Kregan Galtik
Kregan Galtik
Sheet
AC 14 · HP 11 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- InvestigationINT
- PerceptionWIS
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
11 featuresBonus action
- StonecunningDwarfAs a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes while on or touching a stone surface. You can use this a number of times equal to your Proficiency Bonus, regaining all uses after a Long Rest.
Always on
- Sneak AttackLevel 1
When Hit with a Finesse or Ranged weapon while having Advantage, or while an ally is within 5 feet of the target and Kregan lacks Disadvantage.
Kregan makes a precise, opportunistic strike that deals an extra 1d6 damage once per turn when the attack qualifies for Sneak Attack.
- ExpertiseLevel 1
Choose two skill or tool proficiencies in which you are proficient. Your Proficiency Bonus is doubled for any ability check you make using either chosen proficiency. Kregan has Expertise in Stealth and Thieves’ Tools.
- Thieves’ CantLevel 1
You know the coded language used by rogues and criminals, allowing you to conceal messages in ordinary conversation and recognize hidden signs used by criminal networks.
- Weapon MasteryLevel 1
You can use the Mastery property of two weapons with which you are proficient. Kregan has mastered the Dagger and Shortsword.
- DarkvisionDwarfYou have Darkvision with a range of 120 feet.
- Dwarven ResilienceDwarfYou have Resistance to Poison damage and Advantage on saving throws made to avoid or end the Poisoned condition.
- Dwarven ToughnessDwarfYour Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.
- TraitDwarfMedium size, approximately 4 to 5 feet tall.
- TraitDwarfSpeed of 30 feet.
- AlertCriminal
You have the Alert feat. You add your Proficiency Bonus to Initiative rolls, and immediately after rolling Initiative, you can swap your Initiative with the Initiative of a willing ally in the same combat, provided neither of you is Incapacitated.
Gear
12 itemsWeapons
- 2×DaggerA finesse and light melee weapon, suitable for close work and throwing.
- ShortswordA finesse melee weapon with a balanced blade.
- ShortbowA ranged weapon with a quiver of ammunition.
Armor
- Leather ArmorLight armor made from supple, dark leather.
Tools
- Thieves’ ToolsTools for picking locks and disabling traps. Kregan has Expertise with these tools.
- Gaming SetA small gaming set used for gambling, bluffing, and reading opponents.
Gear
- 20×ArrowsAmmunition for the shortbow.
- Burglar’s PackA pack containing gear useful for breaking into and moving through buildings, including a backpack, ball bearings, string, bells, candles, crowbar, hammer, pitons, hooded lantern, oil, tinderbox, and rations.
- CrowbarA sturdy iron bar useful for forcing doors and crates.
- 2×PouchesSmall bags for coins, tools, or stolen goods.
- Traveler’s ClothesPlain, durable clothing suitable for travel and avoiding notice.
Purse
- 24×Gold PiecesStarting currency from rogue and criminal training.
Appearance
Kregan is a compact, broad-shouldered dwarf with iron-gray hair cropped close at the sides and a short, square beard threaded with a single copper ring. His left eyebrow bears a thin scar from a failed burglary, and his dark hazel eyes constantly measure doors, windows, hands, and exits. He favors well-maintained leather armor beneath a soot-colored travel coat, soft boots, and fingerless gloves marked by years of work with locks and wire.
Mannerisms
Kregan taps a fingernail against metal when thinking, counts door hinges under his breath, and always sits where he can see the entrance. He rarely says “yes” or “no” immediately, preferring a short grunt while he studies the other person’s hands.
Personality
Quiet, observant, and dryly funny, Kregan treats every room as a puzzle and every conversation as a negotiation. He is patient with machines, animals, and frightened people, but visibly irritated by wasteful noise, sloppy craftsmanship, and anyone who touches his tools without permission.
Ideals
Practical freedom. Laws are tools made by people with power, and survival belongs to those clever enough to use the gaps between them.
Bonds
He keeps a battered brass key that belonged to his older sister, who disappeared after taking responsibility for one of his jobs. He intends to find her, learn the truth, and repay the debt no matter how long it takes.
Flaws
He assumes every generous offer contains a hidden hook. When cornered, he lies too quickly, even when the truth would serve him better, and he cannot resist proving that he noticed a security flaw someone else missed.
Quirks
Background
Kregan Galtik was raised in a mining settlement where every family knew the sound of a settling beam and every child learned that stone remembered pressure. His father cut support braces and his mother kept accounts for the local ore guild, but Kregan discovered early that a lock spoke more honestly than a ledger. He could tell which hinges had been oiled, which chests had been opened recently, and which guards were pretending not to watch the alley. By adolescence, he was carrying messages and lifting keys for a small gang of dwarf smugglers who moved contraband through abandoned mineworks.
“He could tell which hinges had been oiled, which chests had been opened recently, and which guards were pretending not to watch the alley.”
- Background
- Criminal
Connections
Species
Dwarf
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