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Tana Redbird: Assassin Rogue Profile

Tana "Dark Heart" Redbird is a 12th level assassin/rogue gestalt with exceptional skills in stealth, perception, and combat. She possesses abilities like death attack, poison use, and trapmaking from her assassin levels. Her rogue levels provide sneak attack, evasion, and uncanny dodge. She has a variety of supernatural gifts from her natural heritage.

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0% found this document useful (0 votes)
61 views4 pages

Tana Redbird: Assassin Rogue Profile

Tana "Dark Heart" Redbird is a 12th level assassin/rogue gestalt with exceptional skills in stealth, perception, and combat. She possesses abilities like death attack, poison use, and trapmaking from her assassin levels. Her rogue levels provide sneak attack, evasion, and uncanny dodge. She has a variety of supernatural gifts from her natural heritage.

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mysticql007
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We take content rights seriously. If you suspect this is your content, claim it here.
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Illiamtana Dark Heart Redbird

She tends to go by Tana amongst family and friends.


Assassin, Tome/Combat Rogue 12 Gestalt
Str
1 +
6 3
Dex 2 +
2 6
Con
1 +
9 4
Int
2 +
2 6
Wis
2 +
0 5
Cha
2 +
6 8
HP
AC

102

BAB
DR
Attack (handheld)
Attack (missile)
Regen

+12/+10/+10

+12 Dex,+5 Natural, Class +3, Tumble +3,+2


Shield
5/+17/+15/+15 (Zen Warrior)
+18/+16/+16

Initiative
Fortitude

+6

Reflex
Will
Grapple
Movement

+17

+15

+12
+13
40ft ground, 60ft Fly(good)

Fast Heal 1

Natural Abilities
Orphan

prestidigitate, resist elements (all) 12

Serra Angel

Flight

Sakkara

Power of Wrath

Taryn

Health and well being- Fast healing 1

Aya

True Seeing, Open mindedness and mental strength

Alisha

Sight in even magical darkness

Capt Tsagoi

No fear of the water

Vincent

Treated initially as neutral by wild animals

Sasha

Passion and Drive

Erotica

+4 to Charisma

Starhawk

Wisdom of war 15 (Int) and when to wage it (not a hothead) +4 vs emotional disturbance

Nicolai

Streetwise and good at discerning lies

Troy

Call on aid from Troy 1 time .

Amber

Viper bracelet/familiar

Skills:
Stealth: +27

Bluff: +14

Knowledge: Legendary Heroes and Gods of the Old


World- Lvl +3

Perception: +23

Sense Motive: +23

Knowledge: Dungeoneering Lvl +3

Drive:+24

Sleight of Hand: +15

Balance: Level +3

Repair: +24

Tumble: +23

Jump: Level+3

Perform:+20 Act(comedy, drama), Dance


(ballroom, modern), Sing ,Stringed (acoustic
guitar, lute, mandolin), Keyboard

Endurance:+19

Escape Artist: +24

3 ranks in something

Abilities
Weapon Proficiency- All light, simple and martial weapons, hand crossbows and repeating crossbows. She is proficient in light
armors but not shields. She is also proficient in one exotic weapon (whip dagger)
House ruled; trades Spell levels for feats
Poison Use- An assassin never risks poisoning herself when preparing, applying and using poisons.
Death Attack- +14d6 (Assassin level +2 dice)Full round action to study opponent denied Dex to AC. Next attack (if made in 1
round). Coup de Grace may be made as Death attacks. May stack with non-gestalted sneak attack levels if both requirements are met.
May load a crossbow simultaneously while studying foe if assassin has a BAB +1 or better
Personal Immunity- Tana is immune to 7 poisons, at 14th level becomes immune to ALL poison.
Improved Uncanny Dodge- Retains Dex to AC if flat-footed/struck by invisible attacker. Can no longer be flanked unless the flanker
is 4 levels higher in a sneak-attack class
Hide in Plain Sight (Ex)- Can hide in areas without cover/concealment/while being observed (-10 for moving full speed/-20 for
running/fighting
Cloak of Discretion (Ex) - Covered with a constant nondetection effect, caster level equal to character level.
Trapfinding (Ex)- Can use Perception to find traps over DC 20. Nonmagical traps are DC 20 or higher/magical traps are Dc 25+ spell
level to create it. Can use Disable Device to disarm magical traps. If surpass DC by 10+, Assassin can bypass it without disarming it,
allowing the party to pass as well .
Trapmaking (Ex)- The Assassin can make simple mechanical traps of common materials (ropes, green wood/flexible
materials/sharpened stakes or steel weapons) in 10 minutes. Build any nonmagical trap on the CR 1 table that's not a pit. Search DC
for these traps is DC 20 plus Assassin level, always single use. Can add poison, but it dries out in an hour.
Full Death Attack (Ex)- Assassin may use a full round of death attacks if the foe was denied Dex to AC versus the first attack
Palm Weapon (Ex)- Any weapon concealed with Sleight of Hand cannot be found with divination magic.
Nerve of the Killer (Su)- When studying a foe for a Death Attack, counts as if in a protection from evil effect, without the deflection
bonus to AC
Skill Mastery (Ex)- May take 10 with Climb, Disable Device, Stealth, Perception, Spellcraft, Use Magic Device, Use Rope, Swim
Poison Master (Ex)- Expend 1 entire healer's kit/1 hours time for one dose of poison from the DMG.(degrades in a week)
Sneak Attack- +5d6
Two Weapon Style- Bonus feat
Dexterous Dodging (Ex): In light or no armor, 2x Dex Mod to AC.
Adrenal Alacrity (Ex): +20ft to speed, as long as 1 adrenaline charge left. +5 ft per 3 levels over 12
Dexterous Grapple (Ex): Use his Dexterity while in a grapple. Foes up to 2 sizes larger don't get size bonus to grapple.
Sprint (Ex): 1 charge per round.. Moves at his or her run speed/acts with Spring Attack feat. While moving, as many attacks as
BAB.Two Weapon Fighting allows, with +4 AC bonus against attacks of opportunity.

May move on walls as per the Up the Walls psionic feat,

Increases a weapon's multiplier by x1 while sprinting.


Quicksilver Strike (Ex): Costs 1 charge of adrenaline, target is effectively flat footed against the attack.
Adrenaline: 3 charges +1 per 5 levels after 1 to recharge adrenaline a rest action may be taken. Move Action : Half a charge
Standard Action : One full charge/Full Round Action : Two Full charges /Full Round Action (While Hasted): Three Full charges
All are swift actions unless otherwise noted/cannot be used while exhausted.Cost double if the Combat Rogue is fatigued. Adrenaline
Rush (Ex): 1 per day/Con mod, recharge all lost adrenaline (standard action)
Eviscerating Jump (Ex): 1 charge. Jump check vs aerial foe/foe 2 sizes larger. Make one attack roll to strike with both weapons.
Adrenal Evasion (Su): 1 charge (free action at any time) fro Improved Evason
Adrenal Fortitude (Ex): 1 charge (immediate action) Reroll Fort or Will save vs exhaustion, stunning, fatigue, holding, dazing,
poisoning, sleep-related.New result must be taken.Spend 2 charges to remove fatigued/4 charges to remove exhausted status.
Snap Kick (Ex): On AoO, may choose to snap kick. Uses unarmed dice and bonuses. Foe makes Fort save DC 10+1/2 HD+Dex Mod)
If saves, takes damage only. If fails less than 5, is dazed one round + damage. If 5>, foe is knocked prone/dazed for 1round. Size mod
counts as if on a trip attempt. Sneak attack damage may apply

Power of Four:
Each of the 4 will get one item of power, it will have a symbol on it somewhere that glows when the 4 are fighting together
Item of Power- Dragonscale tattoo on shoulder.
Telepathy within reach = each of the 4 can speak to each other as long as they are within 100 yards of each other
Meet each other for Fun and Games, each of the 4 can teleport to each other as long as they know where the other is,

ex: Tana could get to Cass in Transylvania if he was there and she knew it even from her plane.
Power of the Four

Feats-* denotes bonus feat


*Two-Weapon Fighting

Off-hand attacks/AoO as with your primay weapon.+2 Shield bonus to AC when two-weapon fighting/not flatfooted. Feint as a Swift action while fighting with two weapons. Add enhancement bonus of either your primary
or your off-hand weapon to your Shield Bonus to AC.

Siege Shot

Standard action "Siege Shot" with ranged/thrown, range is tripled, ignores DR/substance and hardness. +1d6
damage per BAB. Creature hit Fort save (DC 10+1.2 your BAB+ Dex mod) or stunned 1 round. Siege shot
doubles threat range.increased mod by 1

Crit Fisher

+3 to crit confirmation.Increase threat range by 1, after any multipilers, crit damage by 1. 50% to ignore
Fortification/Immunity to crit hits. If crit opponent, +2 to hit/damage for 3 rounds

Deflect Arrows

Deflect 1 attack per dex modifier per round (must be aware of the attack and not flat-footed) Use any weapon or
barehanded, deflect for an ally within reach, including magical rays and exceptional weapons like alchemist's
fire.

Learned Archery

Use Int mod for ranged attacks. Add Int mod to any critical threat confirmation +0: (Standard action) study foe
for weak point to make one attack at highest BAB, bypasses damage reduction except X/- or epic. Add Int mod
to ranged damage rolls

Magekiller

Foes cannot cast defensively in your threatened area. Whe foe uses spell-like/supernatural ability in your
threatened area, make AoO to interuppt. If you hit, Concentration check DC 10+Damage or lose ability. Ignore
concealment/AC bonuses by spells,spell-like abilities,supernatural effects (mirror image and etc). 1 per
encounter, rebound targeted spell,spell-like ability, supernatural ability to rebound on caster (must declare before
rolling save). Caster takes full effect as if cast upon himself.

Rapid Fire

Reload handheld projectiles as free action/never provokes AoO. Draw thrown weapons as free action. Make 1
attack as a swift action. Creatures you have the Edge over cannot deflect/block shots with Deflect Arrows or
similar ability.Volley (full-round action,) 60-ft. cone, 1 attack/damage roll compares to each target. Threatens a
15ft area, make AoO as normal in that area, may make a single ranged attack as immediate action.. Roll your
attack roll and damage once, and measure the former against the AC of every target within the area of effect.

Debris Wielder

Proficent with improvised weapons, damage dice +1 size, have magic enhancement 1/4th your level (round
down) Thrown with R.I of 20ft. Double crit range for all improvised weapons. +0: You are proficient with
improvised weapons.

Diehard

+ 4 vs all endurance-style checks. Automatically stablizes at - HP. +1hp/level. Sleep in heavy armor or lighter
without fatiuge. Immune to all nonmagical disease, all poisons

Enduring Physiology

No longer needs food/water. Hold breath indefinitely, immune to magical diseases, Quadrupled age limit.

Blitz

While charging,lose your Dexterity Bonus to AC for one round, +1d6 of damage if you hit. Go "all out" add BAB
to damage, provoke AoO. Bonus attacks to BAB made with -2 penalty. IF damage foe in melee, make immediate
Intimidate check. Full attack as a standard action

Zen Archery

Use Wis mod in place of Dex. Any opponent you can hear is valid target. Deliver touch spells via ranged
weapons. Full Round Action, one attack with +20 insight bonus.You may use your Wisdom Modifier in place of
your Dexterity Modifier on ranged attack rolls.

Zen Warrior

Use Wis mod in place of Strength, even for opposed rolls. As standard action, single melee attack out to 30f
past normal threat range.You may use your Wisdom Modifier instead of your Strength modifier for calculating
your melee attack bonus.

Weapon

Bonus

Damage

Critical

Rng
Inc

Type

Size

Ammo

Notes

Hand Crossbows

+18/+1
6

1d4

18-20,x3

30ft

20

May fire a single attack as a swift action.


Volley attack, +7 to confirm crits.

Hand Crossbows,
Siege Shot

+18/+1
6

1d4+12d6

18-20, x
3

90ft

Zen Archery Siege


Shot

+38

1d4+12d6

18-20,x3

90ft

Full round action that ignores damage


reduction (except DR/-) and hardness, may
stun foe
P

Daggers

+15/+1
3/+13

1d4+5

Whip Dagger,
mighty

+16/+11

1d6+5

Death Attack

18-20,x3

Melee

S/P

15ft

S/P

4
1

+14d6

*reloads all handheld projectiles as a free action


+9 to confirm any ranged criticals, +3 for melee crits.

Flaws:
Phobia-

Tana fears guns or people wielding them.


Effect: Shaken if phobia within 30 ft/Frightened if you touch (or are touched by) the object
+1 Bonus Feat
Worst Luck- Once per game session, you automatically fail a d20 roll of the DM's choosing. The Dm
cannot automatically kill you; indirectly killing you/other people's deaths are always welcome...
+1 Bonus Feat

Gear to Acquire: 5,000gp


Enchanted Pouch +1 of teleporting- Contains 20 daggers
This sturdy leather pouch looks similar to a handy haversack with a complex arcane symbol inscribed in the side. As you draw from it,
arcs of magical energy flicker between the inside the bag and the weapon, causing it to glow with magically enhanced might.
Characters wear this pouch, which may hold up to 20 light thrown weapons in it, upon their belt. When a masterwork weapon is
removed from the pouch and thrown in the same turn, it gains the enhancements of the pouch until the end of the user's turn. This
pouch does not affect already magical weapons. This pouch starts out as a +1 Pouch (for 2,000 gp) and may be further enhanced as if
it were a thrown weapon using Craft Magic Arms and Armor.
At the cost of an additional 2,000 gp, this pouch may be enchanted to also provide the teleporting property to all thrown items pulled.
Unlike the standard enhancement, this causes thrown items to return to the pouch. As an additional effect, thrown items which are
treated as ammunition (such as shuriken) do not break when thrown regardless of whether the attack hit or missed. Attempting to place
objects other than light thrown weapons fails. The objects just go into the bag as if it were a normal bag.

Girdle of Many PouchesHobbies


Street Racing
Hip-hop and DJing

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