Betzy PF2 Tonpa
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Betzy

Level feat, misc Perception Prof Weapon Prof
Level 1 Ancestry feat, fighter feat, initial proficiencies, attack of opportunity, background, +2 +1 1
Level 2 Fighter feat, skill feat - +3 +1 2
Level 3 General feat skill increase (Thievery), weapon mastery +4 +2 3
Level 4 Fighter feat, skill feat - +5 +2 4
Gender Female Age 19 Height 6' 4'' (193) Hair Red Skin Bronze Eyes Hazel/Golden
STR 18 CON 12 DEX 16 INT 10 WIS 10 CHA 12
HP 52 Speed 20 (25) AC 22 TAC 20 Penalty -3 Misc Clumsy
ATTACK 4+2+4 DAM 1d4+4 DEX Cap +3 FORT +6 (+7) Ref +8 (+9) Will +4 (+5)
SKILL Value Signature Tier
Underworld Lore +4 (Int) No Trained
Athletics +6 (+9) (Str) Yes Trained
Acrobatics 4 (+7) (Dex) Yes Trained
Thievery 5 (+8) (Dex) Yes Expert

NATURAL AMBITION FEAT 1
You were raised to be ambitious and always reach for the stars, causing you to progress quickly in your chosen field. You gain a 1st-level class feat for your class.

PICKPOCKET FEAT 1 (Bonus background)
Prerequisites trained in Thievery
You can Palm or Steal Objects that are closely guarded, such as an object in a creature’s pocket or a loose
ring. You can’t steal objects that are actively wielded or that would be extremely noticeable or time-consuming to remove
(like worn shoes or armor). If you’re a master in Thievery, you can attempt to steal from a creature even if it’s in combat or
otherwise on guard. When you’re doing so, Stealing an Object requires 2 manipulate actions instead of 1.

SUBTLE THEFT FEAT 1 (Bonus Rogue)
Prerequisites trained in Thievery
When you successfully Steal an Object, observers
(other than the creature you stole from) take a –2 circumstance penalty to their Perception DCs to detect your theft. Additionally, if you first Create a Diversion using Deception, taking a single Palm an Object or Steal an Object action doesn’t
end your unseen condition.

STEADY BALANCE FEAT 1 (Level 2)
Prerequisites trained in Acrobatics
You can keep your balance easily, even when
balancing in adverse conditions. You treat a success using the Balance action as a critical success. You’re not flat-footed while
attempting to Balance on narrow surfaces and uneven ground, and if you’re the target of an attack or effect that requires a
saving throw, you fall only if you critically fail your attempt to Maintain Balance.

WARY DISARMAMENT FEAT 2 (Level 4)
Prerequisites expert in Thievery
If you trigger a device or set off a trap while
disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap. This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap.

FEATHER STEP FEAT 1 (Level 3)
Prerequisites Dexterity 14
You step carefully and quickly, even in adverse environments. You can Step into difficult terrain (see page 312).

STREET URCHIN BACKGROUND
You eked out a living by picking pockets on the streets of a major city, never knowing where you’d find your next meal. While some
folk adventure for the glory, you adventure as a means of survival. Choose two ability boosts. One must be to Dexterity or
Intelligence, and one is a free ability boost. You gain the Pickpocket skill feat, and you’re trained in the Underworld Lore skill.

Languages Common, One additional language, selected from those to which you have access
Traits Human Humanoid

Weapon Mastery 3rd
Choose one weapon group (SWORD). Your proficiency rank increases to master with the simple and martial weapons in that group and to expert with the exotic weapons in that group. You gain access to the critical specialization effects of all simple and martial weapons in that group (see page 183).

ATTACK OF OPPORTUNITY Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Make a melee Strike against the triggering creature at a –2 penalty. If the attack hits and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to it

POWER ATTACK FEAT 1 (Fighter)
Make a melee Strike. It gains the following enhancement.
Enhancement You deal an extra weapon damage die. If you’re at least a 10th-level fighter, you deal two extra weapon damage dice. This counts as two attacks when calculating your multiple attack penalty.

SUDDEN CHARGE FEAT 1
With a quick sprint, you dash up to your foe and swing. Stride up to double your Speed. If you end the move within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

ROGUE DEDICATION FEAT 2
Prerequisites Dexterity 16, trained in Thievery
You gain a skill feat and the rogue’s surprise attack class talent (see page 119). In addition, Thievery is
a signature skill for you. Special You cannot gain another dedication feat until you have gained two other feats from the rogue archetype.

BASIC TRICKERY FEAT 4
Prerequisites Rogue Dedication Gain a level 1 or level 2 rogue feat.

NIMBLE DODGE FEAT 1
Requirements You are not encumbered.
Trigger You are targeted with a melee or ranged attack by an attacker that you see. You nimbly dodge out of the way, gaining a +2 circumstance bonus to your Armor Class against the triggering attack.

Armor
MAGICAL +1 Breastplate 80 sp +4 +2 +3 –3 –5 ft. 2 Clumsy

MAGIC ARMOR ITEM 3+
Method of Use worn, armor
A suit of magic armor is simply a suit of armor with a potency rune and no property runes (for more about runes, see page 370). The armor’s item bonus to AC and TAC increases by the potency value, and you also gain an item bonus to saving throws equal to the potency value. The Prices given here are for an item of the listed quality (the lowest option) and not made of any special materials. For an item of higher than the minimum quality or that’s created from special materials, add the difference between the base item’s Price and
the Price for a higher-quality version of the base item, or the Price for special material.
This expert light or medium armor has a +1 armor potency rune.

Weapons
Greatsword 20 sp 1d12 S 2 2 Sword Versatile P
Gauntlets *2. 4sp
Main Gauche (Dagger) 5sp Agile, disarm, finesse, parry, versatile S

Backback 1 sp (can carry 4 bulk) - Clothes, bedroll, lantern, oils, flints, rations, cookeare
Bedroll 1 cp L
Clothess Ordinary 1 sp
Rations 10 day 5 sp 10x L
Flint & steel x 2 1sp
Bulls eye Lantern 10 sp 1 bulk
Oil 10 pints 1 sp
Waterskin x2 1sp L x 2
Cookware 2 bulk
Writing Set 15 L

Satchel 1 sp (can carry 2 bulk) -
Waterskin x2 1sp L x 2
Expert Crowbarr 5Sp L
Tent pup 8 sp L
Hammer 1 sp L
Mirror 10 sp
MAGIC Everburning Torch.
Salamander Oil.

Belt Pouch 5 Cp (can carry 4 L)
Rations 2 days 1 sp 2 L
Waterskins x 2 1 sp 2 L

Used 182,6 sp From 300

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