Aram Zey

Sarien Ruseff's page

197 posts. Alias of Wander Weir.


Full Name

Sarien Ruseff

Race

Human

Classes/Levels

Rogue (Investigator)/ 1

Gender

Male

About Sarien Ruseff

Sarien Ruseff, Human Rogue (Investigator) - 1
CG Medium Humanoid (Human)
Approx. 19 years old
Favored Class: Rogue (1st Lvl Bonus = Skills)
Languages: Common, Halfling, Varisian

HD: 1d8 +1 (Con 9 HP
Current HP: 9
Init: +3
Movement: 30'

STR: 12 (+1)
DEX: 16 (+3)
CON: 12 (+1)
INT: 14 (+2)
WIS: 11 (+0)
CHR: 14 (+2)

Armor Class: 16 = 10 (Base), + 3 (Dex), + 3 (Armor)
Touch: 13 Flat Footed: 13

Armor:Studded Leather - +3, ACP = -1, Max Dex +5

SAVES:
Fortitude: +1 = +0 (Base), +1 (Con)
Reflex: +0 = +2 (Base), +3 (Dex)
Will: +0 = +0 (Base), +0 (Wis)

COMBAT:
Base Attack Bonus: +0
CMB: +1 = 0 (BAB), +1 (Str).
CMD: 14 = 10 (Base), +0 (BAB), +1 (Str), +3 (Dex)

Rapier: +1 (1d6 + 1, 18-20 x2, P)
Dagger: +1 / +3 (1d4 + 1, 19-20 x2, P)

SKILLS:

Acrobatic: +8 = +3 (Dex), +1 (Rank), +3 (Class), +2 (Feat), -1 (ACP)
Bluff: +6 = +2 (Chr), +1 (Rank), +3 (Class)
Climb: +0 = +1 (Str), -1 (ACP)
Diplomacy: +9 = +2 (Chr), +1 (Rank), +3 (Class), +1 (Trait), +2 (Feat)
Disguise: +6 = +2 (Chr), +1 (Rank), +3 (Class)
Escape Artist: +6 = +3 (Dex), +1 (Rank), +3 (Class), -1 (ACP)
Intimidate: +8 = +2 (Chr), +1 (Rank), +3 (Class), +2 (Feat)
Knowledge Local: +7 = +2 (Int), +1 (Rank), +3 (Class), +1 (Trait)
Knowledge Nobility: +3 = +2 (Int), +1 (Rank)
Perception: +4 = +0 (Wis), +1 (Rank), +3 (Class)
Ride: +2 = +3 (Dex), -1 (ACP)
Sense Motive: +5 = +0 (Wis), +1 (Rank), +3 (Class), +1 (Trait)
Sleight of Hand: +6 = +3 (Dex), +1 (Rank), +3 (Class), -1 (ACP)
Stealth: +6 = +3 (Dex), +1 (Rank), +3 (Class), -1 (ACP)
Swim: + 0 = +1 (Str), -1 (ACP)

Feats:

Acrobatic:
Benefit: You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Persuasive:
Benefit: You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Traits:

• Suspicious:
You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

• Tongue of Many Districts (Magnimar):
You gain a +1 trait bonus on Diplomacy, and Knowledge (local).

Class Abilities:

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 (called "precision 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 two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), 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 concealment.
Follow Up: An investigator can roll twice on any Diplomacy check made to gather information, and receives the information for both results. This takes the same amount of time as one check. If the lesser of the two checks reveals false information, the rogue is aware of it.
False information is not revealed in this way if the people she questioned do not know it to be false.
This ability replaces trapfinding.

SPECIAL ABILITIES:

Follow Up (Ex): Make two Gather Information checks in the time normally required for one.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.

Total Weight Carried: 28.28 lbs, Light Load
(Light: 43lbs, Medium: 86 lbs, Heavy: 130 lbs)

Equipment:

Worn: Dagger (Belt - Rt Hip), Dagger (Wrist Sheath), Spring Loaded Wrist (Rt wrist), Studded Leather armor, Courier's Clothing, 10 gp of jewelry (ring on rt hand, amulet with a fake green stone around neck), Rapier (Belt - L Hip), Backpack (back).

Backpack: Traveler's clothes.

Coin = 20 gp :: 13 cp

Background:

Sarien was born to a small, once prosperous merchant family in the Silver Shore district of Magnimar and the first five years of his life were comfortable ones. His father, Tamiel, had made his fortune in the cloth trade and his mother, Sera, was a skilled seamstress. The good years came to an end, however, when his elder sister, Kya, was abducted and slain by a sadistic killer.

Though Sarien and his Sera were equally broken-hearted by Kya's loss, Tamiel took it especially hard. For weeks after the discovery of Kya's body, the grieving father refused to leave his rooms, paying no mind to his business. When he finally did emerge, it was only to drink himself insensible. For two years Sarien and his mother lived a sort of twilight life, watching Tamiel sink deeper into an abyss that only ended when his body was brought home one day by the guard. He'd drowned after tumbling off the docks in a drunken stupor.

Sera did her best to pick up the pieces after Tamiel's death but by then it was largely too late. The business had been abandoned and the family's savings were squandered. Tamiel left them so deeply in debt that even selling the Silver Shore house was not enough to repay what he owed. Sera tried to make due by returning to her seamstress trade but the stress of the last few years had worked their toll on her; once steady hands had begun to tremor and nothing she did could still them. Unable to sew with her old skill, eventually she was forced to take a menial job with a dyer and they had little choice but to move to Rag's End.

Sarien, unable to understand how his world could change so much so fast, found what comfort he could in new friends. He ran with the street urchins of the 'End, learning to steal food from merchant's carts and to cut purses from belts. He did what he could to help his mother pay their remaining debts and put food on the table. When she took a fever, however, he didn't know what to do. Out of sheer desperation, he turned to the cousin of one of his friends, Jaster Frallino, leader of the local Sczarni gang for help.

Jaster had no interest in Sarien until he learned that the boy had grown up in the Silver Shore and had known many of the merchantmen and their family. Seeing an opportunity in that, Jaster fed and clothed Sarien and sent him back to his old friends in the Silver Shore district. Sarien made use of his former companions to get access to their houses and listen in to their merchant father's talk. There he could learn of shipping schedules and investments, taking the information back to the Sczarni so that they could take advantage of the information for their own devices.

In return, Sarien was given medication to help break his mother's fever, though he was too young to fully understand that in so doing he was turning her into an addict. While Sarien's fortunes as a member of The Gallowed rose, his mother sank deeper her dependence.

As it happened, Sarien was a natural at getting information from the higher classed families and reporting it efficiently to the Sczarni. As he grew older and more talented at his deceptions and investigations, he began to expand his horizons even venturing into the Summit on rare occasions. He had a talent for saying the right thing and encouraging people to talk to him, creating friends and family with the right connections wherever he went. As Sera grew more dependent on her 'medication', he worked harder to keep Jaster happy so that he could care for her.

Sera's heart finally gave out shortly after Sarien turned 15 and rather than surrender to his grief the way his father had, Sarien threw himself into his work. Everything was going well until one day his investigations accidentally uncovered information about the Sczarni that he could not accept.

On occasion, he learned, The Gallowed were 'loaned' out by their employer (Rassimeri Jaijarko) to accomplish special tasks. This in itself did not surprise him, but he was surprised when he discovered that one of Jaster's men had taken a special assignment on behalf of a local merchant. This merchant had a business rival who had beaten him one too many times. Driven to a rage, the merchant went to Jaijarko to hire an abduction. The original plan was to kidnap the rival's daughter and get him to pay an exorbitant ransom. Something had gone wrong, however, and the Sczarni savage chosen to do the job had lost control. The daughter had wound up dead. But, Sarien heard, everything had worked out in the end. The rival had gone insane with grief and eventually the merchant had been able to purchase his rival's business for a steal.

Sarien never heard the name of the rival, but he didn't need to. He did learn the name of the man who had been hired to do the kidnapping. Though his talents were more directed to subterfuge than violence, Sarien was able to track down the murderer, bide his time until the man was drunk, and drive a dagger through the man's throat. Once his sister's killer (and in a way, Sarien reasoned, the murderer of his father and his mother) had choked to death on his own blood, Sarien gathered what few things he had and left on the first ship for Riddleport. He was smart enough to know what Jaster would do when he learned who'd murdered killed his brother.

HeroLab Sheet:

Sarien Ruseff
Male Human Rogue (Investigator) 1
CG Medium Humanoid (human)
Init +3; Senses Perception +4
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +0
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Offense
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Speed 30 ft.
Melee Dagger +1 (1d4+1/19-20/x2) and
. . Dagger +1 (1d4+1/19-20/x2) and
. . Rapier +1 (1d6+1/18-20/x2)
Special Attacks Sneak Attack +1d6
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Statistics
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Str 12, Dex 16, Con 12, Int 14, Wis 11, Cha 14
Base Atk +0; CMB +1; CMD 14
Feats Acrobatic, Persuasive, Rogue Weapon Proficiencies
Traits Suspicious, Tongue of Many Towns (Magnimar) (Diplomacy, Knowledge Local)
Skills Acrobatics +8, Bluff +6, Climb +0, Diplomacy +9, Disguise +6, Escape Artist +6, Intimidate +8, Knowledge (local) +7, Knowledge (nobility) +3, Perception +4, Ride +2, Sense Motive +5, Sleight of Hand +6, Stealth +6, Swim +0 Modifiers Follow Up
Languages Common
Combat Gear Dagger, Dagger, Rapier, Studded Leather; Other Gear Backpack (empty), Wrist sheath, spring loaded (Dagger)
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Special Abilities
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Follow Up (Ex) Make two Gather Information checks in the time normally required for one.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.

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