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Kaplan

Human · Rogue (Thief) · Level 8 · Criminal

Kaplan

Kaplan is observant, pragmatic, and unexpectedly protective.
AC13
HP51/51
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 51 · 30 ft.
AlignmentChaotic GoodGenderMaleAge34 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Thieves' tools,
Light crossbows,
Longbows,
Shortbows,
Pistols,
Rifles,
Daggers,
Clubs,
Greatclubs,
Handaxes,
Javelins,
Maces,
Quarterstaffs,
Sickles,
Spears,
Light hammers,
Battleaxes,
Flails,
Glaives,
Greataxes,
Greatswords,
Halberds,
Lances,
Mauls,
Morningstars,
Pikes,
Tridents,
War picks,
Warhammers,
Whips

Tools

Thieves' tools,
One type of gaming set

Languages

Common,
Thieves' Cant

Features

17 features

Bonus action

  • Cunning ActionLevel 2

    When On Kaplan's turn, as a bonus action.

    Kaplan takes a bonus action to Dash, Disengage, or Hide.

  • Fast HandsLevel 3

    When On Kaplan's turn, as a bonus action.

    Kaplan uses his bonus action to make a thieves' tools check, disarm a trap, open a lock, or take the Use an Object action.

Reaction

  • Uncanny DodgeLevel 5

    When When an attacker Kaplan can see hits him, as a reaction.

    Kaplan halves the damage from one visible attack that hits him.

Always on

  • Sneak AttackLevel 1

    When When attacking with advantage, or when an enemy of the target is within 5 feet of the target and Kaplan does not have disadvantage.

    Kaplan makes a weapon attack with a finesse or ranged weapon and adds 4d6 damage once per turn when the Sneak Attack conditions are met.

  • EvasionLevel 7

    When When a Dexterity saving throw allows half damage on a failure.

    Kaplan uses extraordinary agility to avoid area effects, taking no damage on a successful Dexterity save and half damage on a failure.

  • ExpertiseLevel 1

    Kaplan can add his proficiency bonus twice to checks made with two chosen proficiencies. His expertise applies to Stealth, Sleight of Hand, Perception, and thieves' tools.

  • Thieves' CantLevel 1

    Kaplan knows Thieves' Cant, a secret mix of dialect, jargon, and signs used by rogues and criminals. He can also understand hidden messages marked in this code.

  • Roguish Archetype, ThiefLevel 3

    Kaplan gains proficiency with thieves' tools. As a Thief, he gains Fast Hands and Second-Story Work.

  • Second-Story WorkLevel 3

    Kaplan gains a climbing speed equal to his walking speed. He can also make running jumps with a running distance of only 5 feet instead of 10 feet.

  • Ability Score ImprovementLevel 8

    Kaplan increases two ability scores by 2, or one ability score by 2 and another by 1, or takes a feat. He increases Dexterity by 2, raising it from 13 to 15 after applying the human bonus.

  • Ability Score IncreaseHumanEach of Kaplan's ability scores increases by 1.
  • AgeHumanHumans reach adulthood in their late teens and usually live less than a century.
  • AlignmentHumanHumans tend toward no particular alignment. Kaplan is Chaotic Good.
  • SizeHumanKaplan is Medium.
  • SpeedHumanKaplan's walking speed is 30 feet.
  • LanguagesHumanKaplan can speak, read, and write Common and one additional language. His criminal background grants knowledge of Thieves' Cant instead.
  • Criminal ContactCriminal

    Kaplan has a reliable and trustworthy contact among other criminals. He knows how to communicate using criminal signs and code, and he can secure basic information, shelter, or assistance from his criminal network, though such aid is not guaranteed and may carry a cost.

Gear

12 items

Weapons

  • Rapier
    A light, finesse weapon suitable for close combat.
  • Shortsword
    A second finesse weapon and a concealed backup blade.
  • Shortbow
    A ranged weapon with ammunition for fighting at a distance.
  • 2×
    Dagger
    A small blade useful as a weapon and tool.

Armor

  • Leather armor
    Protective, flexible armor made from hardened leather.

Tools

  • Thieves' tools
    Tools for opening locks and disabling traps.

Gear

  • 20×
    Arrows
    Arrows carried in a leather quiver.
  • Burglar's pack
    A burglar's pack containing a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, five candles, a crowbar, a hammer, 10 pitons, a hooded lantern, two flasks of oil, five days of rations, tinderbox, and a waterskin.
  • Dark common clothes
    A dark common outfit modified from his former company uniform.
  • Crowbar
    A crowbar used for forced entry, leverage, and improvised combat.
  • Company badge
    A scratched brass badge from the bankrupt Meridian Indemnity Company.

Purse

  • Burglar's purse
    A pouch containing 15 gp, representing his criminal savings and unpaid wages.

Appearance

Kaplan is a broad-shouldered human with a weathered face, close-cropped dark hair, and a narrow scar running from his left temple to the corner of his mouth. His clothing was once the formal black-and-copper uniform of a respected mercantile security company, but it has been repaired and modified into practical rogue's gear. He wears a dark leather coat, soft boots, a red silk tie used as a bandanna, and a brass company badge with its crest deliberately scratched away. His hands are callused from years of climbing, lockwork, and sword practice.

Mannerisms

Kaplan checks exits whenever he enters a room, taps his scratched company badge against his knuckles while thinking, and straightens his red necktie before making a dangerous decision. When someone lies, he becomes unusually polite and begins addressing them by their full name.

Personality

Kaplan is observant, pragmatic, and unexpectedly protective. He speaks like a former professional, carefully cataloging risks, obligations, and exit routes, but he has a soft spot for debtors, dismissed servants, street children, and anyone being crushed by a system too powerful to fight alone. He prefers clever solutions to violent ones, though his broad frame and intimidating stare make it clear that cleverness is not his only option.

Ideals

Restoration. A person's worth is not determined by the institution that employs them. If the powerful use laws and contracts to harm people, someone has to turn those same tools against them.

Bonds

The Meridian Indemnity Company ruined honest people while its directors escaped. Kaplan carries the last surviving ledger and will risk everything to expose the truth and repay those who were cheated.

Flaws

Kaplan assumes every institution is hiding a crime, including organizations that genuinely want to help. He is also unable to leave a wrong unchallenged, even when doing so endangers innocent companions or destroys his best chance at safety.

Quirks

Keeps a private record of every favor owed and every favor repaid.
Names his lockpicks after former company directors.
Leaves a single copper coin at scenes where he exposes corruption.
Can identify several common brands of ink and wax by smell.
Refuses to sit with his back to a door.

Background

Kaplan once served as an agent for the Meridian Indemnity Company, a private firm that handled investigations, asset recovery, and discreet protection for merchants and nobles. He was not merely a thief in uniform. He tracked stolen property, uncovered fraud, and escorted witnesses through dangerous districts, using his strength when intimidation was needed and his hands when subtlety was more appropriate. The company gave him a place in the world, a badge that opened doors, and a salary that let him believe he had escaped the streets where he was raised. Then the Meridian Indemnity Company collapsed. Its directors fled after a scandal involving forged contracts, seized estates, and a campaign of illegal intimidation. The courts declared the company bankrupt and sanctioned its operations, leaving its agents disgraced and its clients abandoned. Kaplan escaped with little more than a damaged badge, a list of unpaid obligations, and proof that the directors had engineered the downfall to erase evidence of their crimes. Now he works as a freelance criminal, investigator, and occasional burglar, using the skills that once served a corrupt institution to repair the harm it caused. He intends to restore his name, expose the people responsible, and build something better from the ruins, even if the law still calls him a criminal.

“Its directors fled after a scandal involving forged contracts, seized estates, and a campaign of illegal intimidation.”
From their backstory
Background
Criminal

Connections

Species

Human

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