Selaxasp

Cherry Razarin's page

366 posts. Alias of Jesse Heinig.


Full Name

Cherry Razarin

Classes/Levels

INACTIVE - GAME DIED

Size

Medium

Age

19

Special Abilities

Darkness 1/day

Alignment

Chaotic Good

Deity

Sinashakti

Location

Riddleport

Languages

Common (Taldane), Abyssal; Elven, Infernal

Occupation

Bartender

Homepage URL

Picture album

Strength 13
Dexterity 17
Constitution 13
Intelligence 14
Wisdom 12
Charisma 12

About Cherry Razarin

Cherry Razarin
Female tiefling unchained rogue 4
CG Medium outsider (native)
Init +3; Senses Perception +9, Sense Motive +8; low-light vision, darkvision 120', see in darkness

--------------------
Defense
--------------------

AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
HP 31 (4d8, +4 Con, +4 favored class)
Fort +2 (+1 base, +1 Con), Ref +7 (+4 base, +3 Dex), Will +2 (+1 base, +1 Wis)

--------------------
Offense
--------------------

Speed 30 ft.
Melee +1 rapier +7 (1d6+4/18-20/x2; piercing) {+2 trait damage vs. opponents who can't see her}
Melee Sap +6 (1d6+1 nonlethal/x2; bludgeoning) {+2 trait damage vs. opponents who can't see her}
Ranged Masterwork shortbow +7 (1d6/x2; piercing; 60 ft.)

--------------------
Statistics
--------------------

Str 13, Dex 17, Con 13, Int 14, Wis 12, Cha 12
Base Atk +3; CMB +4; CMD 17
Languages: Common (Taldane), Abyssal; Elven, Infernal

--------------------
Feats
--------------------

Level 1
Fiend Sight: Your eyes develop keener sight in dim light and darkness.
Prerequisites: Darkvision 60 ft., tiefling.
Benefit: You gain low-light vision and your darkvision improves to 120 ft.
Special: You can take this feat twice. When you take it a second time, you gain the see in darkness universal monster ability.

Level 3
Fiend Sight: See above.

--------------------
Traits
--------------------

Looking for Work (Campaign): Although out of work, you aren't particularly keen on the prospect of gambling away your last remaining coins simply for a chance at riches. That said, if the Gold Goblin’s fortunes reverse after this big gambling tournament, you’re relatively certain its owner, Saul Vancaskerkin, will be needing to hire on some new staff members. You’ve secured payment for the tournament, and intend on attending mostly to check the place out, to decide if it’s a place you’d want to work at (as a bouncer, bartender, croupier, server, entertainer, spotter, or cook), and hopefully get a chance to catch Saul’s eye and make an impression. You’ve long worked at honing your skills, and are quite accomplished and certain that you have something to offer.
Benefit: Choose one of the following skills: Bluff, Craft (any), Diplomacy, Intimidate, Perform (any), Profession (gambler), or Perception. You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you.
Chosen Skill: Perception

Shadow Stabber (Race): An instinct for dishonorable conduct serves you well when fighting opponents who are blind, oblivious, or blundering around in the dark.
Benefit: You gain a +2 trait bonus on melee weapon damage rolls made against foes that cannot see you.

--------------------
Adventuring Skills
--------------------

Total skill ranks: 40/8 (32 class, +8 Int, +8 background skills)

Acrobatics +10 (4 ranks, +3 Dex, +3 class skill)
Bluff +10 (4 ranks, +1 Cha, +3 class skill, +2 race)
Climb +8 (4 ranks, +1 Str, +3 class skill)
Disable Device +12 (4 ranks, +3 Dex, +3 class skill, +2 trapfinding)
Knowledge (dungeoneering) +9 (4 ranks, +2 Int, +3 class skill)
Knowledge (local) +9 (4 ranks, +2 Int, +3 class skill)
Perception +9 (4 ranks, +1 Wis, +3 class skill, +1 trait)
* vs. traps: +11 {+2 trapfinding}
Sense Motive +8 (4 ranks, +1 Wis, +3 class skill)
Stealth +14 (4 ranks, +3 Dex, +3 class skill, +2 race, +2 special boots)
Swim +8 (4 ranks, +1 Str, +3 class skill)

--------------------
Background Skills
--------------------

Appraise +8 (3 ranks, +2 Int, +3 class skill)
Escape Artist +8 (2 ranks, +3 Dex, +3 class skill)
Profession (bartender) +7 (3 ranks, +1 Wis, +3 class skill)
Sleight of Hand +8 (2 ranks, +3 Dex, +3 class skill)

--------------------
Untrained Skills
--------------------

Diplomacy +1 (+1 Cha)
Handle Animal +1 (+1 Cha)
Intimidate +1 (+1 Cha)
Survival +1 (+1 Wis)

--------------------
Gear
--------------------

Total starting wealth: 140 gp

Artisan's outfit (free)
Entertainer's outfit (3 gp)
+1 rapier (20 gp, 2 lbs.)
Sap (1 gp, 2 lbs.)
Special boots (350 gp? 1 lb.)
Dagger (2 gp, 1 lb.)
Masterwork shortbow (2 lbs.)
20 arrows (1 lb.)
+1 studded leather armor (25 gp, 20 lbs.)
Masterwork backpack (50 gp, 4 lbs.)
[
• Bedroll (1 sp, 5 lbs.)
• Grooming kit (1 gp, 2 lbs.)
• Thieves' tools (30 gp, 1 lb.)
• 1,931 gp, 6 sp
]

--------------------
Special Abilities
--------------------

Tiefling

Ability Score Racial Traits: Tieflings are quick in body and mind, but are inherently strange and unnerving. They gain +2 Dexterity, +2 Intelligence, and –2 Charisma.
Type: Tieflings are outsiders with the native subtype.
Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Tieflings have a base speed of 30 feet.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Spell-like ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Unchained Rogue 4

Weapon and Armor Proficiency: 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 to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training: 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.
Level 3 finesse training weapon selected: Rapier

Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.
A rogue cannot choose a ninja trick with the same name as a rogue talent.
Level 2: Trap Spotter (Ex):
Benefit: Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Level 4 Talent: Stand Up (Ex)
Benefit: A rogue with this ability can stand up from a prone position as a swift action without provoking attacks of opportunity, or as a free action that provokes attacks of opportunity.

Unchained Rogue 3
Danger Sense: At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Unchained Rogue 4
Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Unchained Rogue 4
Uncanny Dodge (Ex): At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

--------------------
Backstory
--------------------

Description: Cherry is a woman of middling height with pleasant features and a few signature elements that showcase her tiefling heritage -- reddish eyes, tiny horns, and a slim, flicking tail. She bears an elaborate tattoo design that covers her right arm and shoulder and creeps up the side of her neck, and she generally wears the sort of clothing that one would expect of a bartender in low-rent establishments.
Cherry favors wearing a sleeveless leather bodice (sometimes with a blouse under it, sometimes not) and waist-high leather pants with shin boots that have a serious tread. When adventuring she adds her armor and gear.

Hair: Brown
Eyes: Red
Height: 5' 6"
Weight: 125 lbs.
Age: 19 years (max. tiefling rogue)

Background: Coming from a long infernal line that left Cheliax generations ago after coming out on the wrong side of a political dispute, Cherry is something of a mutt; her family has small bits and pieces of various infernal influences in it. By the time her generation came about, her family fortunes had fallen far enough that she lived a penurous life in Riddleport. Both of her parents worked to maintain a local watering hole, but in the typical sort of competition that happens in large, criminal cities, it was burned to the ground while she was a teenager and her parents were assaulted and badly beaten. She lived several lean years then and decided that she would not let herself fall into that kind of fate again. Using the skills learned from her upbringing, she started working in various establishments, bringing in customers with her savvy knowledge of local brews as well as her quick wit and quick fingers.
Having escaped a life of poverty and strife, she is very much a free spirit who has no love for the oppressive style of regimes like Chelaxia, or of people who try to take advantage of her. She has firmly rejected the evil impulses of her fiendish heritage in favor of living to the fullest with a celebration of all that life has to offer.
Cherry has (had) two siblings, an older brother and a younger one. Her older brother is currently in one of the infamous Riddleport prisons for thievery. Her younger brother was killed in an altercation between street gangs.

Personality Traits: Cherry switches quickly between sharp-tongued witticisms and flirtatious vivaciousness. Around people she likes, she tends to be ebullient and witty, funny and sometimes salacious. Around people she doesn't like, she is sharp, sometimes even vicious.