Mama Tinca
Medium Humanoid, Human Hexblood, Assassin, Sea Gate Metropolitan, Level 3
HP: 33 (1d8, 2d10)
DgC/BC: 22/12
Speed: Climb: 1, Normal: 6
Initiative: 7
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: 1, Insight: 4, Intimidation: 1, Medicine: 2, Nature: 1, Perception: 1, Precision: 1, Sleight: 6, Society: 3, Stealth: 6
Specialisations
Engineers Kit: +2, Flanking: +1, Knives: +3, 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 1d6 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.
Equipment
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 Hairpin
Level 0 Weapon, Knife
Coating: 1
Hairpin. This creature can wear { weapon_name } 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.