Miyri Character in Elmaloris | World Anvil

Miyri




 

Story/Achievements

The Tide Must Flow: Delving into a recently explored grotto, spurred by dreams and a seer's advice, Poroko and Miyri unearth a secret, and are charged with caring for an ancient unborn life.


  Statblock

Miyri

Coeurlborn unchained rogue 2 (Pathfinder Unchained 20)
CN Medium humanoid (catfolk)
Init +3; Senses low-light vision; Perception +7

DEFENSE

AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 19 (2d8+4)
Fort +1, Ref +7, Will +2
Defensive Abilities evasion

OFFENSE

Speed 30 ft.
Melee dagger +4 (1d4+1/19-20) or
dagger +4 (1d4+1/19-20)
Ranged blowgun +4 (1d2) or
dart +4 (1d4+1)
Special Attacks sneak attack (unchained) +1d6

STATISTICS

Str 13(+1), Dex 16(+3), Con 13(+1), Int 15(+2), Wis 15(+2), Cha 08(-1)
Base Atk +1; CMB +2; CMD 15
Feats - Custom Feat -, Weapon Finesse
Traits deft dodger, spidery climber
Skills Acrobatics +8, Climb +7, Diplomacy +3, Disable Device +7, Disguise +4, Escape Artist +8, Heal +4, Perception +7, Stealth +8 (+10 to feint in combat), Survival +4, Swim +5
Languages Common, Hrojynni Catfolk, Mirromish, Shlealin
SQ rogue talent (camouflage), trapfinding +1
Other Gear varisian dancing scarves, blowgun, dagger, dagger, dart (8), vial of blackfrost (2), thieves tools, 10 gp

Special Abilities

Camouflage (Ex) Craft camouflage from foliage for +4 stealth until ruined by acid, fire, or cold attack.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sneak Attack (Unchained) +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.
  Languages: Hokenian(Common), Hrojynni Catfolk, Mirromish, Shlealin
SQ: Displacer shunt(1/day), rogue talent (camouflage), trapfinding +1
Traits: deft dodger, spidery climb
Gear: varisian dancing scarves, blowgun, dagger(2), dart (8), vial of blackfrost (2), coin pouch(170g
  [big]GEAR[/big] 2 vials of Blackfrost poison - price: N/A; Weight: -;[/span]
Type: contact; Save: Fortitude DC 15
Onset: 1 minute; Frequency: 1/minute for 6 minutes
Initial Effect: 2d6 hp damage (half acid, half cold Secondary Effect: 1d2 Con damage
Cure: 2 consecutive saves

  Thieves' tools [span class="faded"]price: 30 gp; weight: 1 lb(s[/span] This kit contains lockpicks and other tools you need to use the Disable Device skill. Without these tools, you must use improvised tools, and you take a –2 circumstance penalty on Disable Device checks. This grimy thing was found

  Varisian dancing scarves [span class="faded"]price: 150 gp; weight: 8 lb(s AC bonus: +2; maximum dex: +0; armor check penalty: -0; spell failure chance: 0%; speed(30ft / 20ft): -;[/span] This set of colorful scarves, is made of heavy silk and reinforced with leather straps. As you move, they flutter and flow, obscuring your shape and protecting against enemy attacks. Varisian dancing scarves provide no benefit while you are standing still. Whenever you move at least 10 feet during your turn, you gain a +2 armor bonus to AC until the beginning of your next turn. Varisian dancing scarves add their enhancement bonus to this armor bonus instead of providing a constant benefit; other magical enhancements (such as light fortification) apply whether or not you are moving. In addition, Varisian dancing scarves provide a +2 circumstance bonus on Bluff checks made to feint in combat.

  Blowgun [span class="faded"]price: 2 gp; weight: 1 lb(s dmg(S/M): 1d2 B; critical: 20/x2; range: 20 ft; special: -;[/span] Blowguns are generally used to deliver debilitating (but rarely fatal) poisons from a distance. They are nearly silent when fired. For a list of appropriate poisons, see Poisons on page 110.

  Dagger [span class="faded"]price: 2 gp; weight: 1 lb(s dmg(S/M): 1d4 P/S; critical: 19/x2; range: 10 ft; special: -;[/span] A dagger is a fighting knife. Its blade is usually less than 1 foot long, and can be curved or straight, with one edge or two. Dagger designs vary widely, and can have many different names (such as a thrusting dagger being called a “dirk”). You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body.

  Dart [span class="faded"]price: 5 sp; weight: 0 lb(s dmg(S/M): -; critical: -; range: -; special: -;[/span] The thin, light darts used in a blowgun are usually made of hardwood with a stabilizing fletching of down or fur. A dart is usually loaded from the back end just before firing.

  [big]SPECIAL ABILITIES[/big] Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Weapon Finesse (combat feat): You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.

Double Draw (combat feat): Your limbs allow you to manipulate multiple weapons.
Prerequisites: Four or more arms.
Benefit: You can draw, reload, or sheathe two weapons with the same action normally required to do so with one weapon.






Deft Dodger (trait): Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.
Spidery Climber: More hands means more handholds. You gain a +1 trait bonus on Climb checks. In addition, as long as you have two hands free, the DC to catch yourself on a wall while falling is equal to the wall’s DC + 10, and the DC to catch yourself on a slope is equal to the slope’s DC + 5.

        XP Track
1 x Venomous Snake(400xp) 1 x Giant Spider(400xp) 1 x Dire Wolf (800xp) Completing Torma-Kalgo's request (400xp)

  Skill rank purchases
level 1: Acrobatics 1
Climb 1
Disable Device 1
Disguise 1
Escape Artist 1
Heal 1
Perception 1
Stealth 1
Survival 1
Swim 1

level 2: Acrobatics 2
Climb 2
Diplomacy 1
Disable Device 2
Disguise 2
Escape Artist 2
Heal 2
Perception 2
Stealth 2
Survival 2
Swim 1

  Skills expanded
Skill Ranks per Level: 8 + Intelligence modifier
  Acrobatics +2 rank(s) (+3{DEX}, +3 class{☑} +0 misc -0 ACP) = +8
  Appraise +0 rank(s) (+2{INT}, +0 class{☑} +0 misc) = +2
  Bluff +0 rank(s) (-1{CHA}, +0 class{☑} +0 misc) = -1
  Climb +2 rank(s) (+1{STR}, +3 class{☑} +0 misc -0 ACP) = +6
  Craft() +0 rank(s) (+2{INT}, +0 class{☑} +0 misc) = +2
  Diplomacy +1 rank(s) (-1{CHA}, +3 class{☑} +0 misc) = +3
  Disable Device +2 rank(s) (+3{DEX}, +3 class{☑} +0 misc -0 ACP) = +8
  Disguise +2 rank(strained} (-1{CHA}, +3 class{☑} +0 misc) = +4
  Escape Artist +1 rank(s) (+3{DEX}, +3 class{☑} +0 misc) = +7
  Fly +0 rank(s) (+3{DEX}, +0 class{☐} +0 misc -0 ACP) = +3
  Handle Animal +0 rank(suntrained} (-1{CHA}, +0 class{☐} +0 misc) = -1
  Heal +2 rank(s) (+2{WIS}, +0 class{☐} +0 misc) = +4
  Intimidate +0 rank(s) (-1{CHA}, +0 class{☑} +0 misc) = -1
  Knowledge(Arcana) +0 rank(suntrained} (+2{INT}, +0 class{☐} +0 misc) = +2
  Knowledge(Dungeoneering) +0 rank(suntrained} (+2{INT}, +0 class{☑} +0 misc) = +2
  Knowledge(Engineering) +0 rank(suntrained} (+2{INT}, +0 class{☐} +0 misc) = +2
  Knowledge(Geography) +0 rank(suntrained} (+2{INT}, +0 class{☐} +0 misc) = +2
  Knowledge(History) +0 rank(suntrained} (+2{INT}, +0 class{☐} +0 misc) = +2
  Knowledge(Local) +0 rank(suntrained} (+2{INT}, +0 class{☑} +0 misc) = +2
  Knowledge(Nature) +0 rank(suntrained} (+2{INT}, +0 class{☐} +0 misc) = +2
  Knowledge(Nobility) +0 rank(suntrained} (+2{INT}, +0 class{☐} +0 misc) = +2
  Knowledge(Planes) +0 rank(suntrained} (+2{INT}, +0 class{☐} +0 misc) = +2
  Knowledge(Religion) +0 rank(suntrained} (+2{INT}, +0 class{☐} +0 misc) = +2
  Linguistics +0 rank(suntrained} (+2{INT}, +0 class{☑} +0 misc) = +2
  Perception +2 rank(s) (+2{WIS}, +3 class{☑} +0 misc) = +7
  Perform() +0 rank(s) (-1{CHA}, +0 class{☑} +0 misc) = -1
  Profession() +0 rank(suntrained} (+2{WIS}, +0 class{☑} +0 misc) = +2
  Ride +0 rank(s) (+3{DEX}, +0 class{☐} +0 misc -0 ACP) = +0
  Sense Motive +0 rank(s) (+2{WIS}, +0 class{☑} +0 misc) = +2
  Sleight of Hand +0 rank(suntrained} (+3{DEX}, +0 class{☑} +0 misc) = +3
  Spellcraft +0 rank(suntrained} (+2{INT}, +0 class{☐} +0 misc) = +2
  Stealth +2 rank(s) (+3{DEX}, +3 class{☑} +0 misc -0 ACP) = +8
  Survival +2 rank(s) (+2{WIS}, +0 class{☐} +0 misc) = +4
  Swim +1 rank(s) (+1{STR}, +3 class{☑} +0 misc -0 ACP) = +5
  Use Magic Device +0 rank(suntrained} (-1{CHA}, +0 class{☐} +0 misc) = -1
Species
Children
Stats
StrDexCon
13(+1)
16(+3)
13(+1)
IntWisCha
15(+2)
15(+2)
08(-1)