Gatiko Ortzadar
Gatiko Ortzadar
Sheet
AC 17 · HP 75 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
22 featuresBonus action
- Cunning ActionLevel 2
When Bonus action
Dash, Disengage, or Hide as a bonus action.
- Fast HandsLevel 3
When Bonus action
Make a thieves' tools check, Sleight of Hand check, or Use an Object action as a bonus action.
- Thief: Fast HandsLevel 3
You can use a bonus action to make a Dexterity (Sleight of Hand) check, use thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
Always on
- Sneak AttackLevel 1
When Once per turn when hitting with a finesse or ranged weapon
Make one weapon attack with advantage when you have advantage or when an eligible enemy is within 5 feet of the target, adding 5d6 damage once per turn.
- Uncanny DodgeLevel 5
When Reaction when hit by an attack
Halve the damage from an attack that hits you when you can see the attacker.
- Supreme SneakLevel 9
When While moving no more than half speed
Move stealthily with advantage on Dexterity (Stealth) checks when moving no more than half your speed.
- ExpertiseLevel 1
You gain proficiency with thieves' tools. You can add double your proficiency bonus to two skill or tool proficiencies. Expertise applies to Stealth and Perception at 1st level, and Investigation and Persuasion at 6th level.
- Thieves' CantLevel 1
You learn thieves' cant, a secret mixture of dialect, jargon, and coded signs used by rogues and criminals.
- Roguish ArchetypeLevel 3
You choose the Thief archetype, gaining its features.
- Thief ProficienciesLevel 3
You gain proficiency with the disguise kit and forgery kit.
- Second-Story WorkLevel 3
When you make a running jump, your jumping distance increases by a number of feet equal to your Dexterity modifier.
- Ability Score ImprovementLevel 4
You can increase one ability score by 2, or two ability scores by 1. This character's provided ability scores are treated as fixed manual scores, so no additional increase is applied here.
- Sneak Attack ImprovementLevel 5
Your Sneak Attack damage increases to 3d6.
- Ability Score ImprovementLevel 8
You can increase one ability score by 2, or two ability scores by 1. This character's provided ability scores are treated as fixed manual scores, so no additional increase is applied here.
- Sneak Attack ImprovementLevel 9
Your Sneak Attack damage increases to 5d6.
- Ability Score IncreaseHumanYour ability scores each increase by 1.
- AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
- AlignmentHumanHumans tend toward no particular alignment.
- SizeHumanMedium.
- SpeedHumanYour base walking speed is 30 feet.
- LanguagesHumanYou can speak, read, and write Common and one extra language.
- Position of PrivilegeNoble
You are welcome in high society, and people assume you have the right to be wherever you are. Common folk make every effort to accommodate you, while nobles may recognize your family name, offer invitations, or provide access to influential circles.
Gear
12 itemsWeapons
- 3×DaggerBalanced finesse weapons used for close combat and throwing
- ShortswordA light finesse blade carried as a backup weapon
- Suppressed handgunCompact firearm with a suppressor, included as a nonstandard campaign item at the DM's discretion
Armor
- Studded leather armorBlack studded leather armor, tailored for silent movement
Tools
- Thieves' toolsA kit containing lock picks, small files, hooks, and other tools for opening locks and disabling traps
- Forgery kitA kit containing wax, parchment, quills, ink, seals, and imitation documents
- Disguise kitA kit containing cosmetics, wigs, clothing pieces, and other disguise materials
Gear
- Burglar's packA backpack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope
- Fine clothesElegant clothing suitable for court appearances and formal dinners
- Signet ringA ring bearing the crest of House Ortzadar
- Scroll of pedigreeA parchment proving his lineage and connection to his noble house
Purse
- 25×Gold piecesCoin carried from his family's estate
Appearance
A roguishly handsome human man with sharp cheekbones, olive skin, dark hazel eyes, and black hair worn short at the sides and longer on top. He wears tailored black studded leather armor beneath a charcoal traveling coat, soft gloves, and polished boots. His daggers are balanced for throwing and close work, while a compact suppressed handgun rests in a concealed shoulder holster. His noble upbringing shows in his posture, diction, and immaculate grooming, though his clothing is designed for rooftops rather than courtrooms.
Mannerisms
He adjusts his cuffs before lying, addresses dangerous people with exaggerated courtesy, and studies every exit before sitting down. When thinking, he taps the pommel of his left-hand dagger twice against his wrist.
Personality
Gatiko is polished, observant, and disarmingly courteous. He treats every conversation like a card game, watching for the moment someone reveals what they truly want. Beneath his confidence is a sincere concern for ordinary people caught beneath the machinery of noble privilege.
Ideals
Justice should belong to everyone, not only to those who can buy a judge, hire a guard, or inherit a title.
Bonds
He carries the stolen black ledger that could destroy his family and several powerful allies. He intends to clear the name of the retainer who trained him and protect the household servants who were blamed for his family's crimes.
Flaws
He cannot resist exposing hypocrisy, even when silence would be safer. Gatiko also believes he is the smartest person in any room, and his confidence can turn a careful plan into an unnecessary performance.
Quirks
Background
Gatiko Ortzadar was born into a minor human noble house whose wealth came from toll roads, river warehouses, and discreet political favors. He was raised among ledgers, etiquette lessons, and locked cabinets, learning early that the most important secrets were rarely kept in writing. His family expected him to become a court functionary, but Gatiko preferred the servants corridors, rooflines, and night watches. A disgraced family retainer taught him the practical arts of slipping locks, reading footprints, and making a blade appear where no weapon had been seen. When Gatiko discovered that his older brother had been selling political prisoners to a private intelligence network, he stole the family's black ledger and vanished before the scandal could consume the household. He became a thief not for gold, but for leverage, using burglary to expose corrupt officials and return stolen property to people who could never challenge the courts. His noble name still opens doors, while his criminal reputation closes them behind him. He now travels as an elegant contradiction, a gentleman who can toast a duke at dinner and rob the duke's vault before dessert. His suppressed handgun is an unusual device acquired from an itinerant gunsmith, reserved for moments when silence matters more than tradition.
“He was raised among ledgers, etiquette lessons, and locked cabinets, learning early that the most important secrets were rarely kept in writing.”
- Background
- Noble
Connections
Species
Human
Media
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