Rogue - All Levels

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Rogue (L evel 1)

Never the sharpest knife in the drawer, Merisiel makes up for this by carrying unforgiving of the weak. She gains a +1 trait bonus on Fortitude
at least a dozen of them on her person at any given time. saving throws.
Keen Senses Elves receive a +2 racial bonus on Perception checks.
MERISIEL Low-Light Vision As an elf, Merisiel can see twice as far as humans
Female elf rogue 1 in conditions of dim light.
CN Medium humanoid (elf) Reactionary Merisiel is quick on her feet, and gains a +2 trait bonus
Init +6; Senses low-light vision; Perception +7 on initiative checks.
DEFENSE Trapfinding Merisiel gains a +1 bonus on Perception checks to
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex) locate traps and on Disable Device checks. She can use Disable
hp 10 (1d8+2) Device to disarm magic traps.
Fort +2, Ref +6, Will +1; +2 vs. enchantment Weapon Familiarity Elves are proficient with longbows,
Immune sleep longswords, rapiers, and shortbows, and treat any weapon with
OFFENSE the word “elven” in its name as a martial weapon.
Speed 30 ft. Weapon Finesse With a light weapon, rapier, whip, or spiked chain,
Melee rapier +4 (1d6+2/18–20) Merisiel uses her Dexterity modifier instead of her Strength
Ranged dagger +4 (1d4+2/19–20) modifier on attack rolls.
Special Attacks sneak attack +1d6 Armor Check Penalty Merisiel’s armor weighs her down when she
STATISTICS attempts physical tasks. She takes a –1 penalty on skill checks
Str 14, Dex 18, Con 12, Int 10, Wis 12, Cha 10 with Dexterity- and Strength-based skills. This penalty is already
Base Atk +0; CMB +2; CMD 16 calculated into the skills listed in her statistics.
Feats Weapon Finesse*
Skills Acrobatics +7, Climb +5, Disable Device +8, Escape Artist +7, The elves have a name for elven children unfortunate enough to
Knowledge (local) +4, Perception +7 (+8 to locate traps), Sleight of be born and raised in human society—the Forlorn. Merisiel is
Hand +8, Stealth +7; Armor Check Penalty –1 one of these. Her parents left her in the care of Varisia’s temple
Traits forlorn*, reactionary* to Calistria. The priests raised her, but she had little patience for
Languages Common, Elven teachers and prayer. Eventually, she left and spent years on the
SQ elven magic*, keen senses*, trapfinding* +1, weapon familiarity streets of Magnimar, earning a living as a freelance thief. When her
Combat Gear acid, alchemist’s fire; Other Gear studded leather, growing reputation as a pincher became inconvenient, she decided
daggers (6), rapier, backpack, hooded lantern, oil (5), silk rope (50 ft.), to seek out new settlements to explore and enjoy.
thieves’ tools, 13 gp Merisiel became a master at stowing away on ships, talking her
* The effects of this ability are already calculated into Merisiel’s statistics. way out of trouble, and f inding her way in new societies. She’s
SPECIAL ABILITIES called dozens of cities home, leaving one for another when her
Sneak Attack If Merisiel can catch an opponent when it is unable companions have outgrown her or she’s outlived them. Faced often
to defend itself effectively from her attack, she can strike a vital with situations where a quick tongue or stealth won’t suff ice to
spot for extra damage. Her attack deals an additional 1d6 points keep her out of trouble, Merisiel has taken to carrying a dozen
of damage anytime her target would be denied a Dexterity knives. When things go wrong with her carefully laid plans (as
bonus to AC (whether the target actually has a Dexterity bonus they almost always seem to do), the knives come out. To date,
or not), or when she flanks her target. Should Merisiel score Merisiel hasn’t met a problem that can’t, in one way or another, be
a critical hit with a sneak attack, this extra damage is not solved with a blade.
multiplied. Ranged attacks can count as sneak attacks only if the Merisiel’s life experiences have taught her to enjoy things to
target is within 30 feet. their fullest as they occur—it’s impossible to tell when the good
Elven Immunities Elves are immune to magic sleep effects and get a +2 times might end. She’s open and expressive, always on the move and
racial saving throw bonus against enchantment spells and effects. working on her latest batch of plots to make easy money. In the end, it
Forlorn Having lived outside of traditional elf society for much of comes down to being faster than everyone else—either on her feet or “If I’ve got a big problem, I cut it into smaller
her life, Merisiel knows the world can be cruel, dangerous, and with her beloved blades. She wouldn’t have it any other way. pieces and most of the time that solves it!”
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Rogue (L evel 4)
Never the sharpest knife in the drawer, Merisiel makes up for this by carrying Evasion If Merisiel makes a successful Reflex saving throw against
at least a dozen of them on her person at any given time. an effect that would normally deal half damage on a successful
save, she instead takes no damage. If she is helpless, she does
MERISIEL not gain the benefit of evasion.
Female elf rogue 4 Point-Blank Shot Merisiel gains a +1 bonus on attack and damage
CN Medium humanoid (elf) rolls on ranged attacks against targets up to 30 feet away.
Init +6; Senses low-light vision; Perception +10 Trap Sense Merisiel gains a +1 bonus on Reflex saving throws to
DEFENSE avoid the effects of traps and a +1 dodge bonus to AC against
AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge) attacks made by traps.
hp 35 (4d8+12) Trapfinding Merisiel gains a +2 bonus on Perception checks to
Fort +4, Ref +9, Will +3; +2 vs. enchantment locate traps and on Disable Device checks. She can use Disable
Defensive Abilities evasion, trap sense +1, uncanny dodge; Device to disarm magic traps.
Immune sleep Uncanny Dodge Merisiel cannot be caught flat-footed, nor does
OFFENSE she lose her Dexterity bonus to AC if the attacker is invisible. She
Speed 30 ft. still loses her Dexterity bonus to AC if she is immobilized or if an
Melee +1 rapier +8 (1d6+3/18–20) opponent successfully uses the feint action against her.
Ranged dagger +7 (1d4+2/19–20)
Special Attacks sneak attack +2d6 The elves have a name for elven children unfortunate enough to
STATISTICS be born and raised in human society—the Forlorn. Merisiel is one
Str 15, Dex 18, Con 12, Int 10, Wis 12, Cha 10 of these, born in the Varisian city of Magnimar to elven parents
Base Atk +3; CMB +5; CMD 20 who were either unable or unwilling to raise a child on their
Feats Dodge*, Point-Blank Shot, Toughness*, Weapon Finesse* own. Merisiel’s parents left her in the care of the city’s temple to
Skills Acrobatics +11, Climb +9, Disable Device +13, Escape Artist +11, Calistria. The priests raised her as a ward of the temple, but she
Knowledge (local) +7, Perception +10 (+12 to locate traps), Sleight had little patience for teachers and prayer. Eventually, she left and
of Hand +11, Stealth +11 spent many years on the streets of Magnimar, earning a living as a
Traits forlorn*, reactionary* freelance thief. When her growing reputation as a pincher became
Languages Common, Elven inconvenient, she decided to seek out new settlements to explore
SQ elven magic*, rogue talents (combat trick*, finesse rogue*), and enjoy.
trapfinding* +2, weapon familiarity* Merisiel became a master at stowing away on ships, talking her
Combat Gear oil of keen edge, potions of cure light wounds (2), way out of trouble, and finding her way in new societies. She’s called
potion of invisibility, potion of jump, acid flask, alchemist’s dozens of cities home, leaving one for another when her companions
fire, tanglefoot bag; Other Gear +1 studded leather, +1 rapier, have outgrown her or she’s outlived them. Life has been hard for
daggers (12), cloak of resistance +1, universal solvent, backpack, Merisiel, made more so by the fact that she’s always found it difficult
hooded lantern, oil (5), masterwork thieves’ tools, silk rope (50 ft.), to master skills that come easily to her companions. Faced often with
31 gp situations where a quick tongue or stealth won’t suffice to keep her
* The effects of this ability are already calculated into Merisiel’s statistics. out of trouble, Merisiel has taken to carrying a dozen knives. When
SPECIAL ABILITIES things go wrong with her carefully laid plans (as they almost always
Sneak Attack: If Merisiel can catch an opponent when it is unable seem to do), the knives come out. To date, Merisiel hasn’t met a
to defend itself effectively from her attack, she can strike a vital problem that can’t, in one way or another, be solved with a blade.
spot for extra damage. Her attack deals an additional 2d6 points Merisiel’s life experiences have taught her to enjoy things to
of damage anytime her target would be denied a Dexterity their fullest as they occur—it’s impossible to tell when the good
bonus to AC, or when she flanks her target. Should Merisiel times might end. She’s open and expressive, always on the move and
score a critical hit with a sneak attack, this extra damage is not working on her latest batch of plots to make easy money. In the end, it
multiplied. Ranged attacks can count as sneak attacks only if the comes down to being faster than everyone else—either on her feet or “If I’ve got a big problem, I cut it into smaller
target is within 30 feet. with her beloved blades. She wouldn’t have it any other way. pieces and most of the time that solves it!”
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Rogue (L evel 7)
Never the sharpest knife in the drawer, Merisiel makes up for this by carrying score a critical hit with a sneak attack, this extra damage is not
at least a dozen of them on her person at any given time. multiplied. Ranged attacks can count as sneak attacks only if the
target is within 30 feet.
MERISIEL Evasion If Merisiel makes a successful Reflex saving throw against
Female elf rogue 7 an effect that would normally deal half damage on a successful
CN Medium humanoid (elf) save, she instead takes no damage. If she is helpless, she does
Init +11; Senses low-light vision; Perception +13 not gain the benefit of evasion.
DEFENSE Fast Stealth Merisiel can move at full speed without penalty when
AC 23, touch 17, flat-footed 17 (+5 armor, +1 deflection, +5 Dex, using Stealth.
+1 dodge, +1 shield) Point-Blank Shot Merisiel gains a +1 bonus on attack and damage
hp 59 (7d8+21) rolls on ranged attacks against targets up to 30 feet away.
Fort +5, Ref +11, Will +4; +2 vs. enchantment Trap Sense Merisiel gains a +2 bonus on Reflex saving throws to
Defensive Abilities evasion, trap sense +2, uncanny dodge; avoid the effects of traps and a +2 dodge bonus to AC against
Immune sleep attacks made by traps.
OFFENSE Trapfinding Merisiel gains a +3 bonus on Perception checks to
Speed 30 ft. locate traps and on Disable Device checks. She can use Disable
Melee +1 keen rapier +11 (1d6+3/15–20) Device to disarm magic traps.
Ranged dagger +10 (1d4+2/19–20) Uncanny Dodge Merisiel cannot be caught flat-footed, nor does she
Special Attacks sneak attack +4d6 lose her Dex bonus to AC if the attacker is invisible. She still loses
STATISTICS her Dexterity bonus to AC if she is immobilized or if an opponent
Str 15, Dex 20, Con 12, Int 10, Wis 12, Cha 10 successfully uses the feint action against her.
Base Atk +5; CMB +7; CMD 24
Feats Dodge*, Improved Initiative*, Mobility, Point-Blank Shot, The elves have a name for elven children unfortunate enough to
Toughness*, Weapon Finesse* be born and raised in human society—the Forlorn. Merisiel is
Skills Acrobatics +20, Climb +12, Disable Device +17, Escape Artist +15, one of these. Her parents left her in the care of Varisia’s temple
Knowledge (local) +10, Perception +13 (+16 to locate traps), Sleight to Calistria. The priests raised her, but she had little patience for
of Hand +15, Stealth +15 teachers and prayer. Eventually, she left and spent years on the
Traits forlorn*, reactionary* streets of Magnimar, earning a living as a freelance thief. When her
Languages Common, Elven growing reputation as a pincher became inconvenient, she decided
SQ rogue talents (combat trick*, fast stealth, finesse rogue*), to seek out new settlements to explore and enjoy.
trapfinding* +3, elven magic*, weapon familiarity* Merisiel became a master at stowing away on ships, talking her
Combat Gear potion of cure serious wounds, potion of invisibility, way out of trouble, and f inding her way in new societies. She’s
acid flask, alchemist’s fire, tanglefoot bag; Other Gear +2 called dozens of cities home, leaving one for another when her
studded leather, masterwork buckler, +1 keen rapier, daggers companions have outgrown her or she’s outlived them. Faced often
(12), cloak of resistance +1, belt of incredible dexterity +2, boots with situations where a quick tongue or stealth won’t suff ice to keep
of elvenkind, ring of protection +1, universal solvent, backpack, her out of trouble, Merisiel has taken to carrying a dozen knives.
hooded lantern, oil (5), masterwork thieves’ tools, silk rope (50 ft.), To date, Merisiel hasn’t met a problem that can’t, in one way or
14 gp another, be solved with a blade.
* The effects of this ability are already calculated into Merisiel’s statistics. Merisiel’s life experiences have taught her to enjoy things to
SPECIAL ABILITIES their fullest as they occur—it’s impossible to tell when the good
Sneak Attack: If Merisiel can catch an opponent when it is unable times might end. She’s open and expressive, always on the move
to defend itself effectively from her attack, she can strike a vital and working on her latest batch of plots to make easy money. In
spot for extra damage. Her attack deals an additional 4d6 points the end, it comes down to being faster than everyone else—either
of damage anytime her target would be denied a Dexterity on her feet or with her beloved blades. She wouldn’t have it any “If I’ve got a big problem, I cut it into smaller
bonus to AC, or when she flanks her target. Should Merisiel other way. pieces and most of the time that solves it!”
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.

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