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Julian Thorne - AI-generated fantasy Character

Julian Thorne

Human · Rogue (Fighter Multiclass) (Swashbuckler / Battle Master) · Level 8 · Criminal

Julian Thorne

Meticulously polite and soft-spoken, Julian exudes the aura of a man who has seen everything and was bored by most of it.
AC14
HP62/62
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 62 · 30 ft.
AlignmentTrue NeutralGenderMaleAge62
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light Armor,
Medium Armor,
Shields

Weapons

Simple Weapons,
Martial Weapons

Tools

Thieves Tools,
Dice Set

Languages

Common,
Thieves Cant,
Elvish

Features

16 features

Bonus action

  • Cunning ActionLevel 2

    You can take a Bonus Action on each of your turns to take the Dash, Disengage, or Hide action.

  • Steady AimLevel 3

    As a bonus action, you give yourself advantage on your next attack roll on the current turn. Your speed is 0 until the end of the turn.

  • Second WindLevel 1

    As a bonus action, regain 1d10 + fighter level HP. Uses: 2 per short rest.

Reaction

  • Uncanny DodgeLevel 5

    When an attacker you can see hits you with an attack, you can use your reaction to halve the damage.

Always on

  • Sneak AttackLevel 1

    Once per turn, deal 3d6 extra damage to one creature you hit with an attack roll using a Finesse or Ranged weapon.

  • Fancy FootworkLevel 3

    If you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

  • Rakish AudacityLevel 3

    You can add your Charisma modifier to your initiative. You also don't need advantage on Sneak Attack if you are within 5ft of the target and no other creatures are within 5ft of you.

  • Fighting Style (Two-Weapon Fighting)Level 1

    When you make an off-hand attack, you add your ability modifier to the damage.

  • Tactical MindLevel 1

    If you fail an ability check, you can expend one use of Second Wind to add 1d10 to the check result.

  • Action SurgeLevel 2

    You can take one additional action on your turn.

  • Combat Superiority (Maneuvers)Level 3

    You have 4 Superiority Dice (d8). Maneuvers: Riposte, Trip Attack, Menacing Attack.

  • Weapon MasteryLevel 1

    You can use the Mastery properties of Rapier (Vex) and Club (Slow).

  • ResourcefulHumanYou gain Heroic Inspiration whenever you finish a Long Rest.
  • SkillfulHumanYou gain proficiency in one skill of your choice.
  • VersatileHumanYou gain an extra Origin feat (Skilled).
  • AlertCriminal

    You gain a bonus to initiative rolls equal to your Proficiency Bonus. You can swap your initiative with a willing ally.

Gear

5 items

Weapons

  • Hidden Rapier
    A silver-pommeled rapier concealed inside a wooden cane.
  • Heavy Cane (Club)
    A sturdy mahogany cane with a lead-weighted handle.

Armor

  • Studded Leather Armor
    Fine leather worn under a tailored nobleman's coat.

Tools

  • Thieves Tools
    Concealed in a false pocket of his coat.

Gear

  • Fine Clothes
    Rich velvet and silk attire for maintaining a high-society disguise.

Appearance

Julian appears as a distinguished, silver-haired nobleman in his early sixties. He wears exquisite velvet coats and carries a mahogany cane that he leans on heavily. He has a sharp, hawk-like nose and piercing blue eyes that often appear glazed or unfocused when he is playing the part of a doddering elder.

Mannerisms

He has a habit of meticulously cleaning his signet ring with a silk handkerchief before and after a fight. He speaks in long, winding sentences that lulls listeners into a state of comfort.

Personality

Meticulously polite and soft-spoken, Julian exudes the aura of a man who has seen everything and was bored by most of it. He rarely raises his voice, preferring to let the weight of his words or the sudden flash of steel do the work. He is deeply cynical about human nature, seeing every interaction as a potential con.

Ideals

Balance. The scales of my life are tipped too far toward the dark, and removing the Syndicate is the only way to level them.

Bonds

My family name was tarnished by my crimes, I will not let it be dragged further into the mud by those who betrayed me.

Flaws

I am prone to extreme arrogance, I often underestimate 'unrefined' threats because they lack the grace of a true adversary.

Quirks

Checks his pocket watch constantly, even when time is irrelevant.
Feigns a heavy limp until the moment combat begins.
Always refers to enemies as 'dear boy' or 'young lady'.

Background

For thirty years, Julian Thorne was the hidden architect of the Crimson Syndicate, a gang that bled the city dry through white-collar crime and quiet assassinations. He intended to retire to a coastal estate with his illicit wealth, but his lieutenants had other ideas. They staged a bloody coup, leaving Julian for dead in the gutters of the lower ward. They underestimated the old man's resilience. Julian survived, crawled back from the brink, and spent a year recovering in a distant monastery, sharpening his mind and his blade. He has now returned to the city, not to reclaim his throne, but to dismantle the Syndicate brick by brick. By assuming the persona of a frail, wealthy traveler, he gains access to the very social circles where his former allies now masquerade as legitimate businessmen. He is a predator in sheep's clothing, using the finesse of a swashbuckler and the tactical precision of a master duelist to ensure that every debt is paid in blood.

“He intended to retire to a coastal estate with his illicit wealth, but his lieutenants had other ideas.”
From their backstory
Background
Criminal

Connections

Species

Human

Media

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