Elven Rogue


Merisiel (Chaotic Neutral)

Initiative + 3; Speed 30 ft. (6 sq.); CR 1/2; HP 9
Senses Low-Light Vision; Perception + 7


AC 16, touch 13, flat-footed 13 (+ 3 armor, + 3 Dex)
Fortitude + 1, Reflex + 5, Willpower + 1
Resistances Elven Sleep Immunity


Melee Dagger + 3 (1d4 + 1 / critical hits 19-20/x2) and
Rapier + 3 (1d6 + 1 / critical hits 18-20/x2) and
Unarmed Strike + 3 (1d3 + 1 / critical hits 20/x2)
Special Attacks Sneak Attack + 1d6


Strength + 1, Dexterity + 3, Constitution + 1, Intelligence 0, Wisdom + 1, Charisma 0
Skills Acrobatics + 7, Bluff + 4, Climb + 5, Disable Device + 8, Perception + 7, Sense Motive + 5, Stealth + 7, Swim + 5
Feats Weapon Finesse
Equipment Backpack, Bedroll, Belt Pouch (empty), Chalk, Dagger (8), Rapier, Rope, Sack, Set of Clothes, Studded Leather, Thieves’ Tools, Torch (10), Trail Rations (5), Waterskin


Elven Sleep Immunity You are immune to magic sleep attacks (like sleep spells).
Low-Light Vision You can see twice as far in dim light as a dwarf or a human.
Sneak Attack +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 to find or disable traps.


The elves have a name for elven children unfortunate enough to be born and raised in human society—the Forlorn. In a few rare cases, these foundlings or orphaned elves find loving homes with humans, although the fact that, over the course of their childhood, one-time playmates become their effective guardians and foster parents results in a strangely skewed sense of the self. Most Forlorn aren’t as fortunate—they live on the streets as almost eternal urchins, watching alone as their companions age and move on to greater things.
Merisiel (pronounced meh-RIHS-ee-el) is one of the Forlorn, only now emerging from decades spent as a child of the streets into a young adult ready to make her own way in life. A master at stowing away on ships, she’s called dozens of cities home, leaving one for another when her companions outgrew her or she outlived them. Life has been hard for Merisiel, made more so by the fact that she’s always found it difficult to master skills that come easily to her companions. Never the sharpest knife in the drawer, as the saying goes, Merisiel has learned to make up for this by carrying at least a dozen of them on her person. When things go wrong with her carefully laid plans (as they almost always seem to do), the knives come out and what needs to be done gets done. To date, Merisiel hasn’t met a problem that can’t, in one way or another, be solved with daggers.

Merisiel’s life experiences have taught her to enjoy things to their fullest as they occur—it’s impossible to tell when the good times might end. She’s open and expressive with her thoughts and emotions, and while she’s always on the move and working on her latest batch of plots for easy money, in the end it comes down to being faster than everyone else—either on her feet, or with her beloved blades.

She wouldn’t have it any other way.


The Vile Worm of the Eldritch Oak (Group One) vapor11