Merisiel

Nerisiel's page

242 posts. Organized Play character for Merisal The Risen.


Full Name

Nerisiel

Race

AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) hp 28 (4d8+4) Fort +2, Ref +11, Will +4; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic

Classes/Levels

Knowledge (arcana) +8, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +7, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +7, Knowledge (planes) +8, Knowledge (religion) +7,

Gender

Bluff/sense motive +9 perception +7/8 1 L1 0/3 bard perform roundsi 0/8 hp 28

Size

Medium

Age

(147)

Special Abilities

Bardic performance Inspire Courage+1 competence to hit and damage +1 moral saves vs fear and charm

Alignment

Chaotic Neutral

Deity

Desna

Location

Knowledge (arcana) (history) (local) (nobility) (planes) (religion) +7, others +3

Languages

Common, Elven, Gnome, Sylvan

Occupation

Know (arc) +7, ( (eng) +3, (geog) +3, (hist) +7, (local) +3, (nat) +3, (noble) +3, (planes) +7, (relig) +3

Strength 10
Dexterity 18
Constitution 12
Intelligence 14
Wisdom 12
Charisma 14

About Nerisiel

Nerisiel
Elf bard 2/rogue 2
CN Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +7
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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 28 (4d8+4)
Fort +2, Ref +11, Will +4; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities evasion; Immune sleep
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Offense
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Speed 30 ft.
Melee cold iron dagger +1 (1d4-1/19-20) or
mithral dagger +2 (1d4-1/19-20) or
sap +1 (1d6-1 nonlethal) or
whip +1 (1d3-1 nonlethal) or
whip +1 (1d3-1 nonlethal)
Ranged darkwood longbow +7 (1d8-1/×3)
Space 5 ft.; Reach 5 ft. (15 ft. with whip, 15 ft. with whip)
Special Attacks bardic performance 8 rounds/day (countersong, distraction, fascinate [DC 13], inspire courage +1), sneak attack +1d6
Bard Spells Known (CL 4th; concentration +6)
1st (3/day)—comprehend languages, grease, hideous laughter (DC 13)
0 (at will)—detect magic, message, prestidigitation, read magic, resistance
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Statistics
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Str 8, Dex 19, Con 12, Int 14, Wis 10, Cha 14
Base Atk +2; CMB +6 (+8 disarm); CMD 15 (17 vs. disarm)
Feats Agile Maneuvers, Combat Expertise, Improved Disarm
Traits magical knack, tireless
Skills Acrobatics +10, Diplomacy +9, Disable Device +14, Knowledge (arcana) +8, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +7, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +7, Knowledge (planes) +8, Knowledge (religion) +7, Perception +7, Perform (dance) +7, Perform (sing) +9, Spellcraft +9 (+11 to identify magic item properties), Survival +0 (+2 to avoid becoming lost), Use Magic Device +9; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven, Gnome, Sylvan
SQ bardic knowledge +1, elven magic, rogue talent (combat trick), trapfinding +1, versatile performance (sing)
Combat Gear cold iron arrows (30), cold iron arrows (20), potion of cure moderate wounds, wand of cure light wounds, acid (5), antitoxin (3); Other Gear mithral shirt, arrows (20), cold iron dagger, darkwood longbow, mithral dagger, sap, whip, whip (2), cloak of resistance +1, handy haversack, wayfinder[ISWG], courtier's outfit, masterwork thieves' tools, noble jewellry (worth 125 gp), noble's outfit, silk rope (50 ft.), silver holy symbol of Desna, spell component pouch, trail rations (10), waterskin (4), wooden holy symbol of Desna, jewellry (worth 70 gp), 1,236 gp, 5 sp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 8 rounds/day) Your performances can create magical effects.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Versatile Performance (Singing) +9 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks

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