Skip to content
CreatePricing
Flo - AI-generated fantasy Character

Flo

Human · Rogue (Assassin) · Level 3 · Criminal

Flo

Flo is composed, observant, and dryly amused by almost everything.
AC14
HP24/24
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 24 · 30 ft.
AlignmentTrue NeutralGenderMaleAge32
STR
DEX
CON
INT
WIS
CHA

Saving throws

DEXSTRCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' Tools,
Playing Cards

Languages

Common

Features

10 features

Bonus action

  • Cunning ActionLevel 2

    You can take the Dash, Disengage, or Hide action as a Bonus Action.

Always on

  • ExpertiseLevel 1

    You are trained to notice what others miss. Choose four skills from the Rogue list to be proficient with. Flo's skill expertise reflects a life spent reading rooms, hands, and hidden intentions.

  • Sneak AttackLevel 1

    You deal an extra 2d6 damage once per turn when you hit a creature with an attack using a finesse or ranged weapon, if you have advantage on the attack roll or an ally of the target is within 5 feet of it and you do not have disadvantage on the roll.

  • Thieves' ToolsLevel 1

    You gain proficiency with Thieves' Tools and can use them to pick locks, disable traps, and perform other deft criminal tasks.

  • Assassin SubclassLevel 3

    At 3rd level, Flo commits to the Assassin path, specializing in infiltration, deception, and striking at the perfect moment.

  • AssassinateLevel 3

    You gain specialized training in methods of elimination and surprise. Against creatures that have not yet taken a turn in combat, your attacks are especially deadly, and you are at your most dangerous when the enemy is unready.

  • TraitHumanResourceful, you gain Heroic Inspiration whenever you finish a Long Rest.
  • TraitHumanSkillful, you gain proficiency in one skill of your choice.
  • TraitHumanVersatile, you gain an Origin Feat of your choice.
  • Criminal ContactCriminal

    Flo knows how to move through the underworld without drawing attention, and he has contacts among gamblers, fixers, and cutpurses who can provide information, introductions, or discreet help.

Gear

9 items

Weapons

  • Rapier
    A finesse blade favored for close work and precise strikes.
  • Shortsword
    A light blade that can be thrown or used in close quarters.
  • Shortbow
    A compact ranged weapon for ambushes and quiet work.
  • 2×
    Dagger
    A small blade useful as a backup weapon.

Armor

  • Leather Armor
    Light armor made from leather, suited to silent movement.

Tools

  • Thieves' Tools
    A set of tools for opening locks and disarming mechanisms.
  • Playing Cards
    A gaming set from Flo's casino days, used for cards, dice, and quiet cheating alike.

Gear

  • Dark Common Clothes
    Dark travel clothes that help Flo blend into crowds and shadows.
  • Sock and Buskin Mask
    A dark hooded cloth and his split black and white mask, worn or carried depending on the job.

Appearance

Flo is a lean human man with quick, careful movements and the kind of face that seems built for half-truths. He wears dark, practical clothes suited to slipping through back halls and rooftops, usually with a gambler's polish that hints at old casino work. His most striking possession is the black and white sock and buskin mask, split down the middle, one side a white happy face with black eyes and mouth, the other a black sad face with white features. He keeps it close, as much a memory as a warning.

Mannerisms

Flo often flips a coin, shuffles cards, or taps two fingers against his wrist before making a decision. When he speaks, he tends to keep one side of his face angled toward people, as if the mask has left a habit in his body even when he is barefaced.

Personality

Flo is composed, observant, and dryly amused by almost everything. He rarely raises his voice, prefers to listen before speaking, and treats social exchanges like games of chance, watching for the hidden wager in every conversation. He is not cruel by nature, but he is perfectly capable of being merciless when the situation demands it.

Ideals

Freedom. Luck should belong to no master, not to a house, a crime lord, or fate itself. Flo believes the world is a rigged game, and the only honest answer is to learn the rules well enough to beat them.

Bonds

He still feels a strange loyalty to the casino that made him, even after he left it behind. The black and white mask is more than a keepsake to him, it is proof that he once lived on both sides of the same gamble, executioner and performer, luck and consequence.

Flaws

Flo trusts odds more easily than people, and he will sometimes take a reckless risk just because the pattern feels right. He also struggles to let go of old habits, and when a job resembles something from his casino years, he can become cold, clinical, and dangerously detached.

Quirks

He shuffles anything that can be shuffled, cards, coins, notes, even keys.
He speaks to his mask in a whisper before difficult jobs.
He refuses to sit with his back to a door unless he has already counted every exit.

Background

Flo spent years in the back rooms of a glittering casino, where luck was worshiped, forged, and occasionally murdered. Officially, he worked security. Unofficially, he was the house's quiet solution to problems that could not be allowed to reach the floor. If a cheat grew bold, if a debt collector turned greedy, if a rival's messenger wandered too close to the wrong table, Flo made sure the casino kept its edge. He learned to read tells, stack odds, and recognize the invisible currents that made one hand turn and another collapse. Over time, that work changed him. He began to see patterns in chance itself, the hidden rhythm behind every shuffle, spin, and wager. He could not cast spells in any formal sense, but he understood luck as if it were a language spoken by loaded dice and slipping cards. A few years ago he walked away from the casino before the house could claim his soul for good. He kept only one souvenir, the split mask he once wore for certain jobs, and now he roams for reasons even he does not fully trust, selling his blade, his nerve, and his sense of probability to whoever can pay, while quietly deciding whether fate is something to serve, cheat, or outgrow.

“Unofficially, he was the house's quiet solution to problems that could not be allowed to reach the floor.”
From their backstory
Background
Criminal

Connections

Species

Human

Media

0 images

No images yet.

Visual sheet

Turn Flo into a sheet

A high-res, share-ready sheet you can post or print.