Theif

Thenji Cross's page

49 posts. Alias of pinvendor.


Race

12/12 HP | AC 15, T 13, FF 12 | Init +4 | Per +6 | F:+0, R:+6, W:+1 (+2 v. sleep/charm)

Size

Height: 5'5" | Weight: 120lbs

About Thenji Cross

Real name: Vex the Changeling
Male changeling (Breland) rogue 2
CN Medium humanoid (shapechanger)
Init +4; Senses Perception +6
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 12 (2d8+1)
Fort +0, Ref +6, Will +1; +2 racial bonus vs sleep and charm effects.
Defensive Abilities evasion
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Offense
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Speed 30 ft.
Melee dagger +4 (1d4/19-20) x 8 or
. . rapier +4 (1d6/18-20) or
. . unarmed strike +4 (1d3 nonlethal)
Special Attacks sneak attack +1d6
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Statistics
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Str 10, Dex 16, Con 10, Int 13, Wis 12, Cha 14
Base Atk +1; CMB +1; CMD 14
Feats Deceitful, Weapon Finesse
Traits ambush training, trustworthy
Languages Common, Protean
SQ intuition, minor change shape, rogue talent (finesse rogue), shape change (medium), shape change (small), trapfinding +1
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Skills
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Acrobatics +7 = [1 rank +3 Class Bonus +3 Dex]
Appraise +5 = [1 rank +3 Class Bonus +1 Int]
Bluff +11 = [2 ranks +3 Class Bonus +2 Cha +2 Intuition +2 Deceitful (+12 to fool others Trustworthy)]
Climb +0 = [0 ranks +0 Str]
Diplomacy +7 = [1 rank +3 Class Bonus +2 Cha + Trustworthy]
Disable Device +8 = [1 rank +3 Class Bonus +3 Dex +1 Trapfinding] (+6 w/o tools)
Disguise +9 = [2 ranks +3 Class Bonus +2 Cha +2 Deceitful]
Escape Artist +7 = [1 rank +3 Class Bonus +3 Dex]
Fly +3 = [+3 Dex]
Handle Animal / = [0 ranks]
Heal +1 = [+1 Wis]
Intimidate +8 = [1 rank +3 Class Bonus +2 Cha +2 Intuition]
Knowledge (dungeoneering) +5 = [1 rank +3 Class Bonus +1 Int]
Knowledge (local) +5 = [1 rank +3 Class Bonus +1 Int]
Linguistics / = [0 ranks]
Perception +6 = [2 ranks +3 Class Bonus +1 Wis]
Ride +3 = [+3 Dex]
Sense Motive +7 = [1 rank +3 Class Bonus +1 Wis +2 Intuition]
Spellcraft / = [0 ranks]
[Sleight of Hand +7 = [1 rank +3 Class Bonus +3 Dex] When using: Pocketed Scarf +11 to hide objects on your body (doesn't stack with heavy clothing but does with bonuses for attempting to hide small objects or Pickpocket Outfit +9 to hide small objects on your person
Stealth +8 = [2 ranks +3 Class Bonus +3 Dex]
Survival +1 = [+1 Wis]
Swim +4 = [1 rank +3 Class Bonus]
Use Magic Device / = [0 ranks]

Other Gear lamellar cuirass, dagger, dagger, dagger, dagger, dagger, dagger, dagger, dagger, rapier, backpack, bandolier, bedroll, belt pouch, candle (10), candle lamp, canteen, mess kit, pickpocket's outfit, pocketed scarf, thieves' tools, wrist sheath (spring loaded), wrist sheath (spring loaded), 25 gp, 1 sp
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Tracked Resources
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Dagger - 8/8
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Special Abilities
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Ambush Training +1 to weapon damage in surprise rounds.

Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.

Intuition: Changelings are inherently skilled in deception and intimidation, and though they cannot actually detect thoughts as doppelgangers can, they can intuitively read body language and attitude with surprising accuracy. Changelings gain a +2 racial bonus on Bluff, Intimidate, and Sense Motive checks.

Natural Linguist: A Changeling adds Linguistics to her class skill list.

Minor Change Shape (Su): A Changeling has the supernatural ability to alter her appearance as though using a disguise self or alter self spell that affects her bodies but not her possessions. This is not an illusory effect but a minor physical alteration of a changeling's facial features, skin color and texture, and size, within the limits as described for the spells. The changeling can use this at will and the alteration lasts until she chooses to change shape again. A changeling reverts to her natural form when killed. A true seeing spell reveals their natural form. When using this ability to create a disguise, a changeling receives a +10 circumstance bonus to Disguise checks. Using this ability is a full-round action.

  • Shape Change (Medium): If the form you take is that of a Medium humanoid, you gain a +2 size bonus to your Strength.

  • Shape Change (Small): If the form you take is that of a Small humanoid, you gain a +2 size bonus to your Dexterity.

Slippery Mind: Changelings have slippery minds and gain +2 racial bonus vs sleep and charm effects.

Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Trustworthy +1 on Bluff checks to fool someone.