Shisumo
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Merisiel CR 1
CN Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +5 (+7 for sight or sound)
DEFENSE
AC 15, touch 13, flat-footed 12
(armor +2, Dex +3)
hp 9 (1d8+1)
Fort +1, Ref +6, Will +1 (+3 vs enchantments)
Maneuver Resistance 16
Immune sleep
OFFENSE
Spd 30 ft.
Melee rapier +1 (1d6+1, 18-20/x2)
Ranged dagger +3 (1d4+1, 19-20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks sneak attack +1d6
STATISTICS
Str 12, Dex 17, Con 12, Int 10, Wis 13, Cha 10
Base Atk +0; CMB +1
Feats Dodge
Skills Acrobatics +7, Climb +5, Disable Device +4, Intimidate +4, Knowledge (local) +4, Perception +5 (+7 for sight or sound), Stealth +7, Theft +7
Languages Common, Elven
SQ keen senses, elven magic, trapfinding, unnatural beauty
Combat Gear acid, alchemist’s fire (2), thunderstone; Other Gear leather armor, daggers (6), rapier, backpack, grappling hook, hooded lantern, oil (5), rations (3), silk rope, thieves’ tools, 25 gp
Merisiel CR 5
CN Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +9 (+11 for sight or sound)
DEFENSE
AC 19, touch 15, flat-footed 19
(armor +4, Dex +5)
hp 31 (5d8+5)
Fort +2, Ref +9, Will +2 (+4 vs enchantments)
Maneuver Resistance 23
Defensive Abilities evasion, uncanny dodge
Immune sleep
OFFENSE
Spd 30 ft.
Melee +1 rapier +9 (1d6+2, 18-20/x2)
Ranged dagger +8 (1d4+1, 19-20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks bleeding attack, sneak attack +3d6
STATISTICS
Str 12, Dex 20, Con 12, Int 10, Wis 13, Cha 10
Base Atk +3; CMB +8
Feats Agile Maneuvers, Dodge, Mobility, Weapon Finesse
Skills Acrobatics +13, Climb +9, Deception +8, Disable Device +10, Intimidate +8, Knowledge (dungeoneering) +8, Knowledge (local) +8, Perception +9 (+11 for sight or sound), Stealth +13, Theft +13 (+15 for opening locks)
Languages Common, Elven
SQ keen senses, elven magic, trapfinding, unnatural beauty
Combat Gear potion of cure moderate wounds (2), potion of invisibility (2); Other Gear +1 studded leather armor, +1 rapier, daggers (6), gloves of Dexterity +2, backpack, grappling hook, hooded lantern, oil (5), rations (3), silk rope, masterwork thieves’ tools, 175 gp
Merisiel CR 10
CN Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +14 (+16 for sight or sound)
DEFENSE
AC 23, touch 16, flat-footed 23
(armor +6, deflection +1, Dex +5, natural +1)
hp 58 (10d8+10)
Fort +6, Ref +14, Will +4 (+6 vs enchantments)
Maneuver Resistance 27
Defensive Abilities evasion, improved uncanny dodge, trap sense +3, uncanny dodge
Immune sleep
OFFENSE
Spd 30 ft.
Melee +1 keen rapier +13/+8 (1d6+2, 15-20/x2)
Ranged dagger +12/+7 (1d4+1, 19-20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks bleeding attack, crippling strike, slow reactions, sneak attack +5d6, surprise attacks
STATISTICS
Str 12, Dex 21, Con 12, Int 10, Wis 13, Cha 10
Base Atk +7; CMB +12
Feats Agile Maneuvers, Deft Hands, Dodge, Mobility, Spring Attack, Weapon Finesse
Skills Acrobatics +18 (+23 when jumping), Climb +14, Deception +13, Diplomacy +13, Disable Device +17, Disguise +13, Escape Artist +18, Intimidate +13, Knowledge (dungeoneering) +13, Knowledge (local) +13, Perception +14 (+16 for sight or sound), Stealth +23, Theft +20 (+22 for opening locks)
Languages Common, Elven
SQ keen senses, elven magic, trapfinding, unnatural beauty
Combat Gear potion of cure moderate wounds (2), potion of invisibility (2); Other Gear +3 shadow silent moves studded leather armor, +1 keen rapier, daggers (12), gloves of Dexterity +2, amulet of natural armor +1, boots of speed, ring of jumping, ring of protection +1, backpack, rations (3), masterwork thieves’ tools, polished jade, 120 pp
Merisiel CR 15
CN Medium humanoid (elf)
Init +8; Senses low-light vision; Perception +14 (+16 for sight or sound)
DEFENSE
AC 29, touch 18, flat-footed 29
(armor +8, deflection +3, Dex +5, natural +3)
hp 86 (15d8+15)
Fort +6, Ref +17, Will +6 (+8 vs enchantments)
Maneuver Resistance 38
Defensive Abilities evasion, improved evasion, improved uncanny dodge, trap sense +5, uncanny dodge
Immune sleep
OFFENSE
Spd 40 ft.
Melee +4 keen rapier +23/+18/+13 (1d6+5, 15-20/x2)
Ranged masterwork dagger +20/+15/+10 (1d4+1, 19-20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks bleeding attack, crippling strike, opportunist, slow reactions, sneak attack +8d6, surprise attacks
STATISTICS
Str 12, Dex 26, Con 12, Int 10, Wis 13, Cha 10
Base Atk +11; CMB +19
Feats Agile Maneuvers, Defensive Combat Training, Deft Hands, Dodge, Mobility, Quick Draw, Spring Attack, Weapon Finesse
Skills Acrobatics +26 (+31 when jumping), Climb +19, Deception +18, Diplomacy +18, Disable Device +21, Disguise +18, Escape Artist +26, Intimidate +18, Knowledge (dungeoneering) +18, Knowledge (local) +18, Perception +19 (+21 for sight or sound), Stealth +31, Swim +19, Theft +28 (+30 for opening locks), Use Magic Device +18
Languages Common, Elven
SQ keen senses, elven magic, trapfinding, unnatural beauty
Combat Gear potion of cure moderate wounds (2), potion of invisibility (2); Other Gear +5 shadow silent moves studded leather armor, +4 keen rapier, masterwork daggers (12), gloves of Dexterity +6, amulet of natural armor +3, boots of striding and springing, ring of invisibility, ring of protection +3, backpack, rations (3), masterwork thieves’ tools, polished jade, 15 pp
The most frustrating part of this conversion was the fact that Merisiel's not dumb anymore. Not only did that violate the concept somewhat, but it made her awfully skilled at things I didn't really think she should be skilled at. Like Kyra, Meri wound up with some extra feat room because she was spending feat slots on things she got for free - in this case, Weapon Finesse. Using the extra room to give her some of the CMB-related feats mean that, even without any specific maneuver feats, she is quite capable of performing some showy moves - it's actually as easy (or hard) for her to pull off a disarm or grapple against Valeros as vice versa.
There's no doubt that Meri gained by the conversion overall. A huge bump to her hit points, significantly increased access to her sneak attacks and bonus effects to use with them - all very helpful. Merisiel's also the character with the greatest reliance on gear for bonuses to non-combat actions - it will be interesting to see how her armor and boots wind up translating when we see magic item rules.