Sima
Sima
Sheet
AC 11 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
8 featuresAlways on
- Sneak AttackLevel 1
You can deal extra damage once per turn when you hit with a finesse or ranged weapon attack and have advantage on the attack roll, or when an enemy of the target is within 5 feet of it and you do not have disadvantage. The extra damage is 1d6.
- Thieves' CantLevel 1
You gain proficiency in thieves' cant, a secret mixture of dialect, jargon, and code used by rogues and criminals.
- ExpertiseLevel 1
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 using the chosen proficiencies. Sima has expertise in Stealth and thieves' tools.
- Expert ForgeryKenkuYou can duplicate the handwriting and craftwork of another creature, and you have advantage on checks made to produce a forgery or duplicate an existing document.
- Kenku TrainingKenkuYou are proficient in two of the following skills: Acrobatics, Deception, Stealth, or Sleight of Hand. Sima is proficient in Acrobatics and Sleight of Hand.
- MimicryKenkuYou can mimic sounds you have heard, including voices. A creature that hears the sounds can determine they are imitations with a successful Wisdom (Insight) check contested by your Charisma (Deception) check.
- LanguagesKenkuYou can read and write Common and Auran.
- Criminal ContactCriminal
Sima has a reliable and trustworthy contact who acts as her liaison to a network of other criminals. She knows how to send and receive messages through that network, even across long distances.
Spells
Spellcasting. Sima casts with Charisma (spell save DC 10, to hit with spell attacks).
Gear
10 itemsWeapons
- RapierA finely balanced one-handed blade suited to precise attacks.
- ShortbowA compact ranged weapon with a quiver containing 20 arrows.
- 2×DaggerSmall blades balanced for throwing or close combat.
Armor
- Leather armorFlexible leather armor, worn and repeatedly repaired.
Tools
- Thieves' toolsA set of picks, files, small mirrors, and other tools for bypassing locks and traps.
- CrowbarA sturdy iron bar useful for forcing doors and opening crates.
Gear
- 20×ArrowsWooden-shafted ammunition for the shortbow.
- Burglar's packA pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Dark common clothes with hoodA set of common dark clothes with a hood, altered to fit a kenku's wings.
Purse
- 15×Gold piecesLoose coin kept in a stitched inner pocket.
Appearance
Sima is a slender kenku woman with glossy charcoal feathers that soften to warm brown around her throat and wing joints. Her rounded beak is small for a kenku, and when she laughs, a row of surprisingly neat pale teeth shows behind it. She wears a weather-faded leather coat over a patched grey shirt, with one sleeve carefully re-stitched in bright red thread. Her boots are mismatched but well maintained, and a small brass prayer bead is tied to her belt beside her thieves' tools. She keeps her feathers meticulously groomed, except for a stubborn tuft above her left eye that always leans forward.
Mannerisms
Sima tilts her head sharply when listening, then answers in a borrowed voice that suits the emotion better than her own. She taps her brass prayer bead whenever someone mentions fire, and she clicks her beak twice before opening a locked door.
Personality
Sima is observant, soft-spoken, and unsettlingly earnest. She collects voices the way other people collect keepsakes, repeating a person's laugh or favorite phrase when she misses them. Despite her criminal habits and chaotic impulses, she is quick to offer help, quick to believe an apology, and painfully eager to be wanted. She can be warm and funny when relaxed, though her humor often arrives in the stolen voice of someone who once hurt her.
Ideals
Freedom. No priest, gang leader, noble, or supposed destiny gets to decide what I am. I would rather choose wrongly for myself than obey correctly for someone else.
Bonds
She carries a brass prayer bead from the burned shrine and intends to find the person whose voice she heard that night. She also feels protective of abandoned children, strays, and anyone who has been made to feel like a bad omen.
Flaws
She trusts anyone who speaks gently to her, especially if they use a familiar voice. She is terrified that her memories are false and may make reckless choices to prove that she is more than the monster others called her.
Quirks
Background
Sima was raised in the back rooms of a roadside shrine, though no one there ever admitted to being her family. The priests called her a blessing when offerings were good and an omen when they were not. She learned prayers by imitation, repeating the voices of the devout until the words became indistinguishable from her own. When a fire consumed the shrine's outer forest, the priests blamed her strange voice and drove her away. Sima remembers the flames, the smell of resin, and a second voice giving her instructions from somewhere beyond the trees. She does not remember starting the fire, but she has never stopped wondering whether she did.
“The priests called her a blessing when offerings were good and an omen when they were not.”
- Background
- Criminal
Connections
Species
Kenku
Media
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