Mama Tinca
Medium Humanoid, Human Hexblood, Assassin, Sea Gate Metropolitan, Level 5
HP: 50 (1d8, 4d10)
DgC/BC: 22/12
Speed: Climb: 2, Normal: 7
Initiative: 8
Carrying capacity: 24
Sanity: 6
Damage immunity:
Damage resistance:
Damage vulnerability:
Condition immunity:
AGI
6
STR
-2
VIT
3
CHA
3
INT
0
WIS
1
Skills
Allure: 1, Block: 2, Bluff: 4, Brewing: 1, Diplomacy: 4, Focus: 2, Insight: 4, Intimidation: 2, Medicine: 2, Nature: 1, Perception: 2, Precision: 2, Sleight: 7, Society: 3, Stealth: 7
Specialisations
Engineers Kit: +2, Flanking: +1, Knives: +3, Movement: +1, Operatives Kit: +1
Languages
Common, Kant, Language Of Choice1
Abilities
Assassinate. Whenever Mama Tinca hits on an unarmed attack, attack with one handed weapon or attack with a ranged weapon, if it has advantage on the attack, the attack deals additional 2d6 damage.
Infiltrator. Mama Tinca gets climbing speed equal to its walking speed. It can move at full speed while hidden.
Knife Fighter. Mama Tinca ignores one level of repeated disadvantage.
Mark of Blood. Mama Tinca can use ◆◆ and take 1d4 true damage to try and to mark a target with its own blood. If target is not willing and is aware of the act it can make Dodge(AGI) contest against Mama Tinca's Sleight(AGI) to avoid being marked. Until the end of Mama Tinca's next long rest it can see and hear what marked targets see and hear. Washing for half an hour removes the mark.
Shadow Dice. Mama Tinca gains number of shadow dice equal to its Sleight. If it does not already have shadow dice, those dice become d4. It regains any spent Shadow dice at the end of its long rest.
Actions
◆: Steady Hand. Mama Tinca steadies its hand, granting itself an advantage on its next attack roll or Sleight check.
1 Shadow die, ◆◆: Shadow Run. Mama Tinca gets enveloped in shadows, immediately moving up to its full movement speed + the number rolled without provoking attacks of opportunity. While in its shadow run it can pass through the creatures but cannot end it movement in an occupied space. Whenever Mama Tinca passes through another creature for the first time it can make a melee attack that costs ◆ against that creature as part of its shadow run.
Equipment
1x Hairpin
Level 0 Weapon, Knife
Coating: 1
Hairpin. This creature can wear Hairpin in its hair or fur. If it does it gains +1 to Allure, which does not stack, and one level of advantage on all checks to pass it as an ornament or jewelry.
◆, This creature is flanking the target: Backstab. Melee weapon attack. Sleight(AGI) to hit. 1d8 + AGI piercing damage.
◆: Stab. Melee weapon attack. Sleight(AGI) to hit. 1d4 + AGI piercing damage.
◆◆◆: Ear Pierce. Melee weapon attack. Sleight(AGI) to hit against a grappled, bound or paralysed target. 4d8 + AGI slashing damage. The target must make Toughness(VIT) check equal to damage taken, max 40, or suffer head injury
◆◆◆: Quick Backstabs. Melee weapon attack. Make 4 Backstab attacks.
◆◆◆: Quick Stabs. Melee weapon attack. Make 4 stab attacks.
1x Operatives Kit
Level 0 Tool, Operatives Kit
1x Leather Armour
Level 0 Armour, Light Armour
Uncomfortable Sleep. If This creature sleeps in this armour it must make DC 12 Resilience(VIT) check to gain the benefits of the long rest.
10 min: Dress Or Undress. You dress or undress Leather Armour.
1x Dagger
Level 0 Weapon, Knife
Coating: 1
Furious Stabs. Once per turn, whenever This creature rolls 20 on a to hit check, it can immediately make another attack with this weapon.
◆, This creature is flanking the target: Backstab. Melee weapon attack. Sleight(AGI) to hit. 1d8 + AGI piercing damage.
◆: Cut. Melee weapon attack. Sleight(AGI) to hit. 1d4 + AGI slashing damage.
◆: Stab. Melee weapon attack. Sleight(AGI) to hit. 1d4 + AGI piercing damage.
◆: Throwing Strike. Thrown weapon attack. Distance: 10 m. Exertion(STR) to hit. 1d6 + STR slashing damage.
◆◆◆: Quick Backstabs. Melee weapon attack. Make 4 Backstab attacks.