Hakmar
Female Goblin Confidence Trickster
She is an adult goblin with amber eyes, long dyed black hair with a fringe cut, and red skin.
Personality Traits: Personable, Impatient.
Alignment: neutral.
Born: 787 AC (Age 13)
Orientation: Hetrosexual
Home: None
Settlement: Camp Fanyit
Mother: Narwow Junior
Father: Morgnint
Siblings
- Worbat - age 19 ♀
- Batwow - age 16 ♂
- Didmar - age 12 ♀
- Turnstup Junior - age 9 ♂
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 10 | 13 | 9 | 8 | 9 | 12 |
| +1 | -1 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 11 | 6 | 9 | 30 ft. |
Alignment: neutral
Size: Small
Senses: Darkvision
Actions:
- Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
- Dagger. Ranged Weapon Attack: +3 to hit, range 20 / 60 ft., one target. Hit: 1d4 piercing damage.
- Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Sleight of Hand +3, Deception +3, Perception +1
Abilities:
- Nimble Escape. Hakmar can take the Disengage or Hide action as a bonus action on each of their turns.
- Sneak Attack. Once per turn, Hakmar can deal an extra 1d6 damage to one creature they hit with an attack and have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
- Thieves' Cant. Hakmar knows the Thieves' Cant, a secret language of rouges. See the Rouge Class in the SRD for more information.
Spoken Languages: Common, Goblin
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | 15 gp | Clothes, fine | 6 lbs. | |
| 2 | 2 gp | Dagger | A Simple Melee weapon. 1d4 piercing damage. Range: 5. (Thrown: 20/60.) Properties: Finesse, Light, Thrown, Monk | 1 lb. |
| 1 | 25 gp | Disguise Kit | This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise. | 3 lbs. |
| 1 | 10 gp | Electrum tiara | A electrum tiara. | |
| 1 | 15 gp | Forgery Kit | This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document. | 5 lbs. |
| 1 | 6 gp 5 sp 7 cp | Money Pouch | Hakmar's money pouch. It has 5 gp, 15 sp and 7 cp in it. | ½ lb. |
| 1 | Pouch of oregano | A small pouch containing dried oregano. It has lost its potency. | ||
| 1 | 1 cp | Riversticks (Gaming Set) |
Four custom modified teak sticks, for playing the popular otterfolk game Riversticks. The sticks have had their twig pruned and have been polished to a shine. Playing riversticks requires flowing water. Sticks are dropped in the water and raced to a downstream finish-line. Riversticks may appear to be a game of chance, but expert players know how to give themselves the edge with starting placement and by knowing which of their sticks to use on a given course. |
4 lbs. |