Ketik Ortag
Ketik Ortag
Sheet
AC 14 · HP 87 · 30 ft., climb 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
23 featuresBonus action
- Cunning ActionLevel 2
When Your turn
As a Bonus Action, Dash, Disengage, or Hide.
- Fast HandsLevel 3
When Your turn
Make a Dexterity (Sleight of Hand) check, use Thieves’ Tools to pick a lock or disarm a trap, or take the Utilize or Magic action to activate an item.
Reaction
- Uncanny DodgeLevel 5
When You are hit by an attack
When an attacker you can see hits you, halve the attack’s damage.
Always on
- ExpertiseLevel 1
You gain Expertise in two proficient skills or tools. Ketik has Expertise in Stealth and Thieves’ Tools.
- Sneak AttackLevel 1
Once per turn, when you hit with a Finesse or Ranged weapon and have Advantage, or when an eligible ally is within 5 feet of the target, you deal an extra 6d6 damage.
- Thieves’ CantLevel 1
You know Thieves’ Cant and one additional language. Ketik knows Thieves’ Cant and Goblin.
- Weapon MasteryLevel 1
You can use the mastery properties of two proficient weapon types. Ketik has chosen Daggers and Shortbows, and can change these choices after a Long Rest.
- Second-Story WorkLevel 3
You gain a Climb Speed equal to your Speed, and you can use Dexterity instead of Strength to determine your running jump distance.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement or another feat for which you qualify.
- Cunning StrikeLevel 5
When dealing Sneak Attack damage, you can forgo 1d6 to apply one Cunning Strike option, such as Poison, Trip, or Withdraw. The target must make the appropriate saving throw when required.
- ExpertiseLevel 6
You gain Expertise in two additional proficient skills or tools. Ketik has Expertise in Investigation and Perception.
- Reliable TalentLevel 7
When you make a Dexterity or Intelligence check using a proficient skill or tool, a d20 roll of 9 or lower counts as a 10.
- EvasionLevel 7
When you make a Dexterity saving throw to take half damage from an effect, you instead take no damage on a success and half damage on a failure.
- Ability Score ImprovementLevel 8
You gain an Ability Score Improvement or another feat for which you qualify.
- Supreme SneakLevel 9
You gain a Cunning Strike option called Stealth Attack. By forgoing 1d6 Sneak Attack damage, you can remain Invisible from the Hide action after attacking if you end your turn behind Three-Quarters Cover or Total Cover.
- Ability Score ImprovementLevel 10
You gain an Ability Score Improvement or another feat for which you qualify.
- Improved Cunning StrikeLevel 11
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the Sneak Attack die cost for each effect.
- Ability Score ImprovementLevel 12
You gain an Ability Score Improvement or another feat for which you qualify.
- DarkvisionTabaxiYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- Cat’s ClawsTabaxiYour unarmed strikes can deal slashing damage, and your claws are natural tools for climbing and gripping.
- Cat’s TalentsTabaxiYou have proficiency in Perception and Stealth.
- Feline AgilityTabaxiWhen you move on your turn in combat, you can double your Speed until the end of that turn. You cannot use this trait again until you move 0 feet on one of your turns.
- AlertCriminal
You have Alert as an Origin feat. You add your Proficiency Bonus to Initiative rolls, and immediately after rolling Initiative, you can swap your Initiative with that of one willing ally in the same combat, provided neither of you is Incapacitated.
Gear
10 itemsWeapons
- RapierA slender finesse blade with a ring-pommel hilt.
- ShortbowA compact shortbow with a waxed grip.
Armor
- Leather ArmorA fitted suit of light leather armor reinforced at the shoulders and ribs.
Tools
- Thieves’ ToolsA set of picks, tension wrenches, and fine probes.
Gear
- 20×ArrowsA bundle of twenty arrows in a leather quiver.
- Burglar’s PackA belt pouch containing practical tools for breaking into secured places.
- CrowbarA broad-headed iron bar useful for prying doors and crates.
- 2×PouchesSmall leather pouches for coins, evidence, and stolen keys.
- Traveler’s ClothesA plain dark outfit designed for quiet movement.
Purse
- 16×Gold PiecesStarting currency retained from her criminal work.
Appearance
Ketik is a lean, long-limbed tabaxi woman with tawny-gold fur marked by dark russet stripes across her cheeks, shoulders, and tail. Her left ear is nicked at the tip, and a thin scar cuts through one eyebrow. She favors a fitted leather coat over a charcoal shirt, soft-soled boots, and fingerless gloves reinforced with tiny metal plates. Her amber eyes are alert and calculating, and a collection of mismatched keys hangs from a cord at her belt.
Mannerisms
Ketik angles her head when listening, cleans her claws when thinking, and pauses before answering questions as if testing the weight of every word. Her tail gives away emotions she tries to hide, especially irritation and amusement.
Personality
Ketik is observant, dryly humorous, and protective of people who are overlooked by society. She speaks in short, precise sentences and dislikes wasting movement, money, or words. Though she appears suspicious and self-contained, she has a soft spot for frightened children, honest laborers, and anyone who has been cheated by someone richer or more powerful.
Ideals
Freedom. No law deserves obedience when it exists to protect the powerful from the powerless.
Bonds
My brother is alive somewhere in the magistrate’s prison network, and I will find him before I allow myself a peaceful night.
Flaws
I cannot resist proving that a lock, puzzle, or guarded vault is not as clever as it thinks it is. I also assume every authority figure is lying until they have earned the right not to be.
Quirks
Background
Ketik grew up in a crowded river district where tabaxi caravans, dock crews, and foreign merchants crossed paths beneath the city walls. Her mother repaired travel gear and her older brother carried messages for smugglers. Ketik learned early that locks, ledgers, and people all had patterns. By fifteen, she could open a merchant’s strongbox faster than its owner could remember where he had hidden the key, and she became known among local criminals as a quiet climber who never took more than she needed. Her life changed when a burglary exposed a magistrate’s secret archive. Ketik discovered that the city’s most respected officials were using the criminal guild to erase debts, disappear witnesses, and seize poor families’ homes. She stole the records, but her brother was caught buying her time to escape. The guild marked her for death, while the magistrate declared her a traitor. Since then, Ketik has lived as a wandering burglar and reluctant folk hero, robbing corrupt officials, freeing prisoners when she can, and hunting for evidence that will clear her brother’s name. She still thinks like a criminal, but she chooses her targets like a judge with claws.
“Her mother repaired travel gear and her older brother carried messages for smugglers.”
- Background
- Criminal
Connections
Species
Tabaxi
Media
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