Selix
Selix
Sheet
AC 14 · HP 19 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
14 featuresBonus action
- Cunning ActionLevel 2
When On Selix's turn.
As a bonus action, Dash, Disengage, or Hide.
- Fast HandsLevel 3
When On Selix's turn.
As a bonus action, make a Dexterity check with thieves' tools to open a lock or disarm a trap, or use an object.
Always on
- Sneak AttackLevel 1
When Hit with a qualifying finesse or ranged weapon and meet the advantage or adjacent-ally condition.
Once per turn, add 2d6 damage to a successful attack with a finesse or ranged weapon when the attack qualifies for Sneak Attack.
- Second-Story WorkLevel 3
When When climbing or making a running jump.
Double walking speed for climbing and gain the ability to jump after only 5 feet of running movement.
- ExpertiseLevel 1
When Whenever making a Stealth or Sleight of Hand check.
Double Selix's proficiency bonus for Stealth and Sleight of Hand checks.
- Feline Agility
When When Selix moves on their turn.
Double Selix's speed until the end of the current turn. Once used, this trait cannot be used again until Selix moves 0 feet on one of their turns.
- Rogue ProficienciesLevel 1
Selix is proficient with light armor, simple weapons, hand crossbows, longswords, rapiers, and shortswords. They are also proficient with thieves' tools.
- Roguish Archetype, ThiefLevel 3
Selix has chosen the Thief archetype, gaining specialized expertise in infiltration, climbing, and manipulating objects under pressure.
- TraitTabaxiDarkvision, allowing Selix to see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitTabaxiFeline Agility, allowing Selix to double their speed for one turn when they move, after which they cannot use it again until they move 0 feet on one of their turns.
- TraitTabaxiCat's Claws, granting a climbing speed of 20 feet and natural claws that deal 1d4 slashing damage when used for unarmed strikes.
- TraitTabaxiCat's Talent, granting proficiency in Perception and Stealth.
- TraitTabaxiTabaxi are naturally agile, with a +2 Dexterity and +1 Charisma increase already applied to Selix's base scores.
- False IdentityCharlatan
Selix has a false identity and a forged set of documents, allowing them to pass themselves off as a person from another place or station. They can also create such documents for others, provided they have seen a similar document or handwriting.
Gear
10 itemsWeapons
- RapierA finely made one-handed blade suitable for precise attacks.
- Shortbow and arrowsA ranged martial weapon with a quiver containing 20 arrows.
- 2×DaggerSmall blades useful as backup weapons or thrown weapons.
Armor
- Leather armorLight armor made of boiled leather.
Tools
- Thieves' toolsTools for picking locks and disabling traps.
- Disguise kitTools used to alter appearance and impersonate others.
- Forgery kitTools for producing convincing counterfeit documents.
Gear
- Burglar's packA pack containing a backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope.
- Fine clothesA set of fine but slightly worn clothes suitable for a convincing false identity.
Purse
- 15×Gold piecesCoin carried from recent contracts and carefully preserved opportunities.
Appearance
Selix is a lean, long-limbed tabaxi with russet-and-cream fur, dark ear tips, and bright amber eyes. Their traveling clothes are practical but visibly repaired, with mismatched stitching at the knees and elbows. Their leather armor fits slightly too loosely, cinched tight with a braided cord, while their best-kept possession is a deep blue scarf embroidered with tiny silver coins. They stand lightly on the balls of their feet whenever they wait, as if ready to spring after a fleeing mark.
Mannerisms
Selix tilts their head and slowly blinks when deciding whether someone is lying. They test unfamiliar chairs, windows, and floorboards before trusting them, and they quietly count exits whenever entering a room. When discussing a price, they rub the silver-coin embroidery on their scarf between two claws.
Personality
Selix is observant, dryly humorous, and cautious with trust but generous with practical help. They prefer useful companionship over sentimental declarations, and they show affection by sharing food, checking camp perimeters, and quietly improving everyone else's chances of survival. Their curiosity is powerful and sometimes overrides common sense, especially when a locked box, secret passage, or suspiciously unattended purse is nearby.
Ideals
Freedom. No ruler, contract, or locked door should decide where a person can go or what they can become. Selix helps people escape cages, whether those cages are made of iron, debt, or reputation.
Bonds
The traveling companions who accepted Selix after seeing through their false identity are now the closest thing they have to a permanent home. Selix will take dangerous work, and sometimes foolish risks, to repay that acceptance.
Flaws
Selix can justify almost any theft if the target seems wealthier, crueler, or less deserving than they are. They also have difficulty admitting fear or asking for help, because dependence feels too much like being trapped.
Quirks
Background
Selix was raised among a loose caravan of tabaxi wanderers who followed trade roads, seasonal fairs, and rumors of profitable work. They learned early that a quick hand could fill an empty stomach, and that a convincing story could keep a hungry guard from looking too closely. Their first false identity was a minor noble's courier, complete with copied seals and an impressive amount of invented confidence. The deception earned them enough coin to leave the caravan, but not before teaching them that survival and theft often differ only in who gets to write the report afterward. Since then, Selix has traveled from settlement to settlement hunting fugitives, collecting bounties, guiding travelers through dangerous country, and taking unattended valuables when opportunity presents itself. They are comfortable sleeping beneath wagons, in abandoned watchtowers, or under open skies. Although they usually work alone, a series of jobs has brought them into the company of a group of travelers who have become something more complicated than employers. Selix still counts every coin and occasionally relocates something that does not technically belong to them, but they now measure success partly by whether everyone in the group reaches the next town alive.
“They learned early that a quick hand could fill an empty stomach, and that a convincing story could keep a hungry guard from looking too closely.”
- Background
- Charlatan
Connections
Species
Tabaxi
Media
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