Stend Faldren d'Tarkanan
Hit Points 84 16d8+16
ATTACKS
Base A. Bonus +11/+6/+1
Melee Attack +20/+15/+10
Ranged Attack +20/+15/+10
Maneuvers +12
DEFENSES
Armor Class +17
Touch AC +11
Flat-footed +7
Maneuvers +21

ABILITY trait mod
Strength 8 (14) –1 (+2)
Dexterity 22 (28) +6 (+9)
Constitution 12 +1
Intelligence 12 +1
Wisdom 7 –2
Charisma 16 (22) +3 (+6)
SAVES
Fortitude +7 (+12)
Reflex +20 (+25)
Will +4 (+9)
SKILL Roll Calculating
Acrobatics +30 dex 9 + rank 16 + class 3 + race 2
Climb +13 str 2 + rank 6 + class 3 + race 2
Stealth +41 dex 9 + rank 10 + class 3 + misc 19
Escape Artist +15 dex 9 + rank 3 + class 3
Bluff +12 cha 6 + rank 3 + class 3
Diplomacy +29 cha 6 + rank 16 + class 3 + feats 4
Disable Device +20 dex 9 + rank 8 + class 3
Intimidate +31 cha 6 + rank 16 + class 3 + feats 6
Perception +17 wis -2 + rank 16 + class 3
Sleight of Hand +28 dex 9 + rank 16 + class 3

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Nature: Sidekick
Leader: Arienna
Player: Fredrik
User: Vincent HunterVincent Hunter

Race: Hobbit
Origins: Breland
Residence: Highwater
Religion: The Mockery

Class: Rogue 6 / Assassin 10
Archetype: Consigliere
Alignment: Neutral Evil

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Description

Gender: Male
Age: 31
Hair: Light Brown
Eyes: Green
Height: 3'1''
Weight: 35lbs
Body: Athletic
Clothing: Usually dressed in simple but high quality clothes.
Oher traits: Almost always smiling, laughing, or otherwise acting in a friendly manner when in public.
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Information

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Racial Abilities

Speed: 20 feet.
Small: ●Gets +1 size bonus to AC & attack rolls
●Suffers –1 penalty to Combat Maneuvers & Maneuver Defense
●Adds a +4 size bonus on Stealth checks.

Hobbit Luck: Receive a +1 racial bonus on all saving throws.
Fearless: Get a +2 racial bonus on all saving throws against fear.
Sure-Footed: Get +2 racial bonus on Acrobatics & Climb skill checks.

Low Blow: Get +2 racial bonus to confirm crits on foes larger than them.
Proficiencies: ●Slings, ●treat "talenta" weapons as martial type.
Languages: Common, Halfling, Dwarven
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Class Abilities

Proficiencies: ●All simple weapons, ●Light Armor, ●Crossbow (Hand, Light & Heavy), ●Dart, ●Rapier, ●Sap, ●Shortbow, ●Short Sword

Convincing Attitude (Ex): ●Gains "Criminal Reputation" as a bonus feat.
●Gains the "charmer" rogue talent.
●If a consigliere attempts a Diplomacy check to influence a creature’s attitude, and fails by 5 or more,
the creature’s attitude remains unchanged instead of decreasing by 1 step.

Combat Advisor (Ex): Whenever a consigliere misses with a melee attack against an opponent, he can designate 1 ally within 30 feet of the target to receive a +1 insight bonus on their next attack roll against that opponent before the consigliere’s next turn.

Sneak Attack:+8d6 damage. ●Character's attack deals this extra damage anytime their target would be denied Dex bonus to AC (whether target actually has a Dex bonus or not), OR when the character "flanks" the target. ●Ranged attacks can only be sneak attacks if target is within 30 feet. ●The extra damage isn't multiplied on a critical hit. ●Can't sneak attack a target that has "conceament".

Trap Sense: Get (+1 per 3 lvls) = +2 bonus on Reflex saves to avoid traps & to AC against trap attacks (as a 'dodge' bonus).

Uncanny Dodge (Ex): Can't be caught flat-footed, even if the attacker is invisible.

He still loses his Dex bonus to AC if immobilized. An assassin with this ability can still lose his Dex bonus to AC if an opponent successfully uses the "feint" action against him.

Improved Uncanny Dodge (Ex): The character can no longer be flanked. This defense denies an opponent the ability to sneak attack the assassin by flanking him, unless the attacker has at least 4 more rogue levels (or levels in other class that gives sneak attack) than the target has assassin levels.

Poison Use: Trained in the use of poison and can't accidentally poison themselves when applying poison to a blade.

Resist Poisons: Gains a +5 saving throw bonus against poisons.

Hidden Weapons (Ex): Adds assassin level as bonus = +10 bonus to all Sleight of Hand checks made to prevent others from noticing weapons he's hidden on his body.

Hide in Plain Sight (Su): Can now use the Stealth skill even while being observed. As long as he is within 10 feet of some sort of shadow, an assassin can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.

Death Attack (Ex): If an assassin studies their victim for 3 rounds & then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). Studying the victim is a Standard action. The death attack fails if the target detects the assassin or recognizes them as an enemy (although the attack might still be a sneak attack if the target is denied their Dex bonus to AC or is flanked).

If the victim of such a death attack fails a Fortitude save (DC 10 +assassin's class level +Int modifier) against the kill effect, they die. If the saving throw fails against the paralysis effect, the victim is rendered "helpless" and unable to act for 1d6 rounds +1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, they must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes their save) or if the assassin doesn't launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before they can attempt another death attack.

If the assassin has levels in another class that grants the "death attack" ability, these levels stack with their assassin level to determine the DC of their death attack.

True Death (Su): Anyone slain by the assassin’s "death attack" becomes more difficult to bring back from the dead. Spellcasters trying to return a creature to life by using "raise dead" or similar magic must make a Caster Level check at DC = (15 +assassin’s level) = DC 31, or the spell fails and the material component is wasted. Casting "remove curse" the round before attempting to bring the target back from the dead negates this chance. The DC of the remove curse is (10 +assassin’s level) = DC 26.

.Quiet Death (Ex): Whenever the assassin kills a creature using his "death attack" during a surprise round, he can also make a Stealth check, opposed by Perception checks of those in the vicinity, to prevent them from identifying him as the assailant. If successful, those nearby might not even notice that the target is dead for a few moments, allowing the assassin to avoid detection.

Swift Death (Ex): The assassin can make a "death attack" against a foe without studying the foe beforehand. He must still sneak attack his foe using a melee weapon that deals damage.

Angel of Death (Su): Once per day, when the assassin makes a successful "death attack", he can cause the target’s body to crumble to dust. This prevents "raise dead" and "resurrection" (but "true resurrection" works as normal). Assassin must declare the use of this ability before the attack is made. If the attack misses or the target successfully saves against the death attack, this ability is wasted with no effect.
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Rogue Talents

2B.Charmer: Roll twice for Diplomacy, choose better result. Usable 1/day, +1/5 rogue lvls = 2/day.

2.Bleeding Attack: Target harmed by sneak attack bleeds –1HP per turn for each Sneak Attack dice = –8 HP/turn. Ignores DR.

4.Slow Reactions: A target damaged by the character's sneak attack can't AoO for 1 round.

6.Assault Leader: 1/day, when missing an attack on a flanked target, can choose an ally who is also flanking target.
Ally can make 1 attack against target as an immediate action.
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Feats

1B.Criminal Reputation: ●Get a +2 bonus on Diplomacy & Intimidate checks when interacting with criminals, whether they’re individual thieves and cutpurses or criminal organizations.
●If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
●These bonuses don't stack with those granted by "Persuasive", but this feat counts as the "Persuasive" feat for the purpose of fulfilling prerequisites.

1.Aberrant Mark: ●Get 1 spell-like ability, CL=1/2 lvl. ●Get +2 on Intimidate checks.

3.Dodge: +1 dodge bonus to AC.
5.Weapon Finesse: Use dex instead of str on attack rolls with light weapons.
7.Improved Low Blow: Bonus on confirming crit increases to +4.
In addition, 1/day if fails to confirm against larger foe, may re-roll. Must take new result.
9.Mobility: +4 AC again AoO from movement.
11.Sliding Dash: Charge through a foe for a flank attack.
13.Critical Focus: +4 on attack rolls made to confirm crit.
15.Manipulative Agility: Use Sleight of Hand for body-language Bluffs.
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Dragonmark Powers

Aberrant Mark:
Caster Level = Aberrant Heir lvls + 1/2 other levels +1 (least aspect) = CL 9
Save DC = 1d20 +(Spell level + Charisma Modifier).

Least Mark:
1.Detect Secret Doors: (1/day) Find hidden doors, openings, etc, within 60ft cone. Concentration, max 1 min/CL.
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Equipment

Blood Crystal Rapier: 1-hand wpn. Dmg: 1d4+3. Crit: 17-20x2. Traits: +3, Speed, Human Bane, Keen.
xxx: ranged wpn. Dmg: . Crit: x#. Range: ft. Traits: .
Darkleaf Quilted Cloth: Light armor. AC: +6. Max dex: +10. Penalty: –0. Speed: 20 ft. Traits: +5, Greater Shadow.

Belt of Physical Perfection +6
Cloak of Resistance +5
Headband of Alluring Charisma +6
Ring of Feather Fall

Wealth: 23'680 gp.

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