Nimaq
Nimaq
Sheet
AC 14 · HP 8 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
8 featuresAlways on
- Sneak AttackLevel 1
When Hit a qualifying target with a finesse or ranged weapon
Once per turn, deal an extra 1d6 damage to a creature hit with a finesse or ranged weapon when the required advantage or adjacent-enemy condition is met.
- ExpertiseLevel 1
Your experience and training give you proficiency with thieves' tools and one gaming set. You also gain proficiency in four skills of your choice.
- Thieves' CantLevel 1
You know thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages.
- DarkvisionTabaxiYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
- Feline AgilityTabaxiWhen you move on your turn in combat, you can double your speed until the end of the turn. Once used, you cannot use this trait again until you move 0 feet on one of your turns.
- Cat's ClawsTabaxiYour claws are natural weapons that deal 1d4 slashing damage on a hit. You can climb using your claws at a speed of 20 feet.
- Cat's TalentTabaxiYou have proficiency in the Perception and Stealth skills.
- Criminal ContactCriminal
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances, though you cannot guarantee the contact will always be able to help.
Gear
8 itemsWeapons
- RapierA light finesse weapon suitable for close combat.
- Shortbow and arrowsA ranged martial weapon with a quiver containing 20 arrows.
- 2×DaggerLight thrown or melee weapons, each dealing 1d4 piercing damage.
Armor
- Leather armorLight armor with a base AC of 11 plus Dexterity modifier.
Gear
- Burglar's packA pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to its side.
- CrowbarA versatile iron pry bar useful for opening crates, doors, and stubborn windows.
- Dark common clothes with hoodA set of ordinary dark clothing with a hood, suitable for blending into alleys and back rooms.
Purse
- 15×Gold piecesStarting currency from the criminal background.
Appearance
A lean male tabaxi with sand-gold fur patterned in muted russet rings, a broad cream muzzle, and dark amber eyes. He wears a well-maintained leather jerkin beneath a weathered charcoal cloak, with soft-soled boots, a rapier at his hip, and two daggers positioned for easy reach. His most noticeable habit is the small brass button fastened near his collar, which he checks with two claws whenever he enters an unfamiliar room. His voice is quiet and rounded, preceded by a brief breath through his nose as though he is tasting the air before speaking.
Mannerisms
Before speaking, he takes a quiet breath through his nose and lets his whiskers settle. When entering a room, he checks the brass collar button, the nearest exit, and the hands of everyone present. He tends to angle his ears toward whoever is speaking without turning his head fully.
Personality
Nimaq is gentle, observant, and unusually patient for someone who makes a living bypassing other people's precautions. He prefers to ask one more question rather than make one more assumption. Around strangers he is soft-spoken and watchful, but with people he trusts he becomes wryly playful, collecting small curiosities and giving them names. He has a strong instinct for unfairness and a practical talent for turning concern into action.
Ideals
Mercy. Skill is most meaningful when it is used to give the vulnerable a way out, not to make the powerful richer.
Bonds
I owe my freedom to the small infirmary whose medicine I returned, and I will protect its workers and patients whenever they are threatened.
Flaws
I cannot resist testing a lock, pocket, or secret passage when I notice one, even when patience would serve me better. I also keep information too close, because I expect every kindness to eventually become leverage.
Quirks
Background
Nimaq grew up among the crowded markets and rain-dark alleys of a river city where a tabaxi's curiosity could be either a gift or a sentence. His mother repaired musical instruments, and his older brother carried parcels for merchants who preferred not to ask where their goods had come from. Nimaq learned early that locks, ledgers, and people all had weaknesses, and that the cleverest thief was often the one who left everyone feeling they had been treated fairly. He became especially skilled at slipping through guarded places, listening at doors, and removing valuables without disturbing the lives around them. His criminal work changed after he discovered that the gang employing him had been stealing medicine from a charitable infirmary. Nimaq took the medicine back, exposed the gang's records, and disappeared before their leaders could decide whether to kill him or recruit him permanently. A network of former associates still passes him information through coded market receipts, making him a criminal by reputation even as he now chooses jobs that protect ordinary people. He adventures because every city has someone being quietly squeezed by those with more power, and because he cannot ignore a locked door behind which someone is asking for help.
“His mother repaired musical instruments, and his older brother carried parcels for merchants who preferred not to ask where their goods had come from.”
- Background
- Criminal
Connections
Species
Tabaxi
Media
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