Rogue - Merisiel.png

Orphaned at a young age and raised by humans in the slums, the elf Merisiel saw many friends grow old and die in the decades it took her to become an adult. Unfettered by responsibilities, she now travels where her curiosity takes her, wandering the world with those she calls friends at the time. Merisiel believes in experiencing life to the fullest—you never know when you'll meet an unexpected end—and that there are few problems a dagger can't solve.

Traits

Rise of the Runelords

Skills

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Strength d8 ☐+1 ☐+2 ☐+3
Dexterity d12 ☐+1 ☐+2 ☐+3 ☐+4
Acrobatics Dexterity +2
Disable Dexterity +2
Stealth Dexterity +2
Constitution d6 ☐+1 ☐+2
Intelligence d4 ☐+1 ☐+2 ☐+3
Wisdom d6 ☐+1
Perception Wisdom +2
Charisma d6 ☐+1 ☐+2

Role Powers

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Hand Size 5 ☐ 6
Proficient with Light Armors | ☐ Weapons
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) to your combat check, or discard it to add an additional 1d6.

Acrobat

Nimble and daring, these daredevils can perform feats of dexterity to avoid any danger or escape any foe.

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Hand Size 5 ☐ 6 7
Proficient with Light Armors | ☐ Weapons
You may evade your encounter ( and may put the card on top of the deck).
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) (+3) to your combat check or discard it to add an additional 1d6.
Add 2 to your noncombat check to defeat a barrier ( or close a location).
Add 2 ( 4) to your check to acquire an item.
When you play a blessing to add to your Dexterity check, you may recharge it instead of discarding it.

Thief

Moving silently and unseen, thieves pilfer the greatest treasures from beneath the noses of even the most watchful foes.

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Hand Size 5 ☐ 6
Proficient with Light Armors | ☐ Weapons
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) (+3) (+4) to your combat check, or discard it to add an additional 1d6.
Add 2 to your noncombat check to close a location.
Add 2 ( 3) ( 4) to your check to acquire an armor, item, or weapon.
When you play a blessing to aid your Dexterity check, you may recharge it instead of discarding it.
You may use Charisma in place of any skill on any check to recharge an armor, item, or weapon with the Magic trait.

Cards List

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Favored Card Type: Item Recommended Starting Deck*
Weapon 2 ☐ 3 ☐ 4 Dagger, Dart
Spell ☐ 1
Armor 1 ☐ 2 Leather Armor
Item 6 ☐ 7 ☐ 8 ☐ 9 Caltrops, Crowbar, Potion of Glibness, Potion of Vision, Thieves' Tools (2)
Ally 2 ☐ 3 Burglar, Guard
Blessing 4 ☐ 5 ☐ 6 Blessing of the Gods (4)

Skull & Shackles

Skills

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Strength d6 ☐+1 ☐+2
Dexterity d12 ☐+1 ☐+2 ☐+3 ☐+4
Acrobatics Dexterity +2
Disable Dexterity +2
Stealth Dexterity +2
Constitution d6 ☐+1 ☐+2 ☐+3
Intelligence d6 ☐+1 ☐+2
Craft Intelligence +2
Wisdom d4 ☐+1 ☐+2
Charisma d8 ☐+1 ☐+2

Role Powers

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Hand Size 5 ☐ 6
Proficient with Light Armors | ☐ Weapons
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) to your combat check.
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.

Shadow

In the alleyways, these rogues know all the places to hide—for example, right behind you.

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Hand Size 5 ☐ 6 7
Proficient with Light Armors | ☐ Weapons
You may evade your encounter ( and if it is a boon, you may put it on top of the location deck).
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) (+3) (+4) to your combat check ( and discard it to gain an additional 1d6).
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.
When a monster deals damage to you before ( or after) the encounter, reduce that damage to 0.
You automatically succeed at your Knowledge check.

Smuggler

If you need something, even if it's someone else's, call on these rogues.

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Hand Size 5 ☐ 6 7
Proficient with Light Armors | ☐ Weapons
You may evade your encounter. ( If the encountered card has the Pirate or Swashbuckling trait, you may immediately explore again.)
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) (+3) to your combat check.
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.
Add 1d4 (+1) to your non-combat check.
When you acquire a card, you may give it to another character.
When a character gives you a card on his turn, he may give you any number of cards.
When one or more plunder cards are stashed on your turn, you may stash an additional plunder card.

Cards List

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Favored Card Type: Item Recommended Starting Deck*
Weapon 3 ☐ 4 ☐ 5 Dagger, Pistol, Shortbow
Spell ☐ 1 ☐ 2
Armor 1 ☐ 2 Leather Armor
Item 5 ☐ 6 ☐ 7 ☐ 8 Amulet of Life, Conch Shell, Eye Patch, Thieves' Tools (2)
Ally 2 ☐ 3 Cabin Boy, Master Gunner
Blessing 4 ☐ 5 Blessing of the Gods (4)

Rogue Class Deck

Skills

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Strength d6 ☐+1 ☐+2
Dexterity d12 ☐+1 ☐+2 ☐+3 ☐+4
Acrobatics Dexterity +2
Stealth Dexterity +2
Ranged Dexterity +2
Constitution d6 ☐+1 ☐+2 ☐+3
Intelligence d6 ☐+1 ☐+2
Wisdom d4 ☐+1 ☐+2
Charisma d8 ☐+1 ☐+2

Role Powers

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Hand Size 5 ☐ 6
Proficient with Light Armors | ☐ Weapons
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) to your combat check.
For your combat check that has the Ranged trait, you may use a d10 for your Strength die.

Crack Shot

Equally adept with bows and daggers, these rogues strike unerringly.

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Hand Size 5 ☐ 6
Proficient with Light Armors | ☐ Weapons
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) (+3) to your combat check.
For your combat check that has the Ranged trait, you may use a d10 ( or a d12) for your Strength die.
When you would discard a weapon that has the Bow ( or Ranged) trait for its power, you may instead discard another card.
You may recharge a card to add 1d4 to a combat check by a character at another location.
If you begin your turn with no weapons ( or items) in your hand, you may draw a card.
When you play a blessing to add to your Dexterity check, you may recharge it instead of discarding it.

Forger

Forgers are adept at finding just the right resources for any situation—even if they have to fake them.

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Hand Size 5 ☐ 6 7
Proficient with Light Armors | ☐ Weapons
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 (☐+1) (☐+2) to your combat check.
For your combat check that has the Ranged trait, you may use a d10 for your Strength die.
When you play a weapon and would discard ( or bury) ( or banish) it, you may perform the action with a blessing ( or any card) instead.
When you would fail your check to acquire an item ( or any boon), you may discard a card to ignore the result and reroll the dice. You must use the second result.
When you play a blessing to add to your Dexterity check, you may recharge it instead of discarding it.

Cards List

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Favored Card Type: Item Recommended Starting Deck*
Weapon 2 ☐ 3 ☐ 4 Dagger, Dart
Spell ☐ 1
Armor 1 ☐ 2 Buckler
Item 5 ☐ 6 ☐ 7 ☐ 8 Amulet of Life, Caltrops, Potion of Energy Resistance, Sage's Journal, Thieves' Tools
Ally 3 ☐ 4 ☐ 5 Burglar, Carver, Troubadour
Blessing 4 ☐ 5 Blessing of the Gods (4)

*The official Rogue Class Deck tier 1 pregen usable in Organized Play, found on Paizo forums [link].

Note: Merisiel is the Owner of the card Footpad's Boots, and may thus start with it in her starting deck instead of a listed card of that type, even though it does not have the Basic trait.


Core Set

Merisiel is an adventurous rogue who lets no one limit her experience. She has enough knives to eliminate any number of small problems, choosing when and where to tackle the big ones. She has a simple mantra: If you have a thing she needs, she has a thing she needs.

Skills

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Strength d6 ☐+1 ☐+2
Dexterity d12 ☐+1 ☐+2 ☐+3 ☐+4
Acrobatics Dexterity +2
Disable Dexterity +2
Stealth Dexterity +2
Constitution d6 ☐+1 ☐+2
Intelligence d4 ☐+1 ☐+2
Wisdom d6 ☐+1 ☐+2
Charisma d8 ☐+1 ☐+2 ☐+3

Role Powers

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Hand Size 5 ☐ 6
Proficient with Weapons
When you encounter a card, if you are the only local character (☐ or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check (☐ or on a local check to acquire), you may discard (☐ or recharge) a card to add 1d6.

Liberator

Might as well just leave the front door open.

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Hand Size 5 ☐ 6 7
Proficient with Weapons
When you encounter a card, if you are the only local character (☐ or it is not your turn), you may evade it.
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check (☐ or on a local check to acquire), you may discard (☐ or recharge) a card to add 1d6.
On your non-combat ( or combat) check at an Urban location, add 1d4.
On your check to acquire, if you are the only local character, you may reroll a die.
When you acquire a boon, you may bury ( or discard) it to explore.
When another local character fails to acquire a boon, you may bury ( or recharge) a card to encounter it.

Waylayer

Watch your back...get stabbed in the front.

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Hand Size 5 ☐ 6 7
Proficient with Weapons
When you encounter a card, if you are the only local character (☐ or it is not your turn), you may evade it. ( If you do, you may reload it instead of shuffling it into its location.)
When you would recharge or discard a Knife weapon for its power, you may reload it instead.
On your combat check (☐ or on a local check to acquire)( or a local Acrobatics, Disable, or Stealth check), you may discard (☐ or recharge) a card to add 1d6 ( 1d8).
When you encounter a bane, you may recharge a card to ignore the bane's before acting powers.
On your combat ( or non-combat) check at an Underground location, add 1d4.
After you explore, you may examine the top card of your location.

Cards List

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Favored Card Type: Item or Knife Weapon Recommended Starting Deck*
Weapon 4 ☐ 5 ☐ 6 Dagger, Rapier, 2 others
Spell 0 ☐ 1
Armor 1 ☐ 2 Leather Armor
Item 4 ☐ 5 ☐ 6 Luckstone, Thieves' Tools, 2 others
Ally 3 ☐ 4 ☐ 5 Any 3
Blessing 3 ☐ 4 ☐ 5 Orison, 2 others

Note: Merisiel is the Owner of the card Footpad's Boots, and may thus start with it in her starting deck instead of a listed card of that type, even though it does not have the Basic trait.

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