| Full Name |
Kishara Razard |
| Race |
Half-Elf |
| Classes/Levels |
Rogue (Unchained) 6 | AC 22 T 15 FF 22 | HP 45 | F +5 R +10 (+2 v Traps) W +4 (+2 v Ench) | Init +4 | Perception +15 | S.M. +10 |
| Gender |
HP 43/45 Female |
| Age |
29 |
| Alignment |
Neutral Good |
| Languages |
Chelaxian, Common, Elven |
| Strength |
8 |
| Dexterity |
19 |
| Constitution |
14 |
| Intelligence |
14 |
| Wisdom |
12 |
| Charisma |
10 |
About Kishara
KISHARA
Female Half-Elf (Chelaxian) Rogue (Unchained) 6
NG Medium humanoid (elf, human)
Init +4; Senses Low-Light Vision, Perception +15,
DEFENSE
AC 22, touch 15, flat-footed 22 (+6 armor, +1 *Amulet of Natural Armor +1, +4 Dex, +1 deflection, +1 natural, ), Combat Expertise
hp 45 (6d8)+12
Fort +5, Ref +10, Will +4, +2 Reflex to avoid traps, +2 vs. enchantment spells and effects
Defensive Abilities Danger Sense +2, Evasion, Uncanny Dodge,
OFFENSE
Speed 30 ft.
Melee adamantine/+1 short sword +10 (1d6+5/19-20)
Melee silversheen/+1 short sword +10 (1d6+5/19-20)
Melee mace (light) +8 (1d6)
Melee masterwork rapier +9 (1d6/18-20)
Melee sap +8 (1d6)
Ranged shortbow +8 (1d6/x3)
Ranged alchemist's fire (flask) +8 (1d6)
Ranged holy water (flask) +8 (2d4)
Ranged acid (flask) +8 (1d6)
Melee dagger +8 (1d4/19-20)
Ranged dagger (thrown) +8 (1d4/19-20)
Melee dagger (alchemical silver) +8 (1d4-1/19-20)
Ranged dagger (alchemical silver/thrown) +8 (1d4-1/19-20)
Melee gauntlet (spiked) +8 (1d4)
Melee masterwork dagger (cold iron) +9 (1d4/19-20)
Ranged masterwork dagger (cold iron/thrown) +9 (1d4/19-20)
Ranged alkali (flask) +8 (1d6)
Ranged sling +8 (1d4)
Melee masterwork cestus +9 (1d4/19-20)
Melee masterwork sword (short/cold iron) +10 (1d6/19-20)
Special Attacks Sneak Attack 3d6,
STATISTICS
Str 8, Dex 19, Con 14, Int 14, Wis 12, Cha 10
Base Atk +4; CMB +3; CMD 18
Feats Combat Expertise, Combat Reflexes, Gang Up, Skill Focus (Perception), Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Short Sword)
Skills Acrobatics +13, Appraise +6, Bluff +5, Climb +3, Craft (Untrained) +2, Diplomacy +12, Disable Device +16, Escape Artist +10, Fly +4, Heal +1, Intimidate +4, Knowledge (Dungeoneering) +8, Knowledge (Local) +8, Perception +15, Perception (Avoid Surprise) +17, Perception (Trapfinding) +18, Ride +4, Sense Motive +10, Sleight of Hand +9, Spellcraft +4, Stealth +13, Survival +1, Swim +3, Use Magic Device +11,
Languages Celestial, Chelaxian, Common, Elven, Infernal
SQ Adaptability, Bonus Rogue Talent (6x), Debilitating Injury, Elf Blood, Elven Immunities, Finesse Training, Keen Senses, Low-Light Vision, Major Magic (Vanish), Minor Magic (Detect Magic), Multitalented, Rogue's Edge, Skill unlock acrobatics 5 Ranks, Trapfinding, Weapon Choice (Short Sword), , , , , ,
Possessions amulet of natural armor +1; ring of protection +1; sword +1 (short/adamantine); sword +1 (short/silversheen); outfit (pickpocket's); mithral shirt +2; cloak of resistance +1; potion of cure light wounds (x2); potion of cure moderate wounds; signal whistle; tindertwig (x2); smokestick; masterwork dagger (cold iron); alkali (flask); masterwork cestus; masterwork sword (short/cold iron); Handy Haversack [ Blanket; Mace (Light); Waterskin (Filled); Bedroll; Rope (Silk/50 ft.); Cold-Weather Outfit; Outfit (Explorer's); Lamp (Common); Mess Kit; Moonrod; Oil (1 Pint Flask) (x2); Rations (Trail/Per Day) (x7); Scrivener's Kit; Soap (per lb.); Sunrod; Torch; Whetstone; Backpack, Common; Caltrops (x2); Masterwork Rapier; Mulberry Stone, Cracked, Sap; Shortbow; Arrows (20) (x2); Twine (50 ft.); Cold Iron Weapon Blanch; Silver Weapon Blanch; Alchemist's Fire (Flask); Healer's Kit; Holy Water (Flask) (x3); Bell (x4); Candle (x5); Chalk (1 Piece) (x5); Charcoal (1 stick) (x5); Fishhook; Flint and Steel; Parchment (Sheet) (x5); Sewing Needle; Magnet; Powder; Sack (x2); Acid (Flask) (x2); Dagger (x2); Dagger (Alchemical Silver); Gauntlet (Spiked); Thieves' Tools (Masterwork); Weapon blanch (ghost salt); ]; Backpack, Common ; Shortbow [ Grappling Arrow; ]; Sack ; Scroll Case [ Scroll (Comprehend Languages) (x2); ]; Wrist Sheath (spring-loaded) [ Wand of Cure Light Wounds; Wand of Expeditious Retreat; Wand of Infernal Healing; ]; Sling ;
SPECIAL ABILITIES
Adaptability (Ex) Half-elves receive Skill Focus as a bonus feat at 1st level.
Bonus Rogue Talent (6x) The human gains +1/6 of a new rogue talent.
Clever Wordplay (Diplomacy) Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.
Danger Sense (Ex) You gain a +2 bonus on Reflex saves to avoid traps and a +2 dodge bonus to AC against attacks by traps. In addition, you gain a +2 bonus on Perception checks to avoid being surprised by a foe. This ability counts as trap sense for 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 (if you have trap sense from another class).
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.
Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.
Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Evasion
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.
Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.
Language Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Major Magic (Vanish) (Sp) You can cast Vanish 3 times a day as a spell-like ability. The caster level for this ability is 6. The save DC for this spell is 13.
Minor Magic (Detect Magic) (Sp) You can cast Detect Magic. This spell can be cast at will as a spell-like ability. The caster level for this ability is 6. The save DC for this spell is 12.
Multitalented (Ex) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
No Racial Subtype You have chosen no racial subtype.
Pragmatic Activator While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
Rogue's Edge (Ex) You have mastered a single skill beyond that skill's normal boundaries, gaining results that others can only dream about. You gain the skill unlock powers as appropriate for the number of ranks you have.
Skill unlock acrobatics 5 Ranks You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren't denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.
Skills
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 3d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you 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, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Trapfinding (Ex) You add +3 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.
Weapon Choice (Short Sword) (Ex) Dexterity to Damage with Short Sword