Targas

Keyona, Red Left Arm of Shotazu's page

91 posts. Organized Play character for cmlobue.



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Thanks for playing my little experiment. Please sign in >HERE< (no character needed yet) and then head to the discussion tab to help pick the scenario.


Defy the Dragon | Hivemarket Heist | ◆◇↺

Introduce your character here.


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This game has been reported and chronicles are >HERE<. Please let me know if you have any problems.

I will leave the game open for a few days for any final roleplay or questions.

Thank you for playing, and enjoy your holidays!


Welcome to my run of Bounty #5 - Witch's Winter Holiday. Please sign in >HERE< and add your token, perception and initiative to the slides >HERE<, then introduce yourself in the Gameplay thread.


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Everyone loves Winter Week! But a witch in a quiet town isn't finding the preparations for the big holiday feast as joyful as usual, and she's overwhelmed by all the work left to do. As the PCs respond to her request for helpers, can they ensure the festivities go off without a hitch?


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Discuss!


Welcome to my run of the 2025 Free RPG Day SF2 game, Battle for Nova Rush. Please sign in >HERE< and pick your character below. We will begin after the site shutdown on about November 12.


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Welcome to Free RPG Day 2025! Take the leap into Starfinder Second Edition as prisoners of a nefarious pirate captain. When the ship comes under attack by the Corpse Fleet, it's time to seize your chance to escape! Battle space pirates for control of the Nova Rush, befriend a chipper virtual intelligence, and escape the Corpse Fleet alive in Battle for Nova Rush!

This short adventure for 1st-level characters puts players in the role of four iconic Starfinder heroes: Chk Chk the mystic, Dae the solarian, Iseph the operative, and Navasi the envoy! Each character comes with complete pregenerated stats and roleplaying tips for the adventure—and they'll need to use every tool at their disposal to liberate Nova Rush and their new friend, Captain Concierge, from dastardly space pirates!

Note: My understanding is that now that SF2 proper is out, you can bring your own 1st-level characters rather than using a pregen.

Starfinder 1/5 *

The clan dagger does not appear in any Starfinder books. Would a character with the dwarf ancestry still get one using the stats from Player Core (plus presumably the archaic trait)?

I'd also like to see some of the really basic stuff included in SFS. I have a character who for lore reasons really wants to have a spear. Just basic pointy stick.


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Sign up >HERE< starting on August 23, 2025. Game will begin on September 4, 2025.


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It has come to the attention of a member of the Vernai, the council that leads the Red Mantis assassins, that there is a small shipping business that seems to be impersonating their assassins. Amused at their audacity, the assassins call on old debts from the Pathfinder Society to assist with locating and shutting down the business, as it seems the Red Mantis Dispatch has taken on a number of contracts on Pathfinder agents, including Zarta Dralneen and Eando Kline. Sneaking around a private island off the coast of Mediogalti, the Pathfinders are able to find evidence of a criminal ring that involves assassination, kidnapping, and the worst crime of all, forgery!


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Sign up >HERE< starting on August 23, 2025. Game will begin on September 4, 2025.


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While undertaking a routine surveillance mission to an uncharted world in the Vast, a freak accident occurs that causes the PCs' starship to crash on a nearby planetoid. Caught without another ship for assistance, it's up to the heroes to survive for several weeks as another Starfinder starship can be dispatched to rescue them. Can the PCs survive before succumbing to the dangers of an unexplored alien planet?


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Sign up >HERE< starting on August 23, 2025. Game will begin on September 4, 2025.


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When a nascent godling called the Newborn was birthed from the planet Aucturn in 324 AG, chunks of its planetary womb and embryonic fluids were cast across the Pact Worlds. Most of this debris—called aucturnite—collected at the outer rim of the system, in a region known as the Gelid Edge. This forlorn field of ice and technomagical debris is a realm of occult power, haunted starship wrecks, and unknown horrors. Yet, for all its dangers, the Gelid Edge is a frontier of new discoveries and forbidden knowledge, and many Newborn evangelists, anomaly hunters, and occult researchers have flocked to the region to learn its secrets.

When the Starfinder Society is contacted by scientists from Dreamlink Laboratories, who claim to have made an important discovery in the Gelid Edge, Venture-Captain Arvin dispatches a team of agents to investigate. Unfortunately, something has invaded Dreamlink Labs… and time is running short for the lab’s survivors.


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Thanks for playing my game of Rasheen's Requiem at PaizoCon. Please note that the game must be complete and reported by July 22. That means we have exactly 8 weeks to complete it. If it is not finished by then, then you get whatever you earned up until that point and nothing more - no grace period. Please include detailed botting instructions on your character sheet, ideally in a form at that can be cut and pasted into a post. If I cannot quickly determine what your character would do, I will put them on delay. Sorry to be so aggressive, but I don't want you to miss out on anything because we run out of time.


This game is a part of PaizoCon Online 2025. Please sign up >HERE<. Requires a valid ticket to PaizoCon.

Once you have signed up, you can sign in >HERE< and post a character introduction.

The game will begin on May 27 and must be finished by July 22.


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The legendary explorer Jelev Rasheen was one of the first to set off into the Drift in search of fame and fortune. After her mysterious disappearance, dozens of alleged children, partners, and adventuring companions began spreading one final tale about Rasheen: that she was last seen commanding a fleet of ships laden with treasure. Over the past few years, the Starfinder Society has joined the hunt for Jelev Rasheen’s fabled treasure, following a series of beacons from site to site, and recreating Rasheen’s final journey.

Now, the coordinates point to Pan, the only planet orbiting the star Ixo in the Tabori Cluster Nebula. The PCs travel to this badlands frontier in search of vast treasure barges or the next leg of Rasheen’s journey, only to discover a crashed starship half-buried in the earth, and no treasure to be found. What was so important about this wreck? And, more importantly, did Rasheen ever make it off this planet alive? The nearby town of Requiem Falls might hold the answers…


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Discuss!


Welcome to my run of PFS2 Q20 - The Dacilane Academy's Show Must Go On! Please sign up >HERE<, then add your token, perception and initiative to the slides >HERE<.

This quest will award 2 XP, 4 days of downtime and up to 5 treasure bundles.


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The Dacilane Academy often calls upon the Pathfinder Society to get them out of trouble, or to aid their students. Considering that many Pathfinders enroll their children in the academy, the relationship is one of mutual benefit. It’s therefore no surprise when the academy calls upon the Pathfinders to help make sure nothing terrible happens during the play that the students will be performing at a nearby theater, the Muse of the Rose. Recently, performances there have seen unfortunate accidents. No one has been seriously injured, but the performances were all ultimately ruined. It's up to the PCs to ensure that the Dacilane Academy's performance doesn't suffer the same fate, even if the have to prevent disasters backstage during the show itself.


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Thanks for playing my game of Betrayal in the Bones at PaizoCon. I'm usually a pretty laid-back GM, but there are special rules for the convention that require me to be a bit harsh.

Most importantly, the game must be complete and reported by July 22. That means we have exactly 8 weeks to complete it. If it is not finished by then, then you get whatever you earned up until that point and nothing more - no grace period. Because of this, I will be relatively aggressive about botting people. Please include detailed botting instructions on your character sheet, ideally in a form at that can be cut and pasted into a post. If I cannot quickly determine what your character would do, I will put them on delay.

This scenario also has a hard mode option. This will make the game harder and possibly longer with no additional reward. I will only run hard mode if every player affirmatively indicates that they want to play it. Please DM me your answer rather than posting in the discussion thread. If anyone says "maybe" or "no" or does not answer, we will not play hard mode.


This game is a part of PaizoCon Online 2025. Please sign up >HERE<. Requires a valid ticket to PaizoCon.

Once you have signed up, you can sign in >HERE< and post a character introduction.

The game will begin on May 27 and must be finished by July 22.


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Using misdirection and misinformation, the Pathfinder Society has cornered a pair of its old enemies—a demoniac and an assassin—in the Five Kings Mountains. However, the two have taken refuge inside a sacred dwarven burial ground sacred to Magrim, and their desperate defenses have stymied the dwarves’ initial assaults. It falls to a team of the Society’s best agents to overcome these obstacles, avert impending blasphemies, and end these villains’ treachery forever.


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Feel free to introduce yourselves in the Gameplay thread. The first official post of the game will be on March 2. Please also complete the >SIGN-IN SHEET< add your token, perception and initiative to the >SLIDES<.


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Defy the Dragon | Hivemarket Heist | ◆◇↺

Feel free to introduce yourselves in the Gameplay thread. The first official post of the game will be on March 2. Please also complete the >SIGN-IN SHEET< add your token, perception and initiative to the >SLIDES<.


Defy the Dragon | Hivemarket Heist | ◆◇↺

Feel free to introduce yourselves in the Gameplay thread. The first official post of the game will be on March 2. Please also complete the >SIGN-IN SHEET< add your token, perception and initiative to the >SLIDES<.


Defy the Dragon | Hivemarket Heist | ◆◇↺

The world-renowned Blakros Museum has outdone itself, gathering an unrivaled collection of relics from the Shining Crusade, a holy coalition that felled the greatest lich to threaten Golarion. When trouble befalls the exhibit mere days before its debut, the Pathfinders intervene, only to discover that one of the relics is key to averting a far greater disaster that has laid in wait for a millennium.

The story continues, first taking the Pathfinder Society to Lastwall's tangled Fangwood to earn the favor of a powerful celestial being and destroy a sinister curse. The PCs then return to the Solstice Scar itself for one final confrontation with the evil that dwells beyond—and a chance to end her villainy for good!


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Tabrid Minor is a planet on the brink of devastating ecological collapse. While the planet’s government refuses to alter course or change policy, hope is not lost. The Coenocopi Foundation works hard to rekindle ancient copaxi magical traditions, in the belief that their spread would cause many citizens to adopt a more ecologically responsible way of life, turning the tide of destruction. Unfortunately, these magical traditions have been lost to time and government erasure.

Enter the Starfinder Society! Explore the rotating ruins of Gadrathar Fortress, a shattered citadel floating miles above the surface of Tabrid Minor, on a quest for ancient wisdom and magical secrets.


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Within Irrisen, Queen Anastasia has spent the better part of a decade testing the boundaries of her rulership and seeing where she can and cannot make change. After enough research and discussion with fellow leaders, she's finally decided full steam ahead on the first of many plans she has to help bring her new home to the forefront of Avistani politics. As an international organization of travelers, she's called upon the Pathfinder Society for their opinions on the platform of her new venture, looking for insights from those who have to cross over wide landscapes, however her meeting with agents and contractors goes off the rails when a group of frost goblins looking to let off some steam launch an attack conducted by a disappointed fey. The Pathfinders will need to catch those goblins and defeat the fey in order ensure that Queen Anastasia's plan doesn't get derailed into the ground!


Welcome to my run of SFS1 #4-09 Through Sea and Storm. Please fill out the >SIGN-IN SHEET< and add your token, initiative and perception to the >SLIDES<, then introduce your character here.


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Discuss! Especially discuss your starship combat roles, as this scenario has the Starship tag.


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Thanks to the First Seeker's ongoing efforts, a group of Starfinders receive an exclusive opportunity to visit planet Pholskar and explore part of the restricted ruins of a fallen storm giant city. Before they can delve the ruins, the team must survive a dangerous atmospheric descent and impress a diplomat. As they acclimate to the world of the giants and investigate the ruins, they learn more about the causes of the war that toppled the fallen sky city.


Defy the Dragon | Hivemarket Heist | ◆◇↺

Discuss!


Defy the Dragon | Hivemarket Heist | ◆◇↺

Discuss!


Defy the Dragon | Hivemarket Heist | ◆◇↺

Discuss!


Welcome to my run of PFS1 special #8-00 The Cosmic Captive for Gameday XIII, an adventure for Pathfinders of levels 1-2. You may sign up >here< and complete the >Sign-In Sheet< beginning on August 15, 2024.


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Astronomers have marveled as the famous comet Aucturn's Tear once more soars through the solar system, yet this cycle, strange portals have begun opening on each planet the comet passes, and a powerful entity trapped on the other side of these gateways desperately calls for help. To the Pathfinder Society, this is a once-in-a-human-lifetime opportunity to discover what lies through these portals—and either free the captive trapped within or ensure that it remains sealed forever.


Welcome to my run of SFS1 #3-21: Frozen Ambitions: Renewal's Blight for Gameday XIII, an adventure for Starfinders of levels 3-6. You may sign up >here< and then complete the >Sign-In Sheet< beginning on August 15, 2024.


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As the Starfinder Society investigates mercenary laboratories producing an unstable combat-enhancing drug, the latest lead takes an experienced team to the arboreal ghoran homeworld, Ghorus Prime. The Starfinder agents must discover who is funding these dangerous experiments while investigating a growing blight on the forested planet—and determine if these events are connected.


Welcome to my run of PFS2 #4-13 Within the Prairies for Gameday XIII, an adventure for Pathfinders of levels 1-4. You may sign up >here< and complete the >Sign-In Sheet< beginning on August 15, 2024.


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With permission secured and access granted, a team of Pathfinder agents must escort an ancient star gun to one of the last remaining star gunsmiths, a mysterious figure that hasn’t been seen in several years. The Pathfinders must convince the gunsmith to emerge from hiding and repair the weapon, allowing them to return it to its original home and make connections with a town on the inside of Arcadia.

A villain watches from afar, angered at having been tricked by the Society, and plots to attack the team and the gunsmith, endangering innocent lives in the process. It’s up to the Pathfinders to defeat her and her forces, ensuring peace within the prairies of Arcadia!


Welcome to my run of SFS1 #3-17, Clone Batch Catastrophe, an adventure for Starfinders of tier 1-4.

Please fill out your information on the >Sign-In Sheet< and add your token, initiative and perception to the >Slides<.


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Discuss!


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When the Starfinder Society returns to the false moon of Salvation’s End, they discover a newly opened vault ripe for exploration. A group of Starfinders sent to delve this vault encounters a faulty system that produced clones of a single person to populate most of the vault. As their standard exploration mission devolves into absurdity, can the Starfinders uncover the source of the malfunction and save the vault’s residents before it’s too late?


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Welcome to the PaizoCon 2024 run of SFS1 6-05: Unearthing Ulumbia, for characters of levels 5-8. Feel free to dot in and have discussion in and out of character until game starts on May 28.


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The Starfinders have vowed to stop the Organization, a mysterious and violent criminal syndicate whose true name remains unknown and whose machinations threaten the lives of millions. Digging into the Organization’s past has revealed an interest in ancient Ulumbia, a long destroyed civilization from Deepwater Prime with few archaeological remains of value or importance. So why the interest? Travel to Deepwater Prime to unearth the secrets of ancient Ulumbia—a mission destined to drive the Starfinders into direct conflict with important agents of the Organization.


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Welcome to the PaizoCon 2024 run of SFS 2-19: Truth Keepers Discussion, for characters of levels 3-6. Feel free to dot in and have discussion in and out of character until game starts on May 28.

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

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Defense
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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)

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Offense
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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.)

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Statistics
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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

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Feats
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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.

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Traits
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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.

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Adventuring Skills
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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)

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Background Skills
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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)

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

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Gear
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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
]

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Special Abilities
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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.

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Backstory
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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.