Kasha Player Antithetist
Half-Orc Rogue (Unaligned) Level 3 (XP 3157)
Initiative +5
Passive Insight 10 Passive Perception 10; Senses Low-light
HP 32 Bloodied 16 Surge Value 8; Surges Per-Day 6
AC 19 Fortitude 14 Reflex 17 Will 13
Saving Throws +0; when making more than one saving throw, can choose to gain a +2 bonus to the first one and take a -2 penalty to the second (Gambler's Suit property)
Speed 6 Size Medium
Str 17 (+4) Dex 19 (+5) Wis 8 (+0)
Con 10 (+1) Int 11 (+1) Cha 14 (+3)
Racial Abilities Half-Orc Resilience (5 temporary HP when first bloodied), Swift Charge (+2 speed when charging), Furious Assault
Class Features First Strike, Rogue Tactics (Brutal Scoundrel), Rogue Weapon Talent, Sneak Attack (+2d8)
Battack Basic Attack Subtle Longsword +1 (+8 vs AC, 1d8+4 damage) or Dagger (+8 vs AC, 1d4+3 damage)
Branged Ranged Basic Attack Shuriken (+8 vs AC, 1d6+4 damage, 6/12 range) or Dagger (+9 vs AC, 1d4+4 damage, 5/10 range)
Feats Versatile Duelist, Backstabber
Skills Thievery +12 (+14 to pick locks and disarm traps), Stealth +10 (+11 to move silently), Acrobatics +10, Athletics +9, Intimidate +10, Streetwise +8
Languages Allarian, Giant
Clever Strike (At Will Standard Action Melee Weapon ✦ Martial, Weapon)
Requirement: Kasha must be wielding a light blade or one-handed heavy blade.
Target: One Creature
Attack: +9 vs. AC
Hit: 1d8+5 damage
Special: If an ally is adjacent to the target and able to attack it, Kasha has combat advantage for this attack.
Sly Flourish (At Will Standard Action Melee or Ranged Weapon ✦ Martial, Weapon)
Requirement: Kasha must be wielding a crossbow, light blade, one-handed heavy blade, or sling.
Target: One creature
Attack: +9 vs. AC
Hit: 1d8+7 damage
Torturous Strike (Encounter Standard Action Melee or Ranged Weapon ✦ Martial, Weapon)
Requirement: Kasha must be wielding a crossbow, light blade, one-handed heavy blade, or sling.
Target: One creature
Attack: +9 vs. AC
Hit: 2d8+8 damage
Furious Assault (Encounter Free Action Personal ) Half-Orc Racial Power
Trigger: Kasha hits an enemy
Effect: The attack deals 1(W) extra damage if it is a weapon attack, or 1d8 extra damage if it isn't.
Handspring Assault (Daily Standard Melee weapon ✦ Martial, Reliable, Weapon)
Target: One creature
Attack: +9 vs. AC
Hit: 3d8+5 damage, and Kasha can shift two squares
Special: When charging, Kasha can use this power in place of a melee basic attack
Nasty Backswing (Encounter Free Action Melee weapon ✦ Martial, Weapon)
Requirement: Kasha must be wielding a light blade or one-handed heavy blade.
Trigger: Kasha misses with a melee attack.
Attack: +9 vs AC. Kasha has Combat Advantage for this attack.
Hit: 1d8+8 damage, and Kasha can shift 1 square.
Tumble (Encounter Move Action Personal ✦ Martial)
Effect: Kasha can shift up to her speed.
Gambler's Suit (Daily Immediate Interrupt Personal ✦ Item)
Trigger: An enemy hits Kasha with an attack.
Effect: The enemy rerolls the attack and must take the second result. If that result is a hit, the attack scores a critical hit.


Description: Kasha is little more than a girl, by a strict count of her years. Not many could tell that to look at her, though, since she stands taller than most human men. It would be true, but perhaps deceptive, to say that she has a boyish figure; in point of fact most boys her age probably have more curves than she does, and almost all of them would envy her muscle tone. She has the frame of an athlete, honed to brutal efficiency. Her Orcish heritage is marked plainly in her strong jaw line, heavy brow, and slightly protruding lower canines; the big, smouldering dark eyes and button nose are from the human side. Her skin is clear and smooth, deep brown, with a tell-tale greenish tinge, and her thick black hair is worn long, braided with brightly coloured threads and beads in the Orcish style. Everything about her exudes brash confidence, from her cocky swagger to her direct, challenging gaze.

Background: Kasha's origins lie somewhere in the murky backstreets of Bacarte, in a sordid rum-soaked encounter between an Orcish buccaneer and a young streetwalker named Maia. Maia was out of work once her condition became apparent, and Bacarte was no place for a poor young girl to be pregnant and unemployed. She stowed away on a ship to Daunton, and ended up taking refuge with the Brotherhood and Sisterhood of Open Hands, Eyes and Minds. Her daughter was named Kasha, and spent her first year there as the Brothers and Sisters did their best to make a good convert of her mother.

Maia never did take well to the religious life, and soon she was back on the street. Kasha's earliest memories are from a ramshackle shelter cobbled together from scraps of wood and canvas somewhere in the alleys of the Overgrowth. There were a dozen such temporary shelters over the course of a couple of years. Childhood was a luxury that her mother wasn't in a position to provide, so Kasha grew up fast and hard. She earned respect among the other street kids soon enough, partly by light fingers and a glib tongue and partly by the sheer blood-curdling ferocity with which she proved able to react to epithets like 'snotskin pigface'. One day she ran into a skinny, wild-eyed boy who called himself Jumah, and before long the two of them were inseparable. Jumah was a dreamer, and he had big ideas: the first was to get the local gutter rats organised, working in teams and spreading out to cover more ground instead of competing with each other for every mark, so that soon there'd be more coins coming into everybody's pockets.

Jumah had the vision, and Kasha had the muscle to collar potential recruits and make them listen to what he had to say. Soon the dream was a reality, and for the first time in her life Kasha and her mother were eating a decent meal every day. It didn't stop there. Jumah's ideas kept getting bigger, and Kasha was along for the ride. Their schemes kept getting grander and wilder - Jumah talked of how they would keep recruiting more children, teach them to beg, run scams, burgle houses. Soon the two of them would never even need to hit the streets, he said; they'd just live off the profits of their army of urchins, Prince and Princess of Thieves. Kasha wasn't so sure about any of that, but there was no denying that so far Jumah's plans were working out.

Things took an unexpected turn the first time the two of them tried a robbery. They had broken a window and filled two small bags with shiny objects of dubious value, and they were making their exit when a guardsman caught sight of them and gave chase. They split up at the first junction, making him choose between them; he chose Kasha. She led him a merry chase through the Overgrowth's maze of alleyways and shook him off easily enough. Once she was sure he'd been left behind, she doubled back by a different route to the dilapidated garret that she now shared with her mother, congratulating herself on a good night's work.

The next day, bright and early, a hammering came on the door. The guardsman of the previous night had proven unusually dedicated, not to mention well-connected; it helped that he was an Orc, an ex-pirate, and still retained goodwill from certain shady characters in Daunton and Bacarte. Kasha and Jumah had boasted brazenly about their plans to the other street kids, so a few questions in the right places had led the guard here easily enough - intent on recovering the stolen goods. He didn't recognise the woman who opened the door, but she gave him a curious stare as he pushed his way inside and moved to cut off Kasha's route of escape through the back window. It was a scarcely credible twist of fate, Maia thought; but despite her astonishment, she was sure. This was Kasha's father.

The Orc, whose name transpired to be Garshid, was understandably sceptical at first when the young thief's mother started pleading that he had lain with her in his cups on a night in Bacarte twelve years before, and that he was in fact the incipient criminal's father. It was a cheap shot; surely, she was simply taking advantage of a piece of happenstance concerning the respective heritages of the three. Yet there was a nagging doubt in his mind. Perhaps, after all, he had seen this woman before. He knelt, and looked more closely at the child. She glared back at him ferociously, eyes blazing with proud defiance. He could only give a defeated sigh, knowing that the woman spoke the truth.

He left a purse of silver when he departed that day, a week's wages to him and an unprecedented hoard of wealth to its recipients. He left an offer, too, for Kasha to stay with him. His home was modest, he said, but he could offer her three square meals a day, decent clothing, a proper education, and a career in the Watch when she was old enough. To Kasha's mind, dumbstruck as she was, the choice could not be more obvious. If her short life thus far had taught her anything, it was to seize an opportunity when one came along. She'd sooner wear sackcloth than a guard's uniform, but that little matter could wait: in the meantime, the advantages were obvious. She turned up at his door that very evening, having said her cheerful farewells to her mother and promised that she'd come back to visit soon.

For the next few years, Kasha led a double life. Her father sent her each morning to a chaplain of the Watch, a stern, matronly woman named Irriselda. Under her tutelage Kasha learned her letters, a basic history of the Isles, and the other things that civilized folk are supposed to know. When she arrived home, if he had time between shifts, her father would give her a lesson in swordplay. He taught her the style he knew, a mix of a buccaneer's flashy, brutal blade work and the disciplined caution of a guardsman. Her own enthusiasms always veered towards the former, but she eagerly absorbed everything that she had to teach. He talked to her as they trained: stories of his reformation and time in the guards, never of the years before that. The difficult thing was that she found herself more and more attached to the hard, stoic, honourable man who called himself her father. Difficult, that is, because every night she betrayed his trust, sneaking out to prowl the streets with Jumah.

As she grew up, she found this duplicity preying on her mind more and more, though she never truly recognised her remorse for what it was. Rather, alongside her growing fondness for her father, she fostered a certain contempt for him. That he could be satisfied with his lowly job in the guards, that he never realised - or pretended not to realise - that his daughter lived a life of larceny and cozenage from under his own roof... she couldn't understand it, and she told herself that she could never respect such a man.

Recently, though, she has felt the other side of her life slipping away from her. Jumah has fallen in with a new crowd - an older gang, mired deeply in Daunton's criminal underworld. He told her that they listened to him, that he had their loyalty, that with their help the two of them could realise all their dreams, but for the first time in their long friendship Kasha felt herself split from him. This new crowd were hard people, joyless people, prepared to sink to any depths necessary for a pay-off. Kasha was shaken by an unexpected sense of repulsion. What good is money, if you have no spirit left to enjoy it with?

Kasha is certain that her future does not lie in the watch with her father, or on a street corner with her mother. Yet now she finds herself equally certain that she will never be Jumah's Princess of Thieves. What, then, is left? She dwelt on that question for a time, feeling lost and uncertain, until finally the answer struck her with a resounding clarity. It's time to forge her own path.


  • Kasha is still in touch with her mother, and does her best to take care of her. If she was ever in any kind of trouble, Kasha would certainly feel inclined to do everything in her power to help.
  • Kasha's father is a member of the city watch in good standing. He has always turned a blind eye to his daughter's exploits, but it's easy to imagine that her escapades, if unchecked, could put them both in an uncomfortable position.
  • Kasha has various friends among the Overgrowth's underclass, most notably the boy Jumah. She's worried that he's getting in over his head with more seasoned and ruthless criminals.

Kicker: Kasha is ready to take on the world, determined that someday she's going to be somebody.

Other Sections Edit

Equipment Edit

Subtle Longsword +1 680gp 4 lbs
Dagger (x2) 2gp 2 lbs
Shuriken (x20) 4gp 2 lbs
Gambler's Suit +2 1800gp 15 lbs
Leather Armor 25gp 15 lbs
Potion of Healing 50gp
Ansar Force Crystal - Level: 5 Alchemical Item, Power (Consumable • Force): Standard Action. Make an attack: Area burst 1 within 10; +8 vs. Reflex; 1d6 force damage, and ongoing 2 force damage (save ends). 50gp
Footpads (Dragon #373: +1 item bonus to stealth checks to move silently) 5 gp
Thieves' Tools 20gp 1 lb
Backpack 2gp 2lbs
Bedroll 1sp 5lbs
Flint and Steel 1gp -
Belt Pouch 1gp 0.5lbs
Waterskin 1gp 4lbs
Climber's Kit 2gp 11lbs
Hemp Rope, 100ft 1gp 10lbs
Sunrod (2) 4gp 2lbs
Trail Ration (10) 5gp 10lbs

Coins: 598gp, 2sp

Encumbrance: 70lbs Normal Load: 170lbs Heavy Load: 340lbs Maximum Drag Load: 850lbs



Str 7 15 2 0 17 3
Con 0 10 0 0 10 0
Dex 12 17 2 0 19 4
Int 1 11 0 0 11 0
Wis 0 8 0 0 8 -1
Cha 5 14 0 14 2
Totals 25   8


Basic Attacks
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee


str 4Subtle Longsword +118AC
Basic Ranged




DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +4/+0 dex/int 4 Gambler's Suit +2 1 19
Fortitude+3/+0str/con1 14
Reflex+4/+0dex/int2 1 17
Will-1/+2wis/cha 1 13

Saving Throw Bonuses none

Senses and Reactions Edit

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 4 0 0 0 0 0 0 0 1 0 5
Passive Insight -1 0 0 0 0 0 0 0 1 0 10
Passive Perception -1 0 0 0 0 0 0 1 0 10

Senses: Low-light


--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherSurge Value BonusTotalBloodiedSurge
Hit Points 12 10 5 0 0 0 0 32 16 8

Surges per Day 6 (Class 6 + Con 0)

Speed and Movement Edit

Speed: 6

Racial Features Edit

Half-Orc (PH2)

  • +2 Str, +2 Dex
  • +2 Endurance, +2 Intimidate
  • Languages: Common, Giant
  • Furious Assault: You have the furious assault power.
  • Half-Orc Resilience: The first time you are bloodied during an encounter, you gain 5 temporary hit points. The temporary hit points increase to 10 at 11th level and to 15 at 21st level.
  • Swift Charge: You gain a +2 bonus to speed when charging.
  • Size: Medium
  • Speed: 6
  • Vision: Low-light

Class Features Edit


  • First Strike: At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter.
  • Rogue Tactics (Brutal Scoundrel): You gain a bonus to Sneak Attack damage equal to your Strength modifier.
  • Rogue Weapon Talent: When you wield a shuriken, your weapon damage die increases by one size. When you wield a dagger, you gain a +1 bonus to attack rolls.
  • Sneak Attack: 2d8+3 bonus damage once per round when you hit an opponent against whom you have Combat Advantage.


Thief (Dragon #373): +2 Thievery

Feats Edit

Skills and Languages Edit

Languages: Allarian, Giant

SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Arcana 0 int 1 1
Thievery54dex2Thief Background112

Powers Edit

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Sly Flourish +4 Dex 4 Subtle Longsword +1 0 0 1 9 AC
Clever Strike +4 Dex 4 Subtle Longsword +1 0 0 1 9 AC
Torturous Strike +4 Dex 4 Subtle Longsword +1 0 0 1 9 AC
Handspring Assault +4 Dex 4 Subtle Longsword +1 0 0 1 9 AC
Nasty Backswing +4 Dex 4 Subtle Longsword +1 0 0 1 9 AC

Tracking Edit

Money Edit

+100 gp starting gold
-25 gp Leather Armor
-15 gp Longsword
-20 gp Thieves' Tools
-15 gp Standard Adventurer's Kit
-5 gp Footpads
-2 gp Dagger (x2)
-4 gp Shuriken (x20)
+3 gp: sold Longsword
+99.2gp: The Lost Workshop
+50gp: Delivery of Death
+62gp: Delivery of Death
+98gp: Delivery of Death
+272gp: Delivery of Death
598.2 gp remaining

Treasure Edit

Level 1: Parcel Level +2 Subtle Longsword +1 (The Lost Workshop)

gained Ansar Force Crystal (The Lost Workshop)

gained Potion of Healing (The Lost Workshop)

gained Potion of Healing (Delivery of Death)

used Potion of Healing (Delivery of Death)

Level 2: Parcel Level +4 Gambler's Suit +2 (Delivery of Death)

Wishlist Edit

Iron Armbands of Power

XP Edit

-Gained 1614 xp (The Lost Workshop)

-Gained 475 xp (Delivery of Death)

-Gained 1068 xp (Delivery of Death)

Changes Edit

  • 2010/03/09: Created
  • 2010/07/27: Updated with rewards from The Lost Workshop
  • 2010/07/27: Updated for Level 2
  • 2010/10/12: Updated with rewards so far from Delivery of Death
  • 2010/11/05: Updated with rewards so far from Delivery of Death
  • 2010/11/05: Updated for level 3

Approvals Edit

Level 1 Edit

Approval 1 Edit

Approval from ScorpiusRisk

  • Remaining gold is 14, not 15

Approval 2 Edit

Approval from renau1g

Level 2 Edit

Approval 1 Edit

Approval from renau1g:

  • I fixed up some minor formating on the Summary
  • Sumnary - Tortuous Strike & Handspring Assault -to hit should be +9 vs AC
  • Please add some detail about the Ansar Force Crystal to your sheet as another DM should know what it does first

Minor though so approved

Fixed! Thanks. -Antithetist

Approval 2 Edit

Approval from TwoHeadsBarking:

  • Summary: XP still reads 0.
  • Summary: Clever Strike is melee only.

Minor, so approved.

Cheers, sorted. -Antithetist

Level 3 Edit

Approval 1 Edit

Approval 2 Edit

Status Edit

Approved for level 2 with 1614 xp by renau1g and TwoHeadsBarking.

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