Full Name |
Ten-Penny Tacey |
Race |
Half-Orc |
Classes/Levels |
Unchained Rogue 4 | AC 22, t 16, ff 17 | HP 21/35 | Saves: F +5; R +10; W +1 | Init +5 | Perc +6; Darkvision | Defensive abilities: Uncanny Dodge; Cold Resistance 2 | Status: OK |
Gender |
Female |
Size |
Medium |
Alignment |
CN |
Languages |
Common, Goblin, Orc, Skald, Sylvan |
Occupation |
Burglar |
Strength |
14 |
Dexterity |
20 |
Constitution |
14 |
Intelligence |
13 |
Wisdom |
8 |
Charisma |
10 |
About Ten-Penny Tacey
Ten-Penny Tacey
Female half-orc rogue 4
CN Medium humanoid (human, orc)
Init +5; Senses darkvision 60ft.; Perception +6
Languages Common, Goblin, Orc, Skald, Sylvan
--------------------
Defense
--------------------
AC 22, touch 16, flat-footed 17 ( +5 armor, +5 Dex, +1 Deflection, +1 Natural)
hp 35 (4d8 +8 (Con) +4 (FCB))
Fort +5, Ref +10, Will +1; evasion, Danger Sense +1, Uncanny Dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk short sword +10 (1d6 +5/19-20)
Melee short sword +9 (1d6 +5/19-20)
or Melee mwk short sword +8 (1d6 +5/19-20), Melee short sword +7 (1d6 +2/19-20)
Melee mwk dagger +9 (1d4 +2/19-20)
Ranged mwk hand crossbow +9 (1d4/19-20) (12 bolts)
Ranged mwk shortbow +9 (1d6/x3) (77 arrows / 40 cold iron arrows)
Special Attacks sneak attack (+2d6)
Debilitating Injury (See Below)
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 14, Int 13, Wis 8, Cha 10
Base Atk +3; CMB +5; CMD 21
SQ Orc Blood, Orc Ferocity, Intimidating, Weapon Familiarity (falchion, greataxe), Finesse Training (Weapon Finesse and Dex to Damage with Short Swords), Rogue Talents (Combat Trick: Two-Weapon Fighting, Weapon Training (Short Sword), Trapfinding +2, Danger Sense +1, Black Mantle (+2 dex)
Feats: 1. Combat Expertise, 2. Rogue Talent Combat Trick: Two-Weapon Fighting, 3. Two-Weapon Feint, 4. Rogue Talent Weapon Training: Weapon Focus (Short Sword).
Traits: Northern Ancestry (+1 Trait bonus on Fortitude, Cold Resistance 2)
Beast Bond (+1 on Handle Animal/Ride, and Handle Animal as class skill)
Skills
Acrobatics +11 = 3r +3c +5a
Appraise +5 = 1r +3c +1a
Bluff +7 = 4r +3c
Climb +10 = 3r +3c +2a +2e
Disable Device +14 = 4r +3c +5a +2e
Disable Traps +16 = 4r +3c +5a +2e +2C
Handle Animal +5 = 1r +3c +0a +1t
Intimidate +9 = 4r +3c +2R
Knowledge (local) +6 = 2r +3c +1a
Linguistics +6 = 2r +3c +1a
Perception +6 = 4r +3c -1a
Traps/Surprise +8 = 4r +3c -1a +2C
Ride +6 = 5a +1t
Sleight of Hand +11 = 3r +3c +5a
Stealth +12 = 4r +3c +5a
Swim +6 = 1r +3c +2a
Combat Gear: Elixir of Hiding, Potion of Pass Without a Trace, Oil of Magic Weapon, Potion of Feather Step, Holy Water;
Other Gear: +2 studded leather armor, dagger, mwk dagger, mwk hand crossbow with 12 bolts, mwk short sword, short sword, sap, Mwk shortbow, 80 arrows, 40 cold iron arrows, Cloak of Resistance +1, Amulet of Natural Armor +1, Ring of Deflection +1, climber’s kit, crowbar, grappling hook, mwk thieves tools, silk rope (50ft), cold weather outfit, Snowshoes, mwk Backpack, Bandolier x2, a Bell, Candle x2, Chalk x10, Charcoal x5, Quill, Ink, Earplugs, Flint and Steel, Glue Paper x10, Magnet, Paper x5, Sewing Needle, Signal Whistle,Ball of String/Twine, Vial x2, a set of Ice Skates.
Gold 4gp, 3sp, 2cp; 5 blue quartz ice diamonds (100gp each), jeweled necklace (400gp)
Sellable portion: 1273 gp (not recieved yet).
Plot Items: Crescent Crystal Key
..................................................................
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.