Documente Academic
Documente Profesional
Documente Cultură
Merisiel is an elf who grew up as an orphan among humans. She is a master at stowing
away on ships, and has called dozens of cities home, leaving one for another after her
human companions grew up and she stayed young. Merisiel isnt exactly the sharpest knife
in the drawer, but she makes up for this by being incredibly agile and skilled with small
objects, such as daggers and lockpicks. So far, Merisiel hasnt met a problem that cant, in
Rogue
one way or another, be solved with daggers.
Merisiels life experiences have taught her to enjoy things to their fullest as they occur
its impossible to tell when the good times might end. Shes open and expressive with her
thoughts and emotions, and while shes always on the move and working on her latest
batch of plots for easy money, in the end all her schemes come down to being faster than
everyone elseeither on her feet, or with her beloved blades.
She wouldnt have it any other way. Play this rogue character
if youd like to be good at:
Sneaking
Doing Acrobatics
Being a Swashbuckler
Picking locks
Finding traps
Discovering secrets
A Elf
dice rolls for your rogue character. It also gives you places to keep poison, fear, traps, and dragon breath.
track of your equipment and treasure.
Character Name Race
You make a saving throw by rolling 1d20 and adding the
Merisiel
Alignment CN O
Rogue
XP 20 Total for the kind of save you're making. For example,
Gender Female Class Level 1
B Ability Scores and Ability Modifiers your Reflex save is 1d20+5. Rolling a 20 on the die always
Ability Scores represent your raw physical and mental talent. Higher
numbers are better. The better an Ability Score is, the better its Ability
B Ability scores Ability Modifiers F Class Features Hit
Points 9 succeeds. Rolling a 1 on the die always fails.
0 +
CON Mod
1 +
MISC
=
ToTal
0 +
wis Mod
1 +
MISC
=
ToTal
+1
Add +1d6 damage to Valeros and
innkeeper. You make an ability check by rolling 1d20 and adding Intelligence 1O +O Int Modifier Attack bonus 0 skill Ranks 8 Merisiel are not
the ability modifier (not the ability score). For example, to make your weapon damage if: flanking the ogre.
Wisdom 13 +1 Wis Modifier
a STR check you roll 1d20+1 (because your STR Mod is +1). Trapfinding +1 (1) your target hasn't
Charisma 1O +O Cha Modifier
Sneak Attack +1d6 acted yet in
combat, or
C Racial Traits Kyra and
C Elf Racial Traits Speed 3O Feet (6 Squares)
(2) your target is
paralyzed or
Valeros are
flanking
Your speed is how many feet or squares you can move as a move action. the ogre.
You can see twice as far as a human in dim light. Low-Light Vision helpless, or The goblin
and ogre are
Your Perception skill (Section D) includes a +2 bonus for being an elf. Keen Senses (3) you and an ally flanking Ezren.
are flanking (on
Making Skill Checks D Skills Class Ability Misc. opposite sides of)
D
Skill? Ranks MOD MOD TOTAL
your target (see
Skills are things that anyone can do, like climb or swim. Acrobatics 1 +
DEX Mod
+ + =
Improved initiative DEX Mod TOTAL
1 + 1 + 3 = +5
Climb
+ =
Attack bonus STR MOD TOTAL
Melee Attack O 1 +1
G Combat
You make a skill check when you try to use a skill. Higher numbers
20 cha Mod
are better. Roll 1d20 and add the Total (the last column) for that Diplomacy 0 + 0 + 0 = +0
=
+
Attack bonus DEX MOD TOTAL
Ranged Attack O 3 +3 You make an initiative check (1d20+3) at the start of combat. The
skill. For example, to make a Stealth check you roll 1d20+7. Youre DEX Mod
trying to equal or exceed the Difficulty Class (DC) number for the Disable Device* 1 + 3 + 3 = +7 Weapon Rapier highest roll goes first, second-highest goes second, and so on.
wis Mod
skill. You can use a skill only if there is a number in its Total box. Attack Critical Damage Range
Heal 0 + 1 + 0 = +1 Bonus
Damage
Threat TYPE Increment Ammunition
20
You can make one attack once per round on your turn.
INT Mod
+3 1d6+1 18-2O P To attack, roll 1d20 and add your Attack Bonus for that
Knowledge Arcana* + + = weapon. For example, your rapier attack is 1d20+3. If your
What You Can Do On Your Turn Knowledge Dungeoneering* +
INT Mod
+ =
Weapon
Weapon Dagger (thrown) total is equal to or higher than your enemys Armor Class, you
INT Mod Attack Damage Critical Damage Range Ammunition hit and roll damage! Rolling a 20 always hits. Rolling a 1 always
Bonus Threat
HIT TYPE Increment
You can do one standard action: Knowledge Geography* + + = misses. If you roll the critical threat number, the blow may be a
+3 1d4+1 19-2O P 1O Feet 8
Attack with a weapon (youre allowed to attack diagonally)
INT Mod
critical hit! The Game Master has more information on critical hits.
Knowledge History* + + =
Move up to 30 feet
H Armor and Armor Class
INT Mod
Move up to 15 feet with Stealth = AC 3 + O + 3 O 16 Your Armor Class represents how hard it is for enemies to hit you.
INT Mod
SteALTh 1 + 3 + 3 = +7 Equipment
Pick up an item from the ground
Reload your crossbow
*Trained Only Swim 1 +
STR Mod
1 + 3 = +5
j EQuipment
Your equipment is on the studded leather armor sack
And one free action: right side of this page daggers (8) set of clothes
Speak
Drop an item
E Armor and weapon Proficiencies rapier
backpack
thieves tools
torches (10)