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Morgan - AI-generated fantasy Character

Morgan

Human · Rogue (Scout) · Level 11 · Urchin

Morgan

Morgan is alert and guarded, possessing the constant wariness of a desert survivor.
AC17
HP80/80
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 80 · 40 ft.
AlignmentNeutralGenderFemaleAge35
STR
DEX
CON
INT
WIS
CHA

Saving throws

DEXINTWIS

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,
Thieves' Cant,
Draconic

Features

11 features

Action

  • Sneak AttackLevel 1

    When Hitting an enemy with a finesse or ranged weapon under specific conditions.

    Deal 6d6 extra damage once per turn.

Bonus action

  • Cunning ActionLevel 2

    When Your turn.

    Dash, Disengage, or Hide.

Reaction

  • SkirmisherLevel 3

    When Enemy ends turn within 5 feet.

    Move 20 feet away without provoking opportunity attacks.

  • Uncanny DodgeLevel 5

    When Being hit by an attacker you can see.

    Halve the damage taken from that attack.

Always on

  • SurvivalistLevel 3

    You gain proficiency in the Nature and Survival skills. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

  • EvasionLevel 7

    When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

  • Superior MobilityLevel 9

    Your walking speed increases by 10 feet. If you have a climbing or swimming speed, it increases by 10 feet as well.

  • Reliable TalentLevel 11

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

  • Slippery MindLevel 11

    You gain proficiency in Wisdom saving throws.

  • TraitHumanExtra Language
  • 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

7 items

Weapons

  • Curved Ivory-Handled Dagger
    A finesse weapon with a finely carved ivory handle, 1d4 piercing damage.
  • Shortbow
    A light, flexible bow for distance.

Armor

  • Studded Leather Armor
    Durable leather reinforced with metal studs.

Tools

  • Thieves' Tools
    A set of lockpicks and precision tools.

Gear

  • Water skin
    A leather bag for holding water.
  • Burglar's Pack
    Includes a backpack, 1000 ball bearings, string, bell, candles, crowbar, hammer, pitons, lantern, oil, rations, and tinderbox.
  • Common Clothes
    Dusty travel-stained garments.

Appearance

Morgan is a human woman of thirty-five years with a lean, wiry build and weathered, sun-etched skin. Her dark brown hair is cut short with grey at the temples, and her sharp features include a slightly crooked nose and watchful, earthy brown eyes. She wears a long, faded leather coat over practical trousers, with an ivory-handled dagger strapped to her ribs.

Mannerisms

She speaks in short, clipped sentences and has a habit of squinting even when she is indoors, a relic of years spent staring into the desert sun.

Personality

Morgan is alert and guarded, possessing the constant wariness of a desert survivor. She is professional and discreet, speaking only when necessary and always keeping one eye on the exit.

Ideals

Survival. The goal isn't to be a hero, it's to see the sun rise tomorrow. Professionalism. A job accepted is a job done, provided the client hasn't betrayed you first.

Bonds

The curved ivory dagger is the last physical remnant of her family's heritage. She feels a cold, driving need to discover why Malik is involved with the sandwyrm cult.

Flaws

She trusts no one and assumes every stranger is a potential assassin sent by her former employer. Her trauma from the sandwyrm attack makes her obsessively avoid any vibration in the ground.

Quirks

Frequently adjusts the straps of her holster when nervous
Always sits with her back to a solid wall
Checks the wind direction whenever she steps outside

Background

Born to a desert-dwelling nomad tribe, Morgan's life was shattered when a sandwyrm attack destroyed her family's caravan during her teenage years. Forced into the alleys of Zahra-Nur, she survived as an urchin before leveraging her knowledge of the waste to become a high-stakes courier for the criminal Malik. For years, she navigated the Sunken Oasis routes, delivering packages that others feared to carry. Her life took a dangerous turn three weeks ago when she arrived at a waystation to find her contact murdered. Hiding in the shadows, she witnessed a cult trading prisoners for wyrm eggs, secrets far more dangerous than anything she was paid to transport. Now, marked as a witness and pursued by Malik's enforcers, she uses every survival instinct she has to stay one step ahead of the shadows trailing her through the shifting sands.

“For years, she navigated the Sunken Oasis routes, delivering packages that others feared to carry.”
From their backstory
Background
Urchin

Connections

Species

Human

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