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Zephyr Rat-Biter - AI-generated fantasy Character

Zephyr Rat-Biter

Dragonborn · Rogue · Level 1 · Urchin

Zephyr Rat-Biter

I hide scraps of food and trinkets in my pockets at all times because I never know when I will eat again.
AC13
HP10/10
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 10 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge19 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light Armor

Weapons

Simple Weapons,
Hand Crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' Tools,
Disguise Kit

Languages

Common,
Draconic

Features

7 features

Always on

  • ExpertiseLevel 1

    Your proficiency bonus is doubled for Stealth and Thieves' Tools checks.

  • Sneak AttackLevel 1

    Deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

  • Thieves' CantLevel 1

    You know a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.

  • Draconic AncestryDragonbornBlack (Acid)
  • Breath WeaponDragonborn5 by 30 ft. line (Acid), Dex save, 2d6 damage
  • Damage ResistanceDragonbornAcid
  • City SecretsUrchin

    You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Gear

13 items

Weapons

  • Rapier
    1d8 piercing, finesse.
  • Shortbow
    1d6 piercing, range 80/320, two-handed.
  • 2×
    Dagger
    1d4 piercing, finesse, light, thrown (range 20/60).
  • Small Knife
    A crude knife for utility.

Armor

  • Leather Armor
    Light armor, AC 11 + Dex.

Tools

  • Thieves' Tools
    Proficiency adds bonus to picking locks or disarming traps.

Gear

  • 20×
    Arrows
    Arrows for shortbow.
  • Burglar's Pack
    A backpack containing a bag of 1,000 metal ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. Also includes 50 feet of hempen rope.
  • Map of Home City
    Hand-drawn map of the city layout.
  • Pet Mouse
    A friendly mouse named Pip.
  • Token from Parents
    A cracked obsidian scale from an unknown relative.
  • Common Clothes
    Worn and stained clothes.

Purse

  • 10×
    Gold Pieces
    Pouch of gold.

Appearance

Zephyr is a medium sized Dragonborn with glossy, obsidian-black scales that shimmer with a faint oily green tint. His horns are swept back, one of them chipped at the tip. He wears dark, soot-stained leather armor and a hooded cloak made of various scavenged fabrics. He has bright, golden eyes that stand out sharply against his dark face, and he often carries a faint scent of rain and swamp water.

Mannerisms

Zephyr has a habit of squatting on chairs rather than sitting in them. He speaks in short, clipped sentences and rarely makes direct eye contact for more than a second.

Personality

I hide scraps of food and trinkets in my pockets at all times because I never know when I will eat again. I sleep with one eye open and always position myself with my back to a wall. I am quiet and observant, preferring to let others do the talking while I size up the exits and the valuables in the room.

Ideals

Freedom. Everyone should be free to pursue their own destiny without being locked in a cage or a gutter. No one should tell me what to do.

Bonds

I owe my life to an old one-eyed halfling named Pip who taught me how to pick a lock when I was barely out of my shell. I still carry a pet mouse I named after him.

Flaws

I am convinced that anyone who is nice to me has an ulterior motive, and I will likely steal from them before they can betray me.

Quirks

Constantly checks the hinges of doors
Purrs in a low, draconic rumble when satisfied
Chews on pieces of leather when nervous

Background

Zephyr was found as a hatchling in the deepest sluice gates of a coastal city, left to die in the waste. He was raised by a loose collective of orphans and pickpockets who called themselves the Dutter-Street Rats. Growing up as a Dragonborn among humans and halflings made him a target, so he learned to be faster and meaner than those twice his size. He earned his name, Rat-Biter, during a particularly harsh winter when he had to fight the local vermin for a single dry crust of bread, a fight he won with tooth and acid.

“He was raised by a loose collective of orphans and pickpockets who called themselves the Dutter-Street Rats.”
From their backstory
Background
Urchin

Connections

Species

Dragonborn

Media

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