Scrappy tom-boy of raggedy appearance and a belt full of improvised weapons. Once the town trouble-maker, now deadly serious about finding her brother in the wastes. Waster (human) female rogue.
====== Created Using Wizards of the Coast D&DI Character Builder ====== Ardence Arcpenny, level 1 Human, Rogue Build: Trickster Rogue Rogue Tactics: Artful Dodger
FINAL ABILITY SCORES Str 10, Con 11, Dex 20, Int 10, Wis 8, Cha 14.
STARTING ABILITY SCORES Str 10, Con 11, Dex 18, Int 10, Wis 8, Cha 14.
AC: 17 Fort: 11 Reflex: 18 Will: 13 HP: 23 Surges: 6 Surge Value: 5
TRAINED SKILLS Athletics +5, Stealth +10, Thievery +10, Bluff +7, Streetwise +7, Perception +4, Acrobatics +10
UNTRAINED SKILLS Arcana, Diplomacy +2, Dungeoneering -1, Endurance, Heal -1, History, Intimidate +2, Nature -1, Insight -1, Religion
FEATS Human: Human Perseverance Level 1: Backstabber
POWERS Rogue at-will 1: Deft Strike Rogue at-will 1: Piercing Strike Human: Sly Flourish Rogue encounter 1: Positioning Strike Rogue daily 1: Trick Strike
ITEMS Leather Armor, Dagger (2), Adventurer’s Kit, Sling, Sling Bullets (40), Climber’s Kit, Residuum (Any) (4), Thieves’ Tools, Shuriken (8)
Falius Arcpenny is a waster warlord of renown. The hale young leader marshalls regular expeditions into the wilds, tracking down dangerous beasts and bringing back useful finds. He doesn’t let his sister come along, which she resents. She takes her petty revenge by being an incorrigible wastrel, rebel and pain in the ass. She is known around Husk as a trouble-maker and waste of space, a blight on her revered brother’s good name.
It has been three months since the disappearance of Falius and his band of seasoned trackers. A change has come over his sister. Once the carefree mischief-maker, Ardence is now possessed of a driven and humourless demeanor. Some say she has never resembled her brother so much as now. Ardence is not to be seen at any of her old haunts, but if you know where to look, she can be found training incessantly, practicing moves copied from her older sibling. Ardence has pieced together scraps of armour and improvised weapons. Everyone expects her to go out looking for him. Many hope for his return, but not hers.
Ardence and Falius Arcpenny originally came to Husk from a waster tribe to the North-West, where they still have some kin. Falius and his band often collaborated with the North-West tribe on joint sorties into the Wastes. Falius had gone out following rumours of a cache of muskets, when he didn’t come back. Someone else found Falius’ pack out in the wastes; the pack had a hole in it and was empty but for a hand-drawn map.
Rag-Tag Nature: Ardence can improvise weapons that, in her hands, are as effective as real weapons (that is, they don’t count as mere ‘improvised weapons’), if given sufficient resources like a forest or a garbage dump or a barn with a few farming implements. She feels more comfortable using her home-brew arms than the real thing, and will even modify real weapons til they suit her.