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Morgan - AI-generated fantasy Character

Morgan

Human · Rogue (Scout) · Level 11 · Urchin

Morgan

Morgan is hyper-alert and deeply guarded, always scanning the horizon for sandwyrms or Malik's men.
AC17
HP80/80
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 80 · 40 ft.
AlignmentNeutral GoodGenderFemaleAge35
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • InsightWIS
  • InvestigationINT
  • NatureINT
  • PerceptionWIS
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light Armor

Weapons

Simple Weapons,
Hand Crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' Tools,
Disguise Kit

Languages

Common,
Terran,
Thieves' Cant

Features

13 features

Bonus action

  • Cunning ActionLevel 2

    When Your turn.

    Dash, Disengage, or Hide as a bonus action.

Reaction

  • SkirmisherLevel 3

    Move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you.

  • Uncanny DodgeLevel 5

    Use your reaction to halve the damage from an attack that hits you.

Always on

  • Skirmisher Movement

    When An enemy ends their turn within 5 feet of you.

    Move half your speed without provoking opportunity attacks.

  • Sneak AttackLevel 1

    When Hit an enemy while you have advantage or an ally is nearby.

    Add 6d6 damage to the strike.

  • ExpertiseLevel 1

    Double proficiency bonus for Stealth, Perception, Insight, and Thieves' Tools.

  • Thieves' CantLevel 1

    Speak and understand hidden messages in conversation.

  • SurvivalistLevel 3

    Proficiency and double proficiency bonus in Nature and Survival.

  • EvasionLevel 7

    Take no damage on successful Dexterity saves and half damage on failures.

  • Superior MobilityLevel 9

    Walking speed increases by 10 feet.

  • Reliable TalentLevel 11

    When you make an ability check that lets you add your proficiency bonus, treat a d20 roll of 9 or lower as a 10.

  • TraitHuman+1 to All Ability Scores
  • City SecretsUrchin

    You can find passages through cities that others miss, allowing you and your allies to travel twice as fast when out of combat.

Gear

5 items

Weapons

  • Ivory Dagger
    A curved blade with an ivory handle.

Armor

  • Studded Leather
    Toughened leather reinforced with metal studs.

Tools

  • Thieves' Tools
    A set of small picks and tension bars.

Gear

  • Courier's Satchel
    A leather pouch for holding documents and scrolls.
  • Waterskin
    A container for water vital for desert travel.

Appearance

Morgan is a woman of thirty-five with a wiry, desert-toughened build. Her face is sharp with high cheekbones and a slightly crooked nose. Her dark hair is cut short with grey streaks at the temples. She wears a faded brown leather duster and carries a curved ivory-handled dagger.

Mannerisms

She tends to keep her back against the wall and rests her hand on her dagger pommel when she is stressed.

Personality

Morgan is hyper-alert and deeply guarded, always scanning the horizon for sandwyrms or Malik's men. She speaks in concise sentences and avoids long social engagements, preferring the silence of the dunes or the dark corners of a tavern. She is practical to a fault.

Ideals

Survival. The first duty of any living thing is to keep living, no matter the cost or the masters one must serve.

Bonds

The memory of my family drives me to ensure no one else is lost to the horrors of the sands, and I will die before I let Malik's cult get what they want.

Flaws

I am pathologically suspicious of anyone who offers a hand in friendship, assuming everyone has a price.

Quirks

Constantly squinting even when indoors
Checks the distance to every exit upon entering a room

Background

Born into a nomadic caravan, Morgan's life was shattered when a massive sandwyrm destroyed her home and family. Orphaned and alone, she survived the brutal streets of Zahra-Nur before being recruited as a courier for Malik, a powerful crime lord. For five years, she was his most reliable ghost, slipping between desert waystations with high-value secrets. Three weeks ago, her life changed again. While delivering a sealed scroll, she discovered her contact murdered by members of a sandwyrm cult. Hiding in the shadows, she watched the cultists negotiate for live human sacrifices in exchange for powerful wyrm-eggs. Realizing the danger these eggs represented, Morgan stole a vital ritual component and fled. Now she is hunted by Malik for her betrayal and by the cult for her discovery, carrying a secret that could set the desert ablaze.

“Orphaned and alone, she survived the brutal streets of Zahra-Nur before being recruited as a courier for Malik, a powerful crime lord.”
From their backstory
Background
Urchin

Connections

Species

Human

Media

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