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tommie - AI-generated fantasy Character

tommie

Human · Barbarian · Level 1 · Criminal

tommie

Tommie is blunt, territorial, and surprisingly attentive to people who seem powerless.
AC10
HP12/12
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 10 · HP 12 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge29 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Improvised weapons,
Unarmed strikes,
Thieves' Cant proficiency from criminal background is represented separately in languages.

Tools

Thieves' tools,
One type of gaming set, dice set

Languages

Common,
Thieves' Cant,
Dwarvish

Features

8 features

Always on

  • RageLevel 1

    When Bonus action

    Tommie enters a battle fury, gaining his rage benefits for up to 1 minute.

  • Unarmored DefenseLevel 1

    While not wearing armor, Tommie's Armor Class equals 10 + his Dexterity modifier + his Constitution modifier. He can use a shield and still gain this benefit.

  • Ability Score IncreaseHumanEach of Tommie's ability scores increases by 1.
  • SizeHumanMedium.
  • SpeedHumanTommie's walking speed is 30 feet.
  • LanguagesHumanTommie can speak, read, and write Common and one extra language.
  • Human VersatilityHumanHumans are adaptable and gain broad increases to their basic abilities.
  • Criminal ContactCriminal

    Tommie has a reliable and trustworthy contact who acts as his liaison to a network of other criminals. He knows how to get messages to and from that contact, even across long distances, though the contact may require payment or a favor.

Gear

8 items

Weapons

  • Greataxe
    A massive two-handed martial weapon with a broad, crescent-shaped blade. Attack damage is 1d12 slashing.
  • 2×
    Handaxe
    Light thrown weapons useful for close combat or throwing at a fleeing target. Attack damage is 1d6 slashing.

Tools

  • Crowbar
    A metal pry bar useful for forcing open crates, doors, and locks that cannot be handled quietly.

Gear

  • Explorer's Pack
    A durable pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and other basic travel supplies.
  • Dark Common Clothes with Hood
    A set of plain, dark clothing with a hood, suitable for moving through urban streets without attracting attention.
  • Coin Pouch
    A belt pouch containing the remainder of Tommie's criminal earnings.
  • Brass Coat Button
    A small brass button from the coat of the first gang leader who taught Tommie how to survive. It has no monetary value but serves as a private reminder.

Purse

  • 15×
    Gold Pieces
    Fifteen gold pieces used for travel, bribes, food, and equipment.

Appearance

Tommie is a broad-shouldered human man with a compact, powerful build and a restless way of standing. He plants his feet wide and leans forward slightly, as if every conversation might turn into a contest of balance. His dark hair is kept unevenly short, and a thin braid behind one ear holds a brass button taken from an old prison coat. He wears battered traveling clothes beneath a patched leather vest, with a heavy greataxe strapped across his back. Within a minute of meeting him, most people notice that he stands too close, speaks too loudly, and watches every exit without appearing to do so.

Mannerisms

Tommie stands with his weight on the balls of his feet, often leaning into another person's space while listening. He drums two fingers against the haft of his greataxe when impatient, rolls his shoulders before making a threat, and lowers his voice only when he is genuinely frightened. He laughs once, sharply, at jokes he does not understand.

Personality

Tommie is blunt, territorial, and surprisingly attentive to people who seem powerless. He has a talent for making strangers feel either protected or crowded, often both at once. He enjoys practical jokes, cheap card games, and arguing over rules he has not read. Beneath his swagger, he is constantly measuring who has been left out of the conversation and who might need someone to stand beside them.

Ideals

Loyalty. A crew is only as strong as the person who refuses to leave when the plan collapses. Anyone who stands beside me earns the same protection in return.

Bonds

The youngest member of his old crew, a pickpocket named Lio, vanished after Tommie's arrest. Tommie will risk almost anything to find Lio and learn whether he was betrayed, captured, or forced into another life.

Flaws

Tommie assumes every offer has a hidden price and every authority figure is waiting for an excuse to use him. He responds to insults before considering whether they matter, and once he decides someone has betrayed him, evidence rarely changes his mind.

Quirks

Keeps a brass button from his old prison coat braided into his hair.
Names every tavern dog he meets, usually after a former criminal contact.
Refuses to sit with his back to a door.
Counts coins by touch while pretending not to listen.
Challenges people to arm-wrestling when he wants to apologize.

Background

Tommie grew up in a crowded dock district where being overlooked was more dangerous than being disliked. He learned early that a human with no unusual heritage, no family name, and no coin had to make himself memorable. He became a runner for smugglers, carrying coded notes, stolen keys, and sealed parcels through alleys where adults twice his size preferred not to walk. His talent was not subtlety so much as nerve. When cornered, he held his ground, filled the street with his voice, and made pursuers wonder whether they had chosen the wrong target. A robbery went wrong when Tommie refused to abandon a younger member of his crew. He took the blame for the escape, endured a short prison sentence, and emerged with his old contacts scattered and his anger sharpened into something physical. During confinement, he discovered that rage could be focused rather than merely suffered. Now he works as a caravan guard, debt collector, and occasional adventurer, using the criminal network that still owes him favors. He claims he is searching for enough money to buy his freedom from the past, but what he really wants is to build a crew that nobody can discard when trouble arrives.

“He learned early that a human with no unusual heritage, no family name, and no coin had to make himself memorable.”
From their backstory
Background
Criminal

Connections

Species

Human

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