Ara Runningbrook
Ara Runningbrook
Sheet
AC 13 · HP 9 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- InvestigationINT
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
12 featuresAlways on
- Rogue ProficienciesLevel 1
You know how to use finesse and guile. At 1st level, you gain proficiency with light armor, simple weapons, hand crossbows, longswords, rapiers, and shortswords.
- ExpertiseLevel 1
Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Ara has expertise in Stealth and Investigation.
- Sneak AttackLevel 1
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or ranged weapon, or a natural weapon treated as finesse by Ara's species traits.
- Thieves' CantLevel 1
You know the secret cant of thieves, a blend of code words, allusions, and hidden signs that lets you pass messages to other rogues without drawing attention.
- TraitMunchkin CatfolkSmall size, built to move through tight spaces and travel close to the ground.
- TraitMunchkin CatfolkDarkvision, able to see in dim light as if it were bright light and in darkness as if it were dim light.
- TraitMunchkin CatfolkFeline agility, granting exceptional bursts of speed and balance when needed.
- TraitMunchkin CatfolkClaws, natural weapons that Ara can use when forced into close combat.
- TraitMunchkin CatfolkMage hand affinity, allowing Ara to flavor her rogue tricks through a mystical invisible extension of her will.
- TraitMunchkin CatfolkAmurrun heritage, a culture of chirps, purrs, clicks, and yowls that other folk rarely understand fully.
- TraitMunchkin CatfolkCreature of the road, comfortable riding on shoulders, packs, or moving mounts larger than herself.
- WandererOutlander
Ara can always find food and fresh water for herself and up to five others, provided the land can reasonably support life. She also knows how to travel overland, read the signs of the wild, and move through wilderness as though it were home.
Gear
7 itemsWeapons
- ShortswordA compact finesse weapon kept as a backup or trophy. Ara rarely relies on it directly, preferring stealth and her species traits.
- 2×DaggersA pair of dagger-sized blades suited to close work and utility.
Armor
- Leather ArmorDark-stained protective leather armor sized for a tiny feline body.
Tools
- Thieves' ToolsA set of tools for opening locks and disabling mechanisms.
Gear
- Burglar's PackA pack containing ropes, rations, and practical adventuring gear.
- Traveler's ClothesA set of worn traveler's clothes fitted for wilderness life.
- Constellation CollarHer night blue collar, inlaid with stone-giant silver and a moss agate from the Quivering Forest.
Appearance
Ara is an exceptionally small black longhair catfolk, almost kitten-sized, with silky midnight fur, stubby legs, a rounded fluffy frame, and bright green eyes that seem to miss nothing. She usually moves on all fours with a quick patter, her night blue constellation collar set with scraps of stone-giant silver and a polished moss agate that swings lightly at her throat. She almost never stands upright unless absolutely necessary, and even then she looks more offended by the posture than impressed by it.
Mannerisms
Ara rarely stands when she can crouch, stalk, or sprawl. She nudges her moss agate with her nose when thinking, flicks her tail when excited, and speaks in fast, clipped bursts whenever she finds something interesting. When she stops moving entirely, it usually means she is concentrating on something, or has already gotten into trouble.
Personality
Ara is ferociously curious, fearless around anything larger than herself, and impossible to keep in one place for long. She treats the world as a puzzle box full of doors, tunnels, perches, and secrets, and she assumes every mystery is personally meant for her. Beneath the frenzy is a deeply loyal little wanderer who measures safety by the presence of pack and home, not by walls.
Ideals
Wanderlust. The world is too large, strange, and beautiful to be left unexplored. Kinship. Family is not only blood, but the bonds we choose and protect, wherever we find them.
Bonds
I carry a constellation collar of leather, silver, and moss agate that ties me to my people, my home, and the giants who once let me ride on their shoulders.
Flaws
My desire to experience new things makes me reckless, and I often commit myself and my friends to danger before I have thought the consequences through. If something is sealed, forbidden, or glowing faintly in an ominous way, I feel personally challenged by its existence.
Quirks
Background
Ara Runningbrook was born among the Ticklebelly Hills nomads, where travel was not a journey but the shape of life itself. Even by catfolk standards she was tiny, a black puff of motion with brilliant green eyes and an habit of vanishing into crates, brush, saddlebags, or any place that seemed interesting. Her people valued movement, memory, and the sacred pull of the road, and Ara took to all three with unsettling enthusiasm. She learned Amurrun before she learned to sit still, and she learned Giant from the stone colossi she treated less like legends and more like convenient moving towers. Riding shoulders, peering from hair, and asking cosmic questions in a voice too small to be ignored, she became known as a curious little nuisance who could not be discouraged, only redirected. At her coming of age, her family gave her a constellation collar made from night blue leather and inlaid silver, with a moss agate taken from a brook in the Quivering Forest. It was meant to be practical, a way to carry the trinkets she collected without needing hands she did not have, but to Ara it became a map of home, strangers, and the places where her life changed. When dragon cult raiders came to the hills and fear settled over the nomads like wet fur, Ara learned that curiosity and courage could be the same thing. She slipped through the shadows, used her mage hand to undo bindings and steal keys, and made enough trouble biting ankles and cutting tent cords that her family escaped the raid alive. After that, she followed the old second path of the amurrun, the one that sends a young adult outward into the world to return with a memento from an unsupervised place. She found hers in the Quivering Forest, a moss agate from a hidden brook, and when she came back she was no longer just a child who wandered. She was a rogue in the oldest sense, a seeker of hidden things, a thief of secrets, and a guardian who now treats every companion as a new pack worth defending. The world may call her Ara Runningbrook because she talks like a stream and moves like a darting shadow, but she carries her home with her, and she intends to find out what waits beyond every horizon.
“Her people valued movement, memory, and the sacred pull of the road, and Ara took to all three with unsettling enthusiasm.”
- Background
- Outlander
Connections
Species
Munchkin Catfolk
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