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Seraphina Underbough - AI-generated fantasy Character

Seraphina Underbough

Halfling · Rogue · Level 1 · Criminal

Seraphina Underbough

Seraphina is observant, dryly playful, and rarely surprised in public.
AC13
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 9 · 25 ft.
AlignmentTrue NeutralGenderFemaleAgeThirty-four 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
  • ReligionWIS
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
Gaming set

Languages

Common,
Halfling,
Thieves' Cant

Features

11 features

Always on

  • Sneak AttackLevel 1

    When When Seraphina hits with a finesse or ranged weapon and has advantage, or when an eligible enemy of the target is within 5 feet of it.

    Seraphina can deal an extra 1d6 damage once per turn when the attack conditions for Sneak Attack are met.

  • ExpertiseLevel 1

    Seraphina has expertise in two proficient skills, doubling her proficiency bonus for checks made with them. Her Expertise applies to Investigation and Stealth.

  • Thieves' CantLevel 1

    Seraphina knows thieves' cant, a secret mix of dialect, jargon, and code that allows her to hide messages in ordinary conversation and recognize signs used by other rogues.

  • LuckyHalflingWhen Seraphina rolls a 1 on an attack roll, ability check, or saving throw, she can reroll the die and must use the new roll.
  • BraveHalflingSeraphina has advantage on saving throws against being frightened.
  • Halfling NimblenessHalflingSeraphina can move through the space of any creature that is of a size larger than her.
  • Naturally StealthyHalflingSeraphina can attempt to hide even when obscured only by a creature at least one size larger than her.
  • Ability Score IncreaseHalflingDexterity increases by 2, and Charisma increases by 1.
  • TraitHalflingSmall size.
  • SpeedHalfling25 feet.
  • Criminal ContactCriminal

    Seraphina has a reliable criminal contact who acts as a conduit to other members of the criminal underworld. She knows how to get messages to and from that contact, even across considerable distances, though the contact cannot guarantee their safety or reliability.

Gear

10 items

Weapons

  • Rapier
    A finely balanced one-handed finesse weapon with a narrow blade.
  • Shortbow
    A compact ranged weapon suitable for silent attacks and hunting.
  • 2×
    Dagger
    Small blades balanced for throwing or close combat.

Armor

  • Leather Armor
    Light protective armor made from supple hardened leather.

Tools

  • Crowbar
    A sturdy iron bar useful for prying open doors, crates, and stubborn locks.

Gear

  • 20×
    Arrows
    Ammunition for the shortbow.
  • Burglar's Pack
    Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, five candles, a crowbar, a hammer, 10 pitons, a hooded lantern, two flasks of oil, five days of rations, a tinderbox, and a waterskin.
  • Dark Common Clothes with Hood
    Common clothes in dark colors, including a hooded cloak suitable for blending into alleys and back streets.
  • Belt Pouch
    A small pouch containing Seraphina's remaining starting funds.

Purse

  • 15×
    Gold Pieces
    Starting currency from the criminal background.

Appearance

Seraphina is a compact lightfoot halfling with warm brown skin, russet curls usually pinned beneath a soft charcoal cap, and alert hazel eyes that seem to measure every doorway and pocket in the room. She dresses in fitted leather armor beneath layered traveling clothes, favoring muted greens, browns, and wine-red accents. Within a minute of meeting her, most people notice that she repeatedly checks the small brass clasp at her throat and that her prominent front teeth show whenever she smiles, laughs, or carefully bites through a strip of dried fruit. Her movements are economical and quiet, but her expression is often bright with private amusement.

Mannerisms

She checks the brass clasp at her throat whenever she enters a new room, rolls coins across her knuckles while thinking, and tilts her head slightly when someone lies. When amused, she presses her tongue briefly against one prominent front tooth before answering.

Personality

Seraphina is observant, dryly playful, and rarely surprised in public. She treats conversation like a lock, listening for the hidden tumblers beneath every polite phrase. She is helpful when the task is interesting, suspicious when the task is easy, and deeply uncomfortable with anyone who tries to make her feel indebted. Though she prefers practical solutions, she has a soft spot for overlooked people, especially messengers, servants, street children, and anyone being blamed for a crime committed by someone richer.

Ideals

Freedom. No law, oath, guild, or patron should own a person's choices. People deserve the chance to slip their chains, provided they are clever enough to find them.

Bonds

She keeps the stolen ledger that exposed her former criminal ring, because the names inside it may one day save the lives of people who never knew they were in danger.

Flaws

She cannot resist investigating a secret, even when leaving it alone would be wiser. Seraphina also assumes that anyone offering unconditional trust is either lying or terribly inexperienced.

Quirks

She names every lockpick and becomes offended if one is misplaced.
She counts windows and exits automatically upon entering a room.
She keeps interesting keys even when she has no idea what they open.
She bites dried fruit into tiny geometric shapes while thinking.

Background

Seraphina Underbough grew up in a crowded halfling quarter built around the back lanes of a prosperous city. Her family ran a respectable locksmithing stall by day, but her older cousins taught her the less respectable uses of a lockpick after sundown. Seraphina discovered that she had a rare talent for understanding mechanisms, patterns, and people who believed they were being clever. She could identify a false bottom by touch, remember a guard's walking rhythm after one glimpse, and spot the single loose stone in a wall without being told where to look. Her criminal career began with small thefts arranged by a local burglary ring, mostly stolen ledgers, keys, and sealed letters. She eventually became the ring's courier and information broker, using her halfling size and natural quiet to cross places larger criminals could not. When the ring's leader sold out several members to protect a powerful patron, Seraphina stole the evidence and vanished rather than accept either revenge or submission. She now works for coin, leverage, and occasionally causes she considers amusingly justified. She is not devoted to law or crime, but she is devoted to knowing who is pulling the strings before she chooses which strings to cut.

“Her family ran a respectable locksmithing stall by day, but her older cousins taught her the less respectable uses of a lockpick after sundown.”
From their backstory
Background
Criminal

Connections

Species

Halfling

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