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Vakaria Veyr - AI-generated fantasy Character

Vakaria Veyr

Human · Rogue (Soulknife Rogue / Psi Warrior Fighter) · Level 12 · Noble

Vakaria Veyr

Vakaria is quiet, precise, and intensely observant.
AC14
HP105/105
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 105 · 30 ft.
AlignmentLawful NeutralGenderFemaleAge28 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Light armor,
Medium armor,
Shields

Tools

Thieves' tools,
One type of artisan's tools or one musical instrument

Languages

Common,
Draconic,
Elvish,
Thieves' Cant

Features

30 features

Action

  • Psychic Blade Strike

    When When Vakaria attacks with a manifested psychic blade

    Make a psychic blade attack with a manifested Soulknife blade. On a hit, add Sneak Attack if eligible.

  • Telekinetic MovementLevel 3

    Vakaria can use an action to move an object or willing creature up to 30 feet with telekinetic force. She can use this ability once per short or long rest, or expend a Psionic Energy die to use it again.

Bonus action

  • Cunning ActionLevel 1

    When On Vakaria's turn

    Use a bonus action to Dash, Disengage, or Hide.

  • Action SurgeLevel 2

    When On Vakaria's turn

    Use Action Surge to take one additional action on the current turn.

  • Soul BladesLevel 3

    When After using Psychic Blades

    Teleport up to 60 feet or disrupt a target's next saving throw using Soul Blades.

  • Psychic Veil

    When When Vakaria needs to vanish or reposition

    Become invisible until the end of her next turn using Psychic Veil.

  • Psychic BladesLevel 3

    Vakaria can use a bonus action to manifest a psychic blade in an empty hand after making an attack with it. The blade deals 1d6 psychic damage and has the finesse and thrown properties, with a range of 60 feet. A second psychic blade can be manifested as a bonus action after attacking with the first, dealing 1d4 psychic damage.

  • Soul Blades, Soul BlayLevel 9

    Vakaria can use a bonus action to teleport to an unoccupied space she can see within 60 feet by expending one Psychic Energy die, or create a psychic blade that can become a blade of disruption, imposing disadvantage on the next saving throw the target makes before the end of her next turn.

  • Soulknife, Psychic VeilLevel 9

    Vakaria can use a bonus action to become invisible until the end of her next turn, or she can mentally alter the appearance of her body and clothing for 1 hour. She can use this feature a number of times equal to her proficiency bonus per long rest.

  • Second WindLevel 1

    Vakaria can use Second Wind as a bonus action to regain 1d10 + 3 hit points. She must finish a short or long rest before using it again.

  • Uncanny DodgeLevel 5

    Vakaria can use her bonus action to regain 1d10 + 9 hit points when below half her hit point maximum, once per long rest.

Reaction

  • Protective FieldLevel 3

    When When Vakaria or an ally within 30 feet takes damage

    Reduce incoming damage to herself or an ally within 30 feet using Protective Field.

  • Psi-Powered DefenseLevel 3

    When When a weapon attack hits Vakaria

    Reduce damage from a weapon attack by 1d10 + 3 using Psi-Powered Defense.

Always on

  • Multiclass ProficienciesLevel 1

    Vakaria has proficiency with light armor, medium armor, shields, simple weapons, martial weapons, thieves' tools, and one type of artisan's tools or musical instrument from her fighter training. She has proficiency in Dexterity and Intelligence saving throws from rogue training.

  • Sneak Attack, 5d6Level 1

    Vakaria can deal an extra 5d6 damage once per turn when she hits with a finesse or ranged weapon attack and has advantage, or when an eligible enemy is within 5 feet of an ally.

  • ExpertiseLevel 1

    Vakaria can use thieves' tools as an extension of her mind, gaining expertise with them. She also gains expertise in Stealth.

  • Fighter TrainingLevel 1

    Vakaria gains proficiency with all armor, shields, simple weapons, and martial weapons through multiclass fighter training.

  • Fighting StyleLevel 2

    Vakaria gains a Fighting Style. She chooses Two-Weapon Fighting, adding her ability modifier to the damage of her off-hand weapon attacks.

  • Psionic PowerLevel 3

    Vakaria gains Psionic Energy dice, represented by three d6 dice. She can use them to empower Protective Field, Psionic Strike, and Telekinetic Movement. She regains expended dice after a long rest and can regain one after a short rest.

  • Psionic StrikeLevel 3

    When Vakaria hits with a weapon attack, she can expend a Psionic Energy die to deal an extra 1d6 psychic damage and push the target up to 10 feet away.

  • Uncanny DodgeLevel 5

    Vakaria can use her reaction to halve the damage from an attack that hits her, provided she can see the attacker.

  • Supreme SneakLevel 9

    Vakaria can make a Dexterity check to hide whenever she is lightly obscured by foliage, heavy rain, falling snow, mist, or another natural phenomenon.

  • Reliable TalentLevel 6

    Vakaria can reroll a failed ability check using proficiency with thieves' tools, but must use the new roll. She cannot use this feature again until finishing a short or long rest.

  • Reliable TalentLevel 11

    Whenever Vakaria makes an ability check that lets her add her proficiency bonus, she can treat a d20 roll of 9 or lower as a 10.

  • Ability Score IncreaseHuman+1 to all ability scores
  • SizeHumanMedium
  • SpeedHuman30 feet
  • LanguagesHumanCommon and one additional language
  • Human VersatilityHumanBroad adaptability reflected by proficiency in an additional language and balanced ability scores
  • Position of PrivilegeNoble

    Vakaria can secure an audience with local nobles and expects to be accepted in high society. Commoners may also treat her as a person of status, though her history makes her suspicious of inherited privilege.

Gear

15 items

Weapons

  • Rapier
    A finely balanced blade suitable for close combat and covert work.
  • Shortsword
    A light thrown weapon used as a backup or for dual-wielding.
  • Shortbow and arrows
    Light ranged weapons with ammunition.
  • 2×
    Dagger
    A compact steel blade used in emergencies and concealed combat.
  • Collapsible baton
    A collapsible baton represented mechanically as a club.

Tools

  • Thieves' tools
    A set of thieves' tools with picks, tension bars, files, and delicate probes.

Gear

  • Quiver
    A leather container holding 20 arrows.
  • Burglar's pack
    A burglar's pack containing a backpack, ball bearings, string, bell, candles, crowbar, hammer, pitons, hooded lantern, oil, tinderbox, and rations.
  • Dungeoneer's pack
    A pack containing a backpack, blanket, mess kit, tinderbox, torches, rations, and waterskin.
  • Fine clothes
    A set of fine but subdued clothes suitable for noble gatherings.
  • Signet ring
    A signet ring bearing the mark of Vakaria's diminished noble house.
  • Scroll of pedigree
    A scroll of pedigree proving her noble lineage.
  • Modern casual attire
    Practical dark clothing and a plain steel ring, adapted from her noble wardrobe.
  • Modern tactical attire
    A charcoal bodysuit, tactical vest, reinforced gloves, padded boots, utility pouches, and compact medical supplies. These are narrative equivalents and do not grant additional rules benefits.

Purse

  • 25×
    Gold pieces
    A small purse containing 25 gp from her noble background.

Appearance

Vakaria is a lean, sharp-featured human woman with pale, porcelain skin, tarnished-steel gray eyes, and a few faint scars along her jawline and knuckles. Her silver hair is shaved close along the sides and back, with a sleek longer section swept over the top and falling past her jaw. She has an athletic build and an alert, upright posture. Her casual clothing consists of a fitted black tank top, dark gray cargo pants, scuffed black leather boots, and a plain steel ring on her right middle finger. Her tactical attire is a charcoal gray, sound-dampening bodysuit beneath a matte black vest, reinforced gloves, padded boots, utility pouches, two daggers, and a compact collapsible baton. Her psionic blades manifest as translucent, violet-white knives of psychic force.

Mannerisms

Vakaria pauses before answering, as though reviewing several possible outcomes. She keeps her back to walls, scans exits without appearing to, and cleans her blades whenever she needs to think. Her voice remains quiet even during arguments.

Personality

Vakaria is quiet, precise, and intensely observant. She respects competence, preparation, and honest ability, while having little patience for bluster or carelessness. Her dry wit appears only under extreme stress or around people she trusts. She is fiercely independent, but understands that survival sometimes requires disciplined cooperation. She is ruthless when necessary, never cruel for entertainment, and treats violence as a tool to be used cleanly and without hesitation.

Ideals

Competence. Power should belong to those disciplined enough to use it responsibly, not to those who inherited a title or seized authority through bluster.

Bonds

She carries the plain steel ring of her murdered elder sister and will risk almost anything to uncover the full conspiracy behind her family's downfall.

Flaws

Vakaria assumes every kindness has a hidden price. She can become controlling when plans go wrong, and her hunger for power tempts her to treat allies as assets rather than people.

Quirks

She counts exits and potential threats whenever she enters a room.
She keeps her pockets empty except when on a mission, because empty pockets feel safer.
She taps her steel ring twice before making a dangerous decision.
She gives people private descriptive nicknames based on their habits.
She occasionally answers a question before it is spoken when her latent telepathy flares.

Background

Vakaria was born to a minor noble family whose influence rested on old contracts, discreet favors, and an extensive network of informants. Her family taught her etiquette, history, languages, and the subtle violence of political maneuvering. When a rival faction destroyed her household, Vakaria survived by vanishing into the city below the walls. Years on the streets sharpened her instincts, taught her to read danger before it arrived, and replaced formal instruction with lockpicks, disguises, silent movement, and carefully chosen alliances. Her latent psionic talent first surfaced during a burglary, when fear and desperation formed a blade of thought in her hand. She eventually learned that her mind could cut, shield, and project force, though she still understands little about the source of her abilities. A disciplined fighter trained her in battlefield tactics and taught her to turn psychic force into controlled bursts of kinetic power. Vakaria now serves an organization she believes can give her purpose, knowledge, and the means to dismantle the network that ruined her family. She does not seek restoration of her title. She wants leverage, truth, and the power to ensure no one can ever decide her fate for her again.

“Her family taught her etiquette, history, languages, and the subtle violence of political maneuvering.”
From their backstory
Background
Noble

Connections

Species

Human

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