Full Name |
Miss Elizabeth (Merisiel) |
Classes/Levels |
Level 7 Female Elf Rogue HP 50/56 | AC 23 | T 17 | FF 17 | CMD 23 | Fort +5 | Ref +11 | Will +4 (+2 vs. ench) | Init +11 | Perc +13 | Sense Motive +1 |
About Miss Elizabeth
Merisiel
Female Elf Rogue 7
CN Medium Humanoid (Elf)
Initiative+11; Senses low-light vision; Perception +13
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Defense
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AC 23, touch 17, flat-footed 17 (+5 armor, +1 deflection, +5 Dex, +1 dodge, +1 sheild)
HP 56 (7d8+21)
Fort+5, Ref+11, Will +4; +2 vs. enchantments
Defensive Abilities evasion, trap sense +2, uncanny dodge; Immune magic sleep effects
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Offense
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Speed 30 ft.
Melee +1 keen rapier +11 (1d6+3/15-20)
Ranged dagger +10 (1d4+2/19-20)
Special Attacks sneak attack +4d6
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Statistics
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Str 15, Dex 20, Con 12, Int 10, Wis 12, Cha 10
Base Attack +5; CMB +7; CMD 24
Feats Dodge, Improved Initiative, Mobility, Point-Blank Shot, Toughness, Weapon Finesse
Skills Acrobatics +20, Climb +12, Disable Device +17, Escape Artist +15, Knowledge (Local) +10, Perception +13, Sleight of Hand +15, Stealth +15; Armor Check 0
Traits Forlorn, Reactionary
Languages Common, Elven
SQ rogue talents (combat trick, fast stealth, finesse rogue), trapfinding +3, elven magic, weapon familiarity
Combat Gear potion of cure serious wounds, acid flask, alchemist's fire;Other Gear+2 studded leather armor, masterwork buckler, +1 keen rapier, daggers (12), shortbow, cold iron arrows (20), cloak of resistance +1, belt of incredible dexterity +2, boots of elvenkind, ring of protection +1, universal solvent, backpack, hooded lantern, oil (5), silk rope (50 ft.), masterwork theives' tools, 7 gp
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Special Abilities
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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.
Fast Stealth Merisiel can move at full speed when using the Stealth skill without penalty.
Point Blank Shot Merisiel receives a +1 bonus on attack and damage rolls on ranged attacks up to ranges of 30 feet.
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 +4d6 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.
Trap Sense Merisiel receives a +2 bonus on Reflex saves made to avoid the effects of traps and a +2 dodge bonus to AC agains attacks made by traps.
Trapfinding Merisiel adds +3 to Perception skill checks made to locate traps and to Disable Device skill checks. She can use Disable Device to disarm magic traps.
Uncanny Dodge Merisiel 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 or if an opponent successfully uses the feint action against her.