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Vakaria Veyr - AI-generated fantasy Character

Vakaria Veyr

Human · Rogue 9 / Fighter 3 (Soulknife / Psi Warrior) · Level 12 · Noble

Vakaria Veyr

Vakaria is quiet, precise, and intensely observant.
AC14
HP102/102
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 102 · 30 ft.
AlignmentNeutralGenderFemaleAgeLate twenties, approximately 28 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Light crossbows,
Longbows,
Shortbows,
Whips,
Scimitars,
Other simple and martial weapons from multiclass fighter training

Tools

Thieves' tools,
Disguise kit,
Dragonchess set

Languages

Common,
Elvish

Features

26 features

Bonus action

  • Cunning ActionLevel 2

    When On Vakaria's turn

    As a bonus action, Dash, Disengage, or Hide.

  • Psychic Blade Strike

    When When taking the Attack action

    Make a Psychic Blade attack with her main hand, then make a second Psychic Blade attack as a bonus action if she took the Attack action and attacked with a Psychic Blade.

  • Second WindLevel 1

    When On Vakaria's turn

    Regain 1d10 + 3 hit points.

  • Inquisitive EyeLevel 9

    Vakaria can use a bonus action to make a Wisdom, Intelligence, or Charisma check contested by a creature's Insight check. On a success, she can learn whether the creature is her equal, superior, or inferior in one chosen category, such as a specified ability score, class level, or armor class. She can use this feature a number of times equal to her proficiency bonus per long rest.

  • Psychic BladesLevel 3

    Vakaria can use a bonus action to manifest a Psychic Blade in an empty hand. It is a finesse, thrown weapon with a range of 60 feet, deals 1d6 psychic damage, and vanishes immediately after hitting or missing. When she takes the Attack action and attacks with a Psychic Blade, she can make one additional Psychic Blade attack as a bonus action, dealing 1d4 psychic damage on a hit.

  • Psychic TeleportationLevel 9

    As a bonus action, Vakaria can teleport to an unoccupied space she can see within a number of feet equal to five times the number rolled on one Psionic Energy die, expending the die. She can bring one willing creature within 5 feet of her, teleporting it to an unoccupied space within 5 feet of her destination.

  • Psionic Power, Psi WarriorLevel 3

    Vakaria gains a pool of three Psionic Energy dice, represented by 3d6. She regains one expended die after a short rest and all expended dice after a long rest. She can expend a die to telekinetically shove a creature after hitting it, move an object or creature with a bonus action, or use a reaction to reduce damage dealt to herself or a creature within 30 feet.

Reaction

  • Psionic Power, SoulknifeLevel 3

    Vakaria has a pool of Psionic Energy dice, represented by 9d8. She regains one expended die after a short rest and all expended dice after a long rest. She can expend a die to add it to an ability check in which she lacks proficiency, telepathically communicate with a creature within 30 feet for a number of hours equal to the die roll, or reduce damage taken by herself or a creature within 30 feet by the die roll plus her Intelligence modifier as a reaction.

Always on

  • Sneak Attack

    When When hitting with an eligible finesse or ranged weapon attack

    Deal an extra 5d6 psychic damage once per turn when Sneak Attack conditions are met.

  • Psionic Techniques

    When Varies by technique

    Expend a Psionic Energy die to add it to a failed proficient ability check, communicate telepathically, reduce damage, improve a missed Psychic Blade attack, or teleport.

  • Action SurgeLevel 2

    When On Vakaria's turn

    Take one additional action this turn.

  • Psi Warrior Techniques

    When After a weapon hit, as a bonus action, or as a reaction

    Telekinetically shove a creature after hitting it, move an object or creature, or reduce damage to herself or an ally within 30 feet.

  • Sneak Attack, 5d6Level 1

    Vakaria deals an extra 5d6 damage once per turn when she hits with a finesse or ranged weapon attack and has advantage on the attack, or when another eligible condition for Sneak Attack is met.

  • ExpertiseLevel 1

    Vakaria has proficiency with thieves' tools and can add double her proficiency bonus to checks made with them. She also gains expertise in Stealth and Investigation.

  • Hulking ResilienceLevel 3

    Vakaria can determine the nature of a poison, disease, or toxic substance by spending 1 minute inspecting it. She also has advantage on saving throws against being poisoned and resistance to poison damage.

  • Rogue Saving Throw ProficienciesLevel 1

    Vakaria has proficiency in Dexterity and Intelligence saving throws from her rogue training.

  • Psi-Bolstered KnackLevel 3

    When Vakaria fails an ability check using a proficient skill or tool, she can roll one Psionic Energy die and add the result to the check, potentially turning failure into success. The die is expended only if the check succeeds.

  • Homing StrikesLevel 9

    If Vakaria misses with an attack using a Psychic Blade, she can roll one Psionic Energy die and add the result to the attack roll. If this causes the attack to hit, the die is expended.

  • Fighting Style, Two-Weapon FightingLevel 1

    Vakaria gains the Two-Weapon Fighting style. When she engages in two-weapon fighting, she can add her ability modifier to the damage of the second attack.

  • Fighter ProficienciesLevel 1

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

  • Ability Score IncreaseHuman+1 to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma
  • SizeHumanMedium
  • SpeedHuman30 feet
  • LanguagesHumanCommon and one additional language
  • TraitHumanHuman adaptability and broad training
  • Position of PrivilegeNoble

    Vakaria can secure an audience with local nobles, members of the aristocracy, or important figures through her family name and former social standing. Common folk may also treat her with respect because of her noble lineage.

Gear

12 items

Weapons

  • Rapier
    A rapier suitable for precise close combat
  • Shortbow
    A shortbow with a quiver of 20 arrows
  • 2×
    Dagger
    A pair of daggers concealed for quick draws and Psychic Blade feints

Tools

  • Thieves' tools
    Thieves' tools used for locks, traps, and delicate mechanisms

Gear

  • 20×
    Arrow
    Arrows
  • Fine clothes
    Fine dark clothing appropriate for discreet noble travel
  • Signet ring
    A signet ring bearing the crest of Vakaria's disgraced family
  • Scroll of pedigree
    A scroll of pedigree proving her noble lineage
  • Leather purse
    A purse containing starting funds from the rogue background
  • Dragonchess set
    A gaming set selected as part of her noble upbringing
  • Family heirloom
    A keepsake from her family estate, retained despite its painful history

Purse

  • 25×
    Gold pieces
    Starting gold from noble family resources

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 most striking feature is her silver undercut, with the sides and back shaved close and the longer top swept sleekly past her jaw. She has an athletic build, defined shoulders and arms, and an alert posture that gives her an imposing presence. In casual settings she wears a fitted black tank top, dark gray cargo pants, scuffed black boots, and a plain steel ring on her right middle finger. Her tactical attire consists of a charcoal sound-dampening bodysuit, matte black modular vest, reinforced fingerless gloves, padded silent boots, webbing, pouches, two daggers, and compact psionic weapons formed from psychic energy.

Mannerisms

Vakaria pauses before answering, as if arranging every word in her mind. She maintains steady eye contact without blinking for slightly too long, keeps her back to walls whenever possible, and rolls the plain steel ring on her finger when considering a risk. When using her psychic abilities, the silver hair at her temple lifts subtly as though stirred by an unfelt breeze.

Personality

Vakaria is quiet, precise, and intensely observant. She respects competence above status and has little patience for bluster, waste, or emotional manipulation. She speaks rarely, but her words are deliberate and usually impossible to dismiss. Beneath her controlled exterior is a survivor's hunger for purpose and power. She is ruthless when necessary, never cruel for entertainment, and capable of genuine loyalty toward those who prove reliable. Her dry humor appears only under extreme stress or in the presence of people she trusts.

Ideals

Control. The world belongs to those capable of understanding its hidden mechanisms and acting before everyone else realizes what is happening.

Bonds

The surviving members of her ruined household are hidden under false identities, and Vakaria has sworn to protect them until she can expose the people responsible for their downfall.

Flaws

Vakaria believes that dependence is weakness and will endure unnecessary danger rather than ask for help. She is quick to judge incompetence, slow to forgive betrayal, and dangerously tempted by opportunities to seize power before someone else can take it from her.

Quirks

She counts exits, windows, and armed people whenever she enters a room.
She leaves pockets empty because she dislikes the sound of loose objects while moving.
She sometimes answers spoken questions a moment before they are fully asked.
She sharpens ordinary blades even when her psychic weapons are available.
She keeps an internal ranking of everyone she meets based on competence, danger, and reliability.

Background

Vakaria was born into a minor human noble house whose wealth came from discreet contracts, private security, and information brokerage. Her family taught her etiquette, history, negotiation, and the value of appearing harmless while quietly controlling every conversation. When a political rival dismantled her household through forged evidence and carefully arranged betrayals, Vakaria was left without protection. She survived by disappearing into the city's lower districts, where noble manners became tools for deception and her analytical mind became more valuable than any family title. Years on the streets hardened her into an efficient infiltrator, thief, and occasional assassin. She learned to move without sound, read a room before entering it, and kill only when hesitation would endanger her or someone under her protection. During a failed burglary against a hidden psionic archive, Vakaria awakened a strange talent in her mind. She began hearing thoughts as faint pressure behind her eyes and discovered that she could shape that invisible force into blades, shields, and bursts of telekinetic power. She now works with an organization she believes can give her purpose, influence, and the means to reclaim control over the networks that destroyed her family. She does not seek restoration of her old title. She intends to become something far more difficult to remove.

“Her family taught her etiquette, history, negotiation, and the value of appearing harmless while quietly controlling every conversation.”
From their backstory
Background
Noble

Connections

Species

Human

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