Strength Dexterity Constitution Intelligence Wisdom Charisma
12 [+1] 15 [+2] 13 [+1] 12 [+1] 15 [+2] 15 [+2]

11, 14, 12, 14, 11, 14
+1 all Stats

Human, Rogue, Criminal

  • Size: Medium [6’2”, 152lb]
  • Speed: 30
  • HP: 18 [+D8 per Rogue Level, +D10 per Fighter Level].
  • Level Proficiency: +2 [Level 3].
    • Experience: 1599
    • Classes: Level 2 Rogue, Level 1 Fighter
  • Saving Throws: Dexterity, Intelligence, Strength, Constitution.
  • Passive Perception: 6 (Wis 2 + Proficiency Perception 4)
  • AC: 14

Traits and Features:

  • Expertise: Double proficiency for Stealth and Perception tests.
  • Sneak Attack: [D6]- Once per turn gain D6 damage against an enemy you have Advantage against or any target who has an enemy within 5 feet of them.
  • Thieves Cant: Can communicate with other thieves in secret codes. Can recognise signs left to indicate danger etc by other thieves.
  • Criminal Contact: You have a reliable and trustworthy contact who acts as your liason to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
  • Cunning Action: Can use a Bonus action to Dash, Hide or Disengage.
  • Fighting Style: [Archery] +2 to hit with Ranged attacks.
  • Second Wind: Can use Bonus Action to regain D10+ Fighter level of HP. Resets on Rest.


  • Weapon Proficiency: Simple Weapons, Martial Weapons.
  • Armour Proficiency: Light Armour, Medium Armour, Shields.
  • Tool Proficiencies: Thieves tools, Dice Set.


  • Languages: Common, Elven, Dwarvish.
  • Proficient: Acrobatics, Deception, Perception, Persuasion, Sleight of Hand, Stealth.

Equipment: Carrying Capacity 91/180lbs

  • Shortsword (D6 Piercing; Light, Finesse) [2lbs]
  • Finely Crafted Shortsword (D6 Piercing; Light, Finesse) [2lbs]
  • Light Crossbow (D8 Piercing; Ammunition; Range [80/320]; Loading; Two-Handed) w/ Crossbow Bolt Case and 20x Quarrels [7.5lbs]
  • Backpack (Health Potion, bag of 1000 ball-bearings [DC10 dex or prone], 10 feet of string, a bell, 5 candles, crowbar [Advantage on Strength], hooded lantern, 2 flasks of oil, 5 days rations, tinderbox, Map Case, waterskin [Full], dagger) [30lbs] Tied (50ft of rope, bedroll) Tied [12lbs]
  • Studded Leather armour (12+Dex Modifier) [13lbs]
  • Manacles (DC 20 Strength or Dex to escape) [6lbs]
  • Crossbow case w/ 14 Quarrels [2.5lbs]
  • 2x Nets (Range 5/15; Free with DC10 Strength or 5 Damage against AC 10) [6lbs]
  • 2x Daggers (D4 Piercing; Thrown [Range 20/60], Finesse, Light) [1lbs]
  • Thieves tools [1lbs]
  • Dark traveller's clothes including hood [4lbs]
  • Red Cloak [4lbs]
  • Dice Set
  • Belt pouch containing currency.
  • Nightcap that when worn gives you pleasant dreams. [Trinket].
  • 3x Ruined Chain Shirts

Gold: 96
Electrum: 3
Silver: 104
Copper: 197

Background Information
Originally a criminal fence operating out of the city of Neverwinter. Has an eye for valuable items, and used to scout out locations for other thieves to rob. In particular found himself working alongside the halfling Stevie J, who was uniquely talented in the art of stealth and thievery. He would then palm these items for a price to others. Every coin beyond what it took to live he sent back to his family, living far away in the Capital. He made a point to never steal from the poor or other criminals, wanting to avoid attention and the eyes of other criminals. However on the arrival of Clarence the Wizened his work became more dangerous. Clarence was a forger of some clout and along with Stevie a plan was set into motion. Konrad would target wealthy nobles, having Stevie replace their bank bonds with forgeries of Clarence's making. The noble houses would continue to spend the money, unaware that their true wealth had already been withdrawn and distributed by the criminals. Konrad would deal with any other criminals sniffing around the forged money, leaving Clarence and Stevie far removed from the violent aspects of the crime. A town guard, nicknamed Badger, was on the take, accepting coin purses for his silence when the forged bonds eventually surfaced.
It was only when the paladin Barrett Bray came to town that this finally greased organisation came to light. The newly-ascended paladin quickly joined an investigation of the town guard for corruption, arresting Badger and having him locked up in Neverwinter's infamous prison. Although the guard considered the matter settled Barrett investigated further, finding the link to Konrad and his group of law breakers. Although Barrett considered the group criminals, he understood that the crime was essentially victimless, and laid most of the blame at the feet of Badger. He instead insisted the three accompany him on a job he had been hired to do, paying off their "debt to god" by helping his holy work. Konrad only saw the coin in the situation, and knew that mercenary work in the company of a paladin could earn him a fine penny indeed. It was such that he came to be adventuring with Barrett, his two criminal companions and a group of other strange individuals.

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