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Scarf - AI-generated fantasy Character

Scarf

Goblin · Rogue (Thief) · Level 8 · Urchin

Scarf

Playful, sharp-tongued, and impossible to fully pin down, Scarf treats danger like a game he intends to win by cheating better than everyone else.
AC17
HP52/52
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 52 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge34
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • DeceptionCHA
  • InvestigationINT
  • PerceptionWIS
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Disguise kit,
Thieves' tools

Languages

Common,
Goblin

Features

19 features

Bonus action

  • Cunning ActionLevel 2

    When On your turn

    Take Dash, Disengage, or Hide as a bonus action.

  • Fast HandsLevel 3

    When On your turn

    Use thieves' tools to pick locks, disarm traps, or improvise quick hands as a bonus action.

Reaction

  • Uncanny DodgeLevel 5

    When When hit by an attack you can see

    Reduce damage from a visible attacker by half.

Always on

  • Sneak AttackLevel 1

    When Hit with a finesse or ranged weapon attack while having advantage, or while an enemy of the target is within 5 feet of it and you do not have disadvantage.

    Once per turn, deal extra damage when your attack meets the Sneak Attack conditions.

  • EvasionLevel 7

    When Dexterity save against area effect

    Take no damage on a successful Dexterity save against an effect that normally deals half damage on a success.

  • ExpertiseLevel 1

    You gain proficiency in thieves' tools and can use them to disarm traps, pick locks, and improvise with burglar's precision.

  • Thieves' CantLevel 1

    You know Thieves' Cant, a secret mix of dialect, code words, and hidden signs used by rogues and criminals.

  • Roguish ArchetypeLevel 3

    Choose a Rogue archetype. Scarf is a Thief. You gain thief themed training that rewards fast hands and agile movement.

  • Rogue SpecializationLevel 4

    You can draw on your experience to add half your proficiency bonus, rounded down, to any ability check you make that does not already include your proficiency bonus.

  • Unarmored DefenseLevel 4

    When you are not wearing armor, your Armor Class equals 10 + your Dexterity modifier.

  • Second-Story WorkLevel 3

    You gain a climbing speed and can make running jumps with extra ease.

  • Ability Score ImprovementLevel 4

    At 4th and 8th level you improved your abilities. Scarf used these increases to sharpen his Dexterity and keep his edge on the streets.

  • Ability Score ImprovementLevel 8

    At 4th and 8th level you improved your abilities. Scarf used these increases to sharpen his Dexterity and keep his edge on the streets.

  • TraitGoblinDarkvision
  • TraitGoblinFury of the Small
  • TraitGoblinNimble Escape
  • TraitGoblinSmall size
  • TraitGoblinSpeed 30 ft.
  • City SecretsUrchin

    You know the secret patterns and flow of cities, and you can find passage through a settlement by following hidden routes, back alleys, and quiet contacts. You can also usually recall where to find food, shelter, and the local underclass who notice everything.

Gear

10 items

Weapons

  • Rapier
    A weapon chosen for precise, deadly work in close quarters.
  • 2×
    Shortsword
    A pair of backup blades for ambushes, throws, or desperate escapes.
  • Shortbow and 20 arrows
    A ranged weapon with a quiver of arrows for rooftop hunting and street ambushes.

Armor

  • Leather armor
    Light leather armor, worn close for silent movement and easy concealment.

Tools

  • Thieves' tools
    A set of thieves' tools used for locks, traps, and delicate work.

Gear

  • Burglar's Pack
    Pack containing the tools and gear a burglar needs for climbing, stealing, and disappearing.
  • Small knife
    A tiny blade kept for cutting purses, ropes, or stubborn ties.
  • City map
    A crude but treasured map of the streets, drains, and hiding places of the city where Scarf grew up.
  • Token from home
    A small keepsake from a lost home, carried as a reminder of where he came from.
  • Common clothes
    The clothes Scarf wore before he became a professional problem for locks and pockets.

Appearance

A wiry goblin with ash-green skin, a sharp grin, and bright, quick eyes that never stop measuring exits. Scarf wears layered dark leather, a red neck scarf knotted like a badge of rank, and a belt crowded with picks, twine, folded notes, and tiny stolen trinkets. His ears are pierced with mismatched bits of silver and bone, and his fingers are forever nicked from lockpicks and rooftop work.

Mannerisms

Scarf talks with his hands, taps two fingers against every doorframe he passes, and always circles a room once before sitting down. When nervous, he smooths his red scarf until the cloth is warm, and when pleased, he clicks his tongue like a little triumphant bird.

Personality

Playful, sharp-tongued, and impossible to fully pin down, Scarf treats danger like a game he intends to win by cheating better than everyone else. He is generous in small, private ways, a stolen loaf slipped to a hungry child, a secret route shared with a desperate stranger, a wink that says he noticed and chose not to ruin them.

Ideals

Freedom. Nobody should live caged by debt, nobles, walls, or fear. The city belongs to the people who survive it, not the people who own it.

Bonds

He keeps a folded city map marked with safe roofs, hidden cisterns, and old bolt-holes, and he would risk his life before letting it be taken. He also still searches for the younger goblin who vanished during the tunnel fire, convinced that somewhere in the city, that lost friend is still alive.

Flaws

Scarf cannot resist a locked door, a hidden stash, or a mystery that sounds harder than it should be. When someone tries to order him around, his first instinct is to do the opposite, even if it is foolish. He also lies too easily, sometimes for no reason at all, which means he occasionally talks himself into trouble he could have avoided by staying quiet.

Quirks

He names his best lockpicks like loyal pets.
He cannot walk past a chimney or drainpipe without checking how easy it would be to climb.
He leaves one coin behind after a successful theft, calling it luck tax.
He whispers apologies to doors before forcing them open.

Background

Scarf was born beneath the city streets, in a drainage warren where goblin children learned early that mercy was rarer than bread. He survived by becoming small in all the right ways, small enough to slip through cellar windows, small enough to vanish into crowd shadows, and small enough to hear the words adults thought were safe above their heads. His first treasures were not coins but keys, curtain hooks, wax seals, and scraps of gossip. He learned that every locked thing has a habit, and every habit has a weakness. When a gang war burned out his old tunnels, Scarf took to the rooftops and never looked back. He became a runner, a watcher, and eventually a thief with a peculiar code, he steals from the greedy, the cruel, and the careless, but never from anyone who reminds him of the little kid he used to be. A patient fence in the dock ward taught him how to turn survival into style, and Scarf adopted the bright scarf he wears now as a promise that he would never again be anyone's invisible beggar. He is still a creature of alleyways and bargains, but he now chooses his own routes through the world, one quiet step and one reckless grin at a time.

“His first treasures were not coins but keys, curtain hooks, wax seals, and scraps of gossip.”
From their backstory
Background
Urchin

Connections

Species

Goblin

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