Kestek Arvonen
Kestek Arvonen
Sheet
AC 17 · HP 67 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
17 featuresBonus action
- Cunning ActionLevel 2
When Your turn
As a bonus action, Dash, Disengage, or Hide.
- Fast HandsLevel 3
When Your turn
As a bonus action, use thieves' tools to disarm a trap or open a lock, make a Dexterity check to use thieves' tools, or take the Use an Object action.
Always on
- Sneak AttackLevel 1
When Hit with a finesse or ranged weapon and have advantage, or have an ally within 5 feet of the target without disadvantage.
Once per turn, deal an extra 5d6 damage when hitting with a finesse or ranged weapon while meeting the Sneak Attack requirements.
- Second-Story WorkLevel 3
When Movement or jump
Make a running jump after moving only 5 feet, and climbing no longer costs extra movement.
- Supreme SneakLevel 9
When Moving stealthily
Gain advantage on Dexterity (Stealth) checks made to move stealthily.
- Rogue ProficienciesLevel 1
You gain proficiency with light armor, simple weapons, hand crossbows, longswords, rapiers, and shortswords. You also gain proficiency with thieves' tools and one type of artisan's tools or gaming set.
- ExpertiseLevel 6
You gain proficiency with thieves' tools and one additional skill of your choice. Choose two of your skill proficiencies, or one skill proficiency and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make using the chosen proficiencies.
- Second-Story Work, Fast HandsLevel 3
You can use your Cunning Action to make a Dexterity check using thieves' tools, disarm a trap, or open a lock, or take the Use an Object action.
- Slippery MindLevel 7
You gain proficiency in Wisdom saving throws.
- Ability Score ImprovementLevel 8
When you reach 8th level, you can choose one ability score to increase by 2, or two ability scores to increase by 1, up to the normal maximum of 20. This character's supplied ability scores are treated as final values after the requested human bonuses and no additional increase is applied.
- 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 of your choice.
- Position of PrivilegeNoble
If you are welcome in high society, people assume you have the right to be wherever you are. You can secure an audience with a local noble if needed, and common folk often treat you with respect because of your heritage.
Gear
12 itemsWeapons
- RapierA finely balanced finesse weapon, favored for close work and discreet attacks.
- 2×DaggersSlim, easily concealed blades suitable for throwing or close combat.
- Hand crossbowA compact ranged weapon with a matching case of bolts.
- Suppressed handgunA foreign, custom-made suppressed handgun. This is a nonstandard firearm and requires Dungeon Master approval, appropriate ammunition, and any firearm rules used in the campaign.
Armor
- Studded leather armorFlexible black studded leather armor, reinforced with small metal studs and tailored for silent movement.
Tools
- Gaming setA small set of loaded dice, kept mainly as a social prop and occasionally used for distraction.
- Thieves' toolsA small pouch of specialized picks, wires, and tension tools.
Gear
- 20×Crossbow boltsA case containing twenty crossbow bolts.
- Burglar's packA burglar's pack containing a backpack, 1,000 ball bearings, 10 feet of string, a bell, five candles, a crowbar, a hammer, ten pitons, a hooded lantern, two flasks of oil, five days of rations, tinderbox, and a waterskin.
- Signet ringA noble's signet ring bearing the crest of House Arvonen.
- Fine clothesA set of fine clothes suitable for courtly appearances.
Purse
- Purse of goldA purse containing 25 gp from the Noble background.
Appearance
A roguishly handsome human man with sharp cheekbones, steel-gray eyes, and neatly cropped dark hair touched with silver at the temples. He wears fitted black studded leather armor beneath a high-collared charcoal coat, soft gloves, and a narrow belt carrying several balanced daggers. His movements are quiet and economical, and his expression usually suggests that he has already noticed the hidden door, the false smile, and the loose purse.
Mannerisms
Kestek removes his gloves one finger at a time when preparing to lie. He taps a dagger's pommel twice before entering an unfamiliar room, smiles at locked doors, and addresses servants by name while rarely remembering the names of nobles who have not earned his respect.
Personality
Polished, observant, and dryly charming, Kestek treats every conversation as both a negotiation and an investigation. He is courteous to strangers, protective of the vulnerable, and most comfortable when standing just outside the center of attention. His humor is understated, his compliments are precise, and his trust is difficult to earn but exceptionally durable once given.
Ideals
Justice should not depend on wealth, bloodline, or who can afford the better advocate. If the law protects cruelty, then truth must find another way to reach the scales.
Bonds
He carries his mother's signet ring and will risk everything to restore his family's name without becoming the kind of tyrant who destroyed it. He also protects servants, informants, and overlooked people who are forced to pay for the mistakes of the powerful.
Flaws
He cannot resist exposing hypocrisy, even when silence would be safer. He assumes affection is usually a transaction, keeps several private escape plans, and becomes coldly vindictive when someone harms a servant, informant, or powerless bystander.
Quirks
Background
Kestek Arvonen was born into a minor human noble house whose estate stood at the edge of a busy trade road. His family taught him etiquette, history, and the careful reading of contracts, but the household was quietly collapsing under debts incurred by his father's vanity. Kestek learned early that a noble title could open a door, while a quick hand could open the lock behind it. He began stealing ledgers, keys, and letters from creditors, first to protect his family, then because he discovered he was very good at finding the truth people had paid to hide. When his older brother sold the family's remaining lands to an influential magistrate, Kestek uncovered evidence that the transaction had been forged. The proof disappeared before he could present it, and the magistrate's agents murdered his closest confidant, a servant who had helped him search the archives. Kestek abandoned the family estate, taking only his mother's signet ring and a book of coded accounts. He now works as a thief and discreet investigator, moving through courts and criminal dens with equal ease. His daggers are honest tools, his black armor is a warning to those observant enough to understand it, and his suppressed handgun is a rare, custom-made weapon acquired through a foreign arms dealer. He uses it sparingly, treating every shot as a secret that cannot be taken back.
“Kestek learned early that a noble title could open a door, while a quick hand could open the lock behind it.”
- Background
- Noble
Connections
Species
Human
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