Alignment: Chaotic Neutral
Height: 5' 4"
Weight: 125 lb
Hair: Light Brown Straight
Class: Rogue 1 (Criminal)
Hit Points: 9
Hit Dice:: 1d8
Armour Class: 14
Speed: 30 ft
Passive Perception: 10
STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 12 (+1) 11 (+0) 14 (+2)
Attacks & Spellcasting
Unarmed strike (atk +4; 1+2 bludgeoning]
Rapier (atk +5; dmg 1d8+3 piercing )
Daggers(atk +5 ; dmg 1d4+3 piercing, 1 lb, finesse, light, thrown (range 20/602 )]
Shortbow (atk bonus +5; dmg 1d6+3 piercing, range 80 ft or 320 ft with disadv)
sneak attack: Once per turn, when you hit a creature with a Dexterity-based attack (such as shortsword or shortbow) and you have advantage on the attack roll, you can deal an extra 1d6 dmg to the target. Advantage not needed if another party member is within 5 ft of the target and isn't incapacitated. You can never deal sneak attack damage if there is a disadvantage on the attack roll.
Animal Handling (Wis): +0
Arcana (Int): +1
Athletics (Str): +2
Deception (Cha): +4
History (Int): +1
Insight (Wis): +0
Intimidation (Cha): +4
Investigation (Int): +1
Medicine (Wis): +0
Nature (Int): +1
Perception (Wis): +2
Performance (Cha): +2
Persuasion (Cha): +2
Religion (Int): +1
Sleight of Hand (Dex): +5
Stealth (Dex): +5
Survival (Wis): +0
Features and Traits:
Thieves' Cant: You know thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation, as well as secret signs and messages.
Criminal contact: You have a contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; you know the local messengers, corrupt caravan masters, and seedy sailors who can carry messages for you. You can move information or stolen goods through your contact in exchange for money or information.
Proficiencies: light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords, thieves' tools, set of dice, Forgery kit.
Languages: Common Goblin Thieves' Cant
Expertise: When you make a Acrobatics check or a check using thieves' tools, proficiency bonus is doubled (already added in stats).
Equipment: Rapier, shortbow, 20 arrows, 2 daggers leather armor, thieves' tools, backpack, bell, 5 candles, crowbar, hammer, 10 pitons, 50 ft hemp rope, hooded lantern, 2 flasks of oil, 5 days rations, tinderbox, waterskin, dark clothing with hood, belt pouch with 15 gp, gaming dice.
Kargetha was born in a peasant community she soon found the best way to to improve your lot was to take what you wanted. Kargetha and her boyfriend Gerrad, took up the lives of highwaymen stealing from the wealthy. They grew a little too predictable and a watch detail caught and killed Gerrad. Kargetha was captured by agents of the Black Moon Company where she has been made to perform some petty thefts and even an assassination She has now been sent to the Caverns of Thracia for some purpose as yet unknown.
I don't pay attention to the risks in a situation. Never
tell me the odds.
The best way to get me to do something is to tell me I
can't do it.
Ideal: Chains are meant to be broken, as are those
who would forge them.
Bond: Someone I loved died because of a mistake I made.
That will never happen again.
Flaw: If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
Ball bearings (bag of 1000)
Candles x 5
Oil flasks x 2
Pitons (bag of 4) x 10
Rations (1 day) x 5
Rope (50', hempen) x 1
String, ten feet x1
Waterskins x 1
Thieves' tools (proficient)
Carry: 210 lb maximum
For groups using the optional encumbrance rules:
If carrying more than 70 lb, encumbered -- -10 on speed
If carrying more than 140 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity
Proficiency bonus: +2
Insight(passive): 10(15 with advantage)
Investigation(passive):11(16 with advantage)
Perception(passive): 12(17 with advantage)
- [+] Dice rolls