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Boran Kesh - AI-generated fantasy Character

Boran Kesh

Dwarf · Rogue · Level 1 · Criminal

Boran Kesh

Quietly observant and dryly humorous, Boran notices small details before he speaks.
AC15
HP12/12
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 12 · 25 ft.
AlignmentNeutral GoodGenderMaleAge67 years old
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
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Battleaxes,
Handaxes,
Light hammers,
Warhammers

Tools

Thieves' tools,
One type of gaming set

Languages

Common,
Dwarvish

Features

11 features

Always on

  • Sneak Attack

    When Once per turn when you hit with a qualifying weapon attack.

    Deal an extra 1d6 damage once per turn when attacking with advantage, or when an enemy of the target is within 5 feet of it and you do not have disadvantage. The attack must use a finesse or ranged weapon.

  • ExpertiseLevel 1

    You have proficiency in the Stealth and Sleight of Hand skills. Your proficiency bonus is doubled for any ability check you make using either of these proficiencies.

  • Sneak Attack (1d6)Level 1

    Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll, or if another enemy of the target is within 5 feet of it and you do not have disadvantage. The attack must use a finesse or ranged weapon.

  • Thieves' CantLevel 1

    You know a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows Thieves' Cant understands such messages.

  • DarkvisionDwarfYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • Dwarven ResilienceDwarfYou have advantage on saving throws against poison, and you have resistance against poison damage.
  • Dwarven Combat TrainingDwarfYou have proficiency with battleaxes, handaxes, light hammers, and warhammers.
  • StonecunningDwarfWhenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient and add double your proficiency bonus to the check.
  • TraitDwarfDwarven speed is not reduced by wearing heavy armor.
  • TraitDwarfDwarven Toughness is not included because it is a hill dwarf trait, not a mountain dwarf trait.
  • Criminal ContactCriminal

    You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances.

Gear

9 items

Weapons

  • Rapier
    A finely balanced one-handed finesse weapon suitable for precise strikes.
  • Shortbow and 20 arrows
    A ranged weapon with a quiver containing 20 arrows.

Armor

  • Leather armor
    Light protective armor made from boiled and hardened leather.

Tools

  • Thieves' tools
    A compact set of picks, files, tension bars, and other tools for disabling locks and traps.

Gear

  • Burglar's Pack
    A backpack containing a bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
  • Crowbar
    A sturdy iron bar useful for forcing doors, prying crates, and improvising leverage.
  • Dark common clothes with hood
    A set of common dark clothes with a hood, suited to blending into alleys and dim streets.
  • Dice set
    A small stone gaming set used to pass time, gamble, or establish rapport in taverns.

Purse

  • 15×
    Gold pieces
    A small pouch containing starting currency.

Appearance

A compact male mountain dwarf with a broad, weathered face, dark hazel eyes, and a neatly braided black beard threaded with a single copper ring. His movements are unusually quiet for a dwarf, and his leather armor is carefully fitted beneath a soot-gray cloak. A pale scar cuts across his left knuckle, a keepsake from the burglary that ended his criminal career.

Mannerisms

Boran rolls a coin across his knuckles while thinking, pauses before entering any room to study its hinges and exits, and lowers his voice when telling the truth because he is more accustomed to disguising it.

Personality

Quietly observant and dryly humorous, Boran notices small details before he speaks. He distrusts grand promises but responds quickly to practical kindness. Around honest people he is patient and protective, though he remains uncomfortable when others praise him.

Ideals

Redemption. A person's past explains their choices, but it does not have to dictate their next one.

Bonds

I owe a debt to the families whose winter stores I recovered, and I will never again allow the vulnerable to be preyed upon by people like my old crew.

Flaws

I cannot resist proving that I can open a lock, outwit a guard, or spot a hidden route, even when leaving well enough alone would be wiser.

Quirks

Taps doorframes twice before opening a door.
Keeps a written inventory of every key he owns.
Calls dangerous plans 'slightly impolite arrangements.'

Background

Boran Kesh grew up beneath the stone terraces of a prosperous dwarven hold, the youngest son of a family that repaired locks, vault doors, and mining equipment. He had little patience for heavy labor and even less talent for carving, but he possessed a sharp eye for weak hinges, loose stones, and the small habits people repeated without noticing. A traveling gang recognized his talent and taught him to open doors without breaking them, read guarded faces, and disappear into crowded streets. Boran became their quiet specialist, especially valued when a job required patience rather than force. His life changed when the gang targeted a winter grain vault belonging to a remote settlement. Boran discovered that the stolen supplies would leave dozens of families hungry, including children from his own clan's allied villages. He sabotaged the escape route, returned the grain, and helped the local watch catch his employers. The gang marked him for betrayal, while his clan considered him disgraced for having joined them at all. Boran now travels as an adventurer, using the same skills that once served greed to protect people who cannot protect themselves. He still keeps one stolen key from his former life, not as a trophy, but as a reminder that a clever hand is responsible for what it chooses to unlock.

“A traveling gang recognized his talent and taught him to open doors without breaking them, read guarded faces, and disappear into crowded streets.”
From their backstory
Background
Criminal

Connections

Species

Dwarf

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