Crokar
Crokar
Sheet
AC 12 · HP 8 · 25 ft., fly 50 ft.Saving throws
Skills
- AcrobaticsDEX
- InsightWIS
- InvestigationINT
- PerceptionWIS
- PersuasionCHA
- Sleight of HandDEX
- StealthINT
Armor
Weapons
Tools
Languages
Features
9 featuresAlways on
- Sneak AttackLevel 1
You are trained to strike where enemies are unprepared. Once per turn, you deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll, or if another enemy of the target is within 5 feet of it and you do not have disadvantage on the attack roll.
- ExpertiseLevel 1
Your quick reflexes let you act before foes can fully respond.
- Thieves' CantLevel 1
You know the secret mix of dialect, jargon, and coded signals used by thieves and smugglers.
- TraitAarakocraAbility Score Increase, +2 Dexterity and +1 Wisdom.
- Flight, you have a flying speed of 50 feetAarakocraYou cannot use this flying speed if you are wearing medium or heavy armor.
- TraitAarakocraTalons, your talons are natural weapons that deal 1d4 slashing damage on a hit.
- TraitAarakocraTalons are part of your unarmed strike and count as a melee weapon attack.
- TraitAarakocraYou can speak, read, and write Common and Auran.
- Guild MembershipGuild Artisan
You are a respected member of a guild of artisans or merchants. Your guild can provide favors, contacts, and lodging among its own, and people in related trades recognize your credentials.
Gear
10 itemsWeapons
- RapierA finesse weapon favored for precise attacks and covert fighting.
- ShortbowA ranged weapon for silent ambushes and hunting from above.
- 2×DaggersSmall blades suited to quick, close work.
Armor
- Leather armorArmor made from soft, flexible leather.
Tools
- Mason's toolsA set of favored tools chosen for the guild trade.
- Thieves' toolsTools for opening locks and working delicate mechanisms.
Gear
- 20×ArrowsA bundle of arrows for the shortbow.
- Burglar's packA backpack of useful adventuring gear from a thief's kit.
- Letter of introductionProof of membership and standing within his trade guild.
- Traveler's clothesPractical clothing suited to travel and respectable appearances.
Appearance
Crokar is a lean, sharp-eyed aarakocra with slate-gray feathers banded by pale gold at the wingtips. His beak is narrow and hooked, his talons kept clean and oiled like a merchant's tools. He favors a fitted leather jerkin beneath a travel-stained guild cloak, with coin pouches and hidden pockets sewn into every seam. His wings are broad but tightly controlled, and he moves with the stillness of a hunter waiting for the right moment to strike.
Mannerisms
Crokar speaks with measured politeness, but his eyes are always counting exits, valuables, and vulnerabilities. He clicks his beak softly when amused, and when planning something unpleasant he smooths one feather at the base of each wing in sequence. He never stands still for long, preferring to perch, lean, or shift his weight like a bird ready to launch.
Personality
Crokar is patient, calculating, and urbane, with the manners of a merchant and the instincts of a predator. He rarely raises his voice, because he prefers conversations that end with other people thinking the bargain was their idea. He values competence above virtue and treats sentiment as a weakness to be purchased, exploited, or avoided.
Ideals
Profit. Loyalty is a transaction, and every transaction should increase my advantage.
Bonds
Crokar is tied to the guild that made him respectable, and he intends to use its name, assets, and secrets until they are no longer useful, or until he controls them outright.
Flaws
Crokar believes every person has a price, and he is usually eager to discover it. He will justify betrayal, theft, or cruelty if the profit is sufficient and the risk is low. He also underestimates honest loyalty, assuming kindness is merely a slower form of leverage.
Quirks
Background
Crokar hatched high in the storm-perched cliffs where the aarakocra of his flock taught that honor was the wind's true law, swift, clean, and impossible to chain. He learned early that his mind was more useful than his claws. While other nestlings raced the sky, he watched bargains, ledgers, and the tiny betrayals that made a settlement wealthy. A caravan master from the lowlands noticed his quick hands and sharper memory, then bought his labor with polished tools, imported spices, and the promise of civilized advantage. Crokar took to guild life with unsettling ease, discovering that contracts were just cages with elegant locks.
“He learned early that his mind was more useful than his claws.”
- Background
- Guild Artisan
Connections
Species
Aarakocra
Media
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