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Mirela Vaskorin - AI-generated fantasy Character

Mirela Vaskorin

Human · Rogue (Thief) · Level 3 · Soldier

Mirela Vaskorin

Mirela is practical, patient, and unexpectedly tender toward exhausted people and badly made equipment.
AC14
HP23/23
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 23 · 30 ft.
AlignmentNeutral GoodGenderMaleAge21 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

DEXINTSTRCONWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • AthleticsSTR
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Martial weapons with the Finesse or Ranged property,
Spear,
Javelin,
Shortsword,
Dagger

Tools

Gaming set,
Thieves' tools

Languages

Common,
Thieves' Cant

Features

15 features

Bonus action

  • Cunning ActionLevel 2

    When On his turn

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

  • Fast HandsLevel 3

    As a Bonus Action, you can take the Utilize action, or take the Search action to make a Wisdom (Perception) check to find a hidden object or creature.

Always on

  • Cunning Strike: Withdraw

    When After hitting a creature with a weapon attack

    After hitting a creature with a weapon attack, Mirela can move up to half his Speed without provoking Opportunity Attacks from that creature.

  • Nick

    When After attacking with a Dagger

    Mirela can make a weapon attack with a dagger, then make another attack with a different light weapon as part of the same Attack action, following the Nick mastery rules.

  • ExpertiseLevel 1

    You gain Expertise in two of your skill proficiencies, doubling your Proficiency Bonus for checks made with them. Mirela applies Expertise to Athletics and Stealth.

  • Sneak AttackLevel 1

    Once per turn, you can deal an extra 1d6 damage to a creature you hit with an attack if you have Advantage on the attack roll and use a Finesse or Ranged weapon. You do not need Advantage if an eligible ally is within 5 feet of the target and you do not have Disadvantage.

  • Thieves' CantLevel 1

    You know the secret language of thieves and criminals, including a blend of coded expressions, signs, and symbols.

  • Weapon MasteryLevel 1

    You can use the mastery properties of two kinds of weapons with which you have proficiency. Mirela chooses the Dagger and Shortsword.

  • ThiefLevel 3

    You gain the Fast Hands and Second-Story Work features.

  • Second-Story WorkLevel 3

    Climbing no longer costs you extra movement. You can make a running jump after moving only 5 feet on foot, rather than 10 feet.

  • ResourcefulHumanWhen you finish a Long Rest, you gain Heroic Inspiration if you do not already have it.
  • SkillfulHumanYou gain proficiency in one skill of your choice, Perception.
  • VersatileHumanYou gain one Origin feat of your choice, Skilled.
  • SkilledHumanYou gain proficiency in three skills or tools of your choice, Animal Handling, Medicine, and Survival.
  • Military RankSoldier

    You can find the military support of your former unit or organization, provided that support does not endanger the group or exceed its available resources. Soldiers recognize your service and may offer shelter, basic aid, or useful information.

Spells

1 spell

Spellcasting. Mirela Vaskorin casts with a spellcasting ability ( to hit with spell attacks).

Cantrips (at will):

Gear

11 items

Weapons

  • 2×
    Dagger
    A balanced light blade suitable for close fighting and thrown attacks. Mastery: Nick.
  • Shortsword
    A short, broad-bladed weapon. Mastery: Vex.
  • Spear
    A long-shafted spear carried for guarding camps and probing dangerous ground.
  • 6×
    Javelin
    Light throwing spears, bundled along the side of his pack.

Armor

  • Leather armor
    Flexible protective clothing reinforced with boiled leather plates and metal studs.

Tools

  • Thieves' tools
    A set of precision tools used to open locks and disable traps.
  • Gaming set
    A set of bone dice used by soldiers during long watches.

Gear

  • Dungeoneer's pack
    A sturdy pack containing pitons, rope, lantern supplies, chalk, rations, and other underground necessities.
  • Insignia of rank
    A military badge from his former company.
  • Mirela's enormous backpack
    A heavy canvas carrier with external loops, tied bundles, hanging cookware, and enough room for far more than one person should carry.
  • Pack contents
    A folded blanket, two spare shirts, patched trousers, cooking pot, iron cup, whetstone, sewing kit, fishing line, 50 feet of hempen rope, hooded lantern, six flasks of oil, ten days of trail rations, and a small pry bar.

Appearance

Mirela is a broad-shouldered young human man with sun-browned skin, a crooked nose, dark hazel eyes, and chestnut hair worn in a loose braid to keep it out of his face. His leather armor has been reinforced with rough stitching and polished bone toggles. A vast, weather-stained backpack rises behind him like a second body, packed with rope, cookware, tools, blankets, spare clothing, and several objects whose purposes he refuses to explain. He moves with a laborer's strength and a thief's quiet balance, smelling faintly of leather oil, pine smoke, and dried apples.

Mannerisms

He checks every buckle before entering a room, rolls his shoulders whenever he hears metal clink, and answers questions while sorting objects in his pack. When nervous, he quietly counts his supplies under his breath.

Personality

Mirela is practical, patient, and unexpectedly tender toward exhausted people and badly made equipment. He treats every expedition like a household that must be kept fed, dry, and moving. He has a dry sense of humor, an excellent memory for routes, and a deep suspicion of anyone who says they can improvise.

Ideals

Preparedness. No one should suffer because somebody forgot the rope, the bandages, or the last dry match.

Bonds

He carries the broken brass insignia of his old company and intends to find every surviving member of his scattered unit.

Flaws

He cannot leave useful gear behind, even when carrying it may endanger everyone. He also lies about how much his pack weighs, then becomes offended when anyone offers to help.

Quirks

Names every important rope and piece of cookware.
Keeps emergency biscuits in three different pockets.
Can identify most common trail sounds while half-asleep.
Refuses to admit that the backpack has a hidden second compartment.

Background

Mirela Vaskorin served as a supply runner for a border company that spent more time hungry than heroic. He learned that battles were often decided before the first blade was drawn, by whether the right medicine, whetstone, rope, or dry socks reached the right person. When his unit was scattered in a disastrous retreat, Mirela carried three wounded soldiers through a flooded ravine with a pack frame strapped across his shoulders. One survived because Mirela had stolen a surgeon's kit before leaving camp. The other two survived because he refused to put them down.

“One survived because Mirela had stolen a surgeon's kit before leaving camp.”
From their backstory
Background
Soldier

Connections

Species

Human

Media

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