-4), bite +15 (1d3-4)

Skills:
Trained Skills
*Climb +4 (1 point, -4 Str, +3 class, +4 Racial)
Bluff +0 (1 points, -1 Cha)
Diplomacy +0 (1 points, -1 Cha)
Handle Animal +0 (1 points, -1 Cha)
Intimidate +0 (1 points, -1 Cha)
Knowledge (planes) +7 (7 points)
*Knowledge (religion) +13 (10 points, +3 class)
*Perception +20 (10 points, +1 Wis, +3 class, +6 Feat)
Ride +7 (1 points, +3 Dex, +3 class)
Spellcraft +1 (1 point, +0 Int)
*Stealth +34 (10 points, +3 Dex, +3 class, +4 Racial, +8 Stealth, +6 Feat)
Survival +1 (1 point)
*Swim +0 (1 point, -4 Str, +3 Class)
30 from Owner, 3 overlap, 17 free points

Untrained Skills:
Acrobatics +2 (+2 Dex)
Appraise +0 (+0 Int)
*Craft +0 (+0 Int)
Disable Device (unusable)
Disguise -1 (-1 Cha)
Escape Artist +2 (+2 Dex)
Fly +2 (+2 Dex)
*Heal +1 (+1 Wis)
Knowledge (arcana) (unusable)
*Knowledge (dungeoneering) (unusable)
*Knowledge (engineering) (unusable)
Knowledge (geography) (unusable)
Knowledge (history) (unusable)
Knowledge (local) (unusable)
Knowledge (nobility) (unusable
Knowledge (nature) (unusable)
Linguistics (unusable)
*Profession (unusable)
Sleight of Hand (unusable)
*Sense Motive +1 (+1 Wis)
Use Magic Device (unusable)

Feats:
Weapon Finesse (Cat 1)- Use Dex to hit with Finessable weapons.
Additional Traits(Cat 3)- Gain two traits.
Community Minded (Regional)- Granted Morale bonuses through own abilities/spells last an extra 2 rounds.
Careful Combatant (Combat)- First two squares instead of one do not provoke when withdrawing.
Fearless Zeal (Cat 5)- Once per day, after rolling and determine success/failure add 4 to attack roll, caster level check, skill check, or saving throw. Once per day, standard action, grant one ally who shares faith +2 Morale bonus attack and saving throws for one minute.
Skill Focus(Cat 7)- Stealth +6
Skill Focus(Cat 9)- Perception +6

Familiar (Emissary):
Guidance as an at will spell like.

Share Will (Su)- When familiar or master fails a mind-affecting that only affects one, the other may attempt the save as well, passing/failing for both of them. Only one success per 24 hours.

Domain Influence (Su)- 1/day use Nobility Domain with full level. +2 Morale all the d20 rolls for 5 rounds.

Improved Evasion

Empathic Link

Speak with Master

Speak with animals of it's kind.