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Troy Bastion - AI-generated fantasy Character

Troy Bastion

Tiefling · Rogue (Thief) · Level 8 · Criminal

Troy Bastion

Troy is guarded, suspicious, and intensely observant.
AC10
HP43/43
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 10 · HP 43 · 30 ft.
AlignmentChaotic EvilGenderMaleAge31 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • DeceptionCHA
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • PerceptionWIS
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
Gaming set

Languages

Common,
Infernal,
Thieves' Cant

Features

20 features

Bonus action

  • Cunning ActionLevel 2

    When On Troy's turn

    Troy takes the Dash, Disengage, or Hide action as a Bonus Action.

  • Fast HandsLevel 3

    You can use a Bonus Action to make a Dexterity (Sleight of Hand) check, use thieves' tools to disarm a trap or open a lock, or take the Utilize action to interact with an object.

Reaction

  • Uncanny DodgeLevel 5

    When When an attacker hits Troy with an attack roll

    Troy halves the damage from an attack that hits him.

  • Defensive Duelist

    When When hit by a melee attack

    Troy adds his proficiency bonus to his Armor Class against one melee attack while wielding a Finesse weapon.

  • Ability Score ImprovementLevel 8

    You gain a feat or Ability Score Improvement. Troy takes the Defensive Duelist feat, allowing him to add his proficiency bonus to his Armor Class as a Reaction against a melee attack while wielding a Finesse weapon.

Always on

  • Sneak AttackLevel 1

    When Once per turn when Troy hits with a qualifying attack

    Once per turn, Troy deals an extra 4d6 damage when he hits with a qualifying Finesse or ranged weapon attack and has advantage, or when an eligible enemy is adjacent to one of Troy's allies.

  • EvasionLevel 7

    When When making a qualifying Dexterity saving throw

    Troy takes no damage on a successful Dexterity save against an effect that normally deals half damage, and half damage on a failure.

  • Rogue ProficienciesLevel 1

    You gain proficiency with light armor, simple weapons, hand crossbows, longswords, rapiers, and shortswords. You also gain proficiency with thieves' tools and choose four skills from the Rogue skill list.

  • ExpertiseLevel 1

    You gain expertise in two proficient skills or with thieves' tools. Troy has expertise in Stealth and thieves' tools.

  • Thieves' CantLevel 1

    You know Thieves' Cant and another language of your choice. Thieves' Cant allows you to communicate hidden messages and recognize criminal signs.

  • Rogue SubclassLevel 3

    You gain a Rogue subclass. Troy is a Thief.

  • Second-Story WorkLevel 3

    You gain a climbing speed equal to your Speed and can jump farther than normal under the Thief subclass rules.

  • Ability Score ImprovementLevel 4

    You gain a feat or Ability Score Improvement. Troy takes the Skilled feat, gaining proficiency in three additional skills or tools.

  • ExpertiseLevel 6

    You gain Expertise in two additional proficient skills or tools. Troy has expertise in Sleight of Hand and Perception.

  • AlertLevel 1

    You add your proficiency bonus to initiative rolls through the Alert feat. You can also swap initiative with a willing conscious ally at the start of combat.

  • TraitTieflingDarkvision, you can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light.
  • Fiendish Legacy, InfernalTieflingYou know Thaumaturgy. Starting at level 3, you can cast Hellish Rebuke once per Long Rest. Starting at level 5, you can cast Darkness once per Long Rest. Charisma is the spellcasting ability for these spells.
  • TraitTieflingOtherworldly Presence, you have resistance to Fire damage.
  • TraitTieflingCreature Type, Humanoid.
  • Criminal ContactCriminal

    You have access to a reliable network of criminal contacts. You know how to communicate with members of the underworld, identify common criminal symbols, and arrange discreet exchanges or introductions when operating in a settlement where your contacts are present.

Spells

3 spells

Spellcasting. Troy Bastion casts with Charisma (spell save DC 10, to hit with spell attacks).

Cantrips (at will):

1st level:

2nd level:

Gear

11 items

Weapons

  • Shortsword
    A narrow blade favored for close work and concealment.
  • Light crossbow
    A light crossbow with a scratched stock and 20 bolts.

Armor

  • Leather armor
    A fitted set of worn black leather armor, patched beneath the left arm.

Tools

  • Thieves' tools
    A compact set of lockpicks, tension wrenches, probes, and small files.
  • Gaming set
    A set of bone dice marked with tiny criminal symbols.

Gear

  • Burglar's clothes
    A set of dark common clothes suitable for blending into alleys and forest paths.
  • Hooded lantern
    A hooded lantern with a shuttered design.
  • 2×
    Oil
    A flask of oil for the lantern or other improvised uses.
  • Crowbar
    A crowbar, useful for forced entry and prying open crates.
  • Family locket
    A small brass locket containing faded portraits of Aria and Harmony.

Purse

  • 16×
    Gold pieces
    A pouch containing 16 gold pieces saved from years of theft and paid informant work.

Appearance

Troy is a lean, red-skinned tiefling with swept-back black horns, a narrow face, ember-gold eyes, and a thin tail that coils close to his legs when he is tense. His black hair is kept short and uneven, as though cut with a stolen knife. His hands are the most noticeable part of him, scarred with tiny pale nicks from lockpicks, wire, and broken glass, with permanently darkened fingertips from lampblack and oil. He always carries a small brass locket containing faded portraits of his sisters. The locket is worn smooth on one corner from years of rubbing it with his thumb whenever he enters an unfamiliar room.

Mannerisms

Troy positions himself with his back to a wall, counts exits under his breath, and touches the worn corner of his locket whenever someone mentions magic. He speaks in a low, clipped voice and rarely uses a person's name unless issuing a threat or speaking to one of his sisters.

Personality

Troy is guarded, suspicious, and intensely observant. He treats every conversation as an exchange of leverage and every room as a possible ambush. Beneath the cruelty is a fiercely protective older brother who becomes patient, gentle, and almost ordinary around Aria and Harmony. He has little interest in redemption, but he understands loyalty and repays it with frightening thoroughness.

Ideals

Safety belongs to those strong enough to seize it. The world will never protect the helpless, so Troy will build a place where protection is enforced by fear, secrets, and absolute loyalty.

Bonds

Aria and Harmony are the only people Troy trusts without reservation. He became a thief to keep them fed, then an informant when stealing alone was no longer enough. He trades secrets to criminals, guards, and anyone else willing to pay, always keeping several escape routes open. His long-term goal is to build a hidden refuge in a dark forest, a place for abandoned children, hunted fugitives, and people with nowhere else to go. He calls it a sanctuary, though those who know him suspect it will also become a fortress and an intelligence network.

Flaws

Troy assumes betrayal is inevitable and often creates the betrayal he expects by lying first. His hatred of elves is irrational, cruel, and easy for enemies to exploit. He is willing to ruin innocent lives if he believes doing so protects his sisters or advances his refuge. He cannot accept help without searching for the hidden price.

Quirks

He memorizes the names and walking routes of everyone who enters a room.
He leaves a single black thread near doors he has already checked.
He tests chairs, cups, and bedframes for hidden compartments before using them.
He refers to magic as 'the old poison.'
He quietly rolls his bone dice whenever he is forced to wait.

Background

Troy Bastion learned early that locks were more honest than people. A lock only resisted for a reason, and once its tumblers were understood, it opened. People smiled while hiding knives, promises, and spells behind their teeth. His parents died during a magical incident that left their home gutted and their children abandoned to the alleys. Troy never learned whether the disaster was deliberate, accidental, or simply the price someone else accepted for power. He only remembers the smell of scorched wood and the certainty that magic had taken everything from him. His hatred soon widened to include elves of every kind, whom he blames for the traditions, arrogance, and arcane secrets he believes made such tragedies possible.

“A lock only resisted for a reason, and once its tumblers were understood, it opened.”
From their backstory
Background
Criminal

Connections

Species

Tiefling

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