KurbStomp
KurbStomp
Sheet
AC 13 · HP 12 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsDEX
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
10 featuresBonus action
- Cunning ActionLevel 1
You can use the bonus action on your turn to take the Dash, Disengage, or Hide action.
Always on
- Sneak AttackLevel 1
You are trained to move quietly, strike from the shadows, and exploit openings before an enemy can react.
- Rogue ProficienciesLevel 1
You gain proficiency with light armor, simple weapons, hand crossbows, longswords, rapiers, and shortswords.
- ExpertiseLevel 1
Choose four skills from the rogue skill list to become proficient in. If you already have proficiency with one of them, choose another skill instead.
- Thieves' CantLevel 1
You know the secret rogue's cant of thieves and can hide messages in seemingly normal conversations.
- TraitHumanAbility Score Increase, +1 to all ability scores.
- TraitHumanSize, Medium.
- TraitHumanSpeed, 30 feet.
- TraitHumanLanguages, Common and one extra language of choice.
- Criminal ContactCriminal
You have a reliable contact in the criminal underworld who can provide information, shelter, or introductions to shady circles when needed.
Gear
11 itemsWeapons
- RapierA finesse melee weapon suited for precise strikes.
- ShortbowA ranged weapon with a quiver of ammunition.
- 2×DaggerA pair of balanced blades for close work.
Armor
- Leather ArmorA protective suit of stitched leather favored by agile fighters.
Tools
- CrowbarA heavy iron bar used for prying doors, lifting grates, and cracking weak defenses.
- Gaming SetA set of dice kept for cheating, gambling, or making friends in the wrong places.
Gear
- 20×ArrowsA quiver containing ammunition for the shortbow.
- Burglar's PackA collection of gear for infiltration, climbing, and breaking into places.
- Dark Common ClothesDark clothing with a hood, useful for blending into shadows and back alleys.
- Belt PouchA pouch for coins and small valuables.
Purse
- 15×Starting GoldA small pouch of ill-gotten funds reserved for emergencies.
Appearance
KurbStomp is a wiry human man with a perpetual half-grin, quick hazel eyes, and callused hands that never seem to stay still. He wears dark, practical leathers under a hooded coat marked by old alley dust and a few badly mended tears. A narrow scar cuts across one eyebrow, and his boots are built for running, climbing, and vanishing into crowds before anyone can get a good look.
Mannerisms
He speaks in short, dry bursts and watches people's hands more than their faces. When nervous, he clicks his tongue twice before answering. He constantly taps one finger against his thumb, as if counting invisible coins or measuring locks in his head.
Personality
Sharp-tongued and alert, KurbStomp treats every room like a negotiation and every silence like a trap. He is sardonic but not heartless, and beneath the swagger he has a practical respect for anyone who works hard to survive. He prefers improvisation over plans and instincts over promises.
Ideals
Freedom. No guild, lord, or watch captain should own a person's choices. Anyone clever enough to survive deserves the right to keep what they have taken or earned.
Bonds
He owes his life to an old fence who hid him after a job went wrong, and he still sends that person a cut of every score that feels even slightly lucky.
Flaws
He cannot resist a puzzle box, a locked door, or a wager that feels like an insult. If someone challenges his pride, he will take reckless risks just to prove he can outmaneuver them. He also lies so naturally that he sometimes forgets which stories were meant to be useful and which were meant to be true.
Quirks
Background
KurbStomp learned early that a human with quick hands could eat better than a human with honest hands, especially in the districts where the city forgot to shine its lanterns. He began as a runner for fence-men, then a lockpicker, then the kind of thief who could slip through a guarded warehouse without disturbing the dust. The name KurbStomp started as a joke after he once ruined a gang enforcer's prize boots in a scuffle, and it stuck because he never seemed to stay down long enough for anyone to correct it. As he got older, KurbStomp discovered that crime was less about greed than leverage. A secret moved a caravan, a rumor toppled a rival, and a purse bought silence faster than a blade. He learned the streets, the watch routes, the habits of merchants, and the weak seams in every plan. Now he works as a freelancer, sometimes thief, sometimes courier, sometimes problem solver, always one step ahead of anyone who thinks they own him. He is not cruel by nature, but he trusts opportunity more than virtue, and he has a habit of helping the underdog if it offends the powerful.
“He began as a runner for fence-men, then a lockpicker, then the kind of thief who could slip through a guarded warehouse without disturbing the dust.”
- Background
- Criminal
Connections
Species
Human
Media
0 imagesNo images yet.
Turn KurbStomp into a sheet
A high-res, share-ready sheet you can post or print.