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Amaryl Kett - AI-generated fantasy Character

Amaryl Kett

Elf · Rogue · Level 1 · Criminal

Amaryl Kett

Quietly observant and fiercely self-reliant, Amaryl speaks little until she has measured the people around her.
AC14
HP10/10
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 10 · 30 ft.
AlignmentNeutral GoodGenderFemaleAge118 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • DeceptionCHA
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • PerceptionWIS
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor

Weapons

Simple weapons,
Martial weapons with the Finesse or Light property

Tools

Thieves' Tools

Languages

Common,
Elvish,
Undercommon

Features

13 features

Always on

  • Sneak AttackLevel 1

    When Once per turn when hitting with a Finesse or Ranged weapon under the feature's conditions.

    Amaryl deals an extra 1d6 damage once per turn when the attack meets the feature's conditions.

  • ExpertiseLevel 1

    Amaryl gains Expertise in two of her proficient skills. Stealth and Sleight of Hand are doubled, giving her a +6 modifier in each.

  • Thieves' CantLevel 1

    Amaryl knows Thieves' Cant, a secret language of signs, coded phrases, and concealed meanings used by rogues and criminals.

  • Weapon MasteryLevel 1

    Amaryl has Weapon Mastery with the dagger, shortsword, and shortbow. She uses Nick with her dagger, Vex with her shortsword, and Vex with her shortbow.

  • Creature TypeElfHumanoid
  • SizeElfMedium
  • SpeedElf30 feet
  • DarkvisionElfAmaryl can see in dim light within 120 feet as if it were bright light, and in darkness as if it were dim light, though darkness appears in shades of gray.
  • Drow Elven LineageElfAmaryl knows the Dancing Lights cantrip. Her spellcasting ability for this lineage is Charisma. At character level 3 she will gain Faerie Fire, and at level 5 she will gain Darkness, each cast once without a spell slot per Long Rest.
  • Fey AncestryElfAmaryl has Advantage on saving throws to avoid or end the Charmed condition.
  • Keen SensesElfAmaryl has proficiency in Perception.
  • TranceElfAmaryl does not need to sleep, cannot be put to sleep by magic, and can finish a Long Rest in 4 hours while remaining conscious during her meditation.
  • AlertCriminal

    Amaryl has the Alert origin feat. She adds her Proficiency Bonus to Initiative, and immediately after rolling Initiative she can swap her Initiative with a willing conscious ally in the same combat, provided neither is Incapacitated.

Spells

1 spell

Spellcasting. Amaryl Kett casts with Charisma (spell save DC 9, to hit with spell attacks).

Cantrips (at will):

Gear

13 items

Weapons

  • Dagger
    The scout's well-used blade, carried as a memorial and used as a second weapon.
  • Dagger
    A serviceable dagger from her criminal starting equipment.
  • Shortsword
    A martial finesse weapon suited to close-quarters fighting.
  • Shortbow
    A compact ranged weapon useful for hunting and ambushes.

Armor

  • Leather Armor
    Light armor made from supple, darkened leather, providing base AC 11 plus Dexterity modifier.

Tools

  • Thieves' Tools
    Tools for opening locks and disabling traps.

Gear

  • 20×
    Arrows
    A quiver containing standard arrows for the shortbow.
  • Crowbar
    A crowbar for prying, leverage, and improvised entry.
  • 2×
    Pouch
    Small pouches for coins, tools, or discreetly acquired objects.
  • Traveler's Clothes
    Plain, durable clothing suitable for travel.
  • Mysterious Medallion
    A tarnished silver medallion bearing an unfamiliar symbol. It is not mechanically magical, but it was entrusted to Amaryl by the dying scout.
  • Burglar's Pack
    A practical pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.

Purse

  • 24×
    Gold Pieces
    Money remaining from the Criminal background equipment package and Rogue starting equipment.

Appearance

Amaryl is a tall, slender drow woman with obsidian-gray skin, long white hair usually braided close to keep it from catching on branches or equipment, and cool violet eyes that squint beneath the surface sun. Her movements are economical and watchful, as though every room contains an unseen threat. She wears practical leather armor over dark traveling clothes. The most noticeable object about her is a tarnished silver medallion worn beneath her collar. Its edge is polished bright where her thumb repeatedly rubs it whenever she is uncertain, frightened, or trying to decide whether to trust someone.

Mannerisms

Amaryl checks the medallion with her thumb whenever a conversation turns personal or dangerous. She studies exits before faces, pauses for half a breath before entering any open space, and uses precise, formal speech that occasionally gives way to blunt Underdark phrasing.

Personality

Quietly observant and fiercely self-reliant, Amaryl speaks little until she has measured the people around her. She is suspicious of authority, unexpectedly gentle with the hungry and frightened, and fascinated by ordinary surface customs. She collects small pieces of practical knowledge, especially anything that helps her understand how people cooperate without coercion.

Ideals

Mercy is not weakness. The measure of a person is how they treat someone who cannot repay them.

Bonds

The scout who freed Amaryl died buying her a future and entrusted her with a strange silver medallion. She will learn what its symbol means, discover who sent the rescuers, and honor the command to follow her light. She also carries the scout's dagger, refusing to let the weapon become an anonymous relic.

Flaws

Amaryl assumes kindness is a trap until proven otherwise. She can become cold and controlling when frightened, and she would rather risk herself than admit she needs help. She also reacts badly to anyone treating a powerless person as property, sometimes jeopardizing a mission before she has a plan.

Quirks

She counts doors, windows, and visible weapons whenever she enters a room.
She calls the open sky the Great Ceiling and still looks up whenever clouds move.
She keeps food portions exact and becomes visibly upset when someone wastes edible food.
She sleeps in a corner or against a wall, never in the center of a room.
She gives names to useful tools but refuses to name the scout's dagger.

Background

Amaryl was born to a minor drow House beneath the Underdark, where obedience was treated as virtue and mercy as evidence of weakness. Her family taught her to read danger before it appeared, to move without sound, and to strike before an opponent could recover. She learned the practical arts of a criminal because survival demanded them, not because she delighted in cruelty. Her place in the House seemed secure until she gave food to a starving slave and spoke to that suffering person as if they mattered. For such a small act, she was stripped of her family name, imprisoned, and tortured for a confession that compassion was a mistake. She never gave them one.

“Her family taught her to read danger before it appeared, to move without sound, and to strike before an opponent could recover.”
From their backstory
Background
Criminal

Connections

Species

Elf

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