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Kevin Kevin - AI-generated fantasy Character

Kevin Kevin

Gnome · Rogue (Thief) · Level 3 · Urchin

Kevin Kevin

Kevin is painfully earnest, aggressively factual, and convinced that his intentions are obvious to everyone.
AC13
HP18/18
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 18 · 25 ft.
AlignmentChaotic NeutralGenderMaleAgeApproximately 54 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
Disguise kit

Languages

Common,
Gnomish,
Thieves' Cant

Features

12 features

Bonus action

  • Cunning ActionLevel 2

    When On Kevin's turn.

    Kevin uses a bonus action to Dash, Disengage, or Hide.

  • Fast HandsLevel 3

    When On Kevin's turn.

    Kevin uses a bonus action to make a thieves' tools Dexterity check to disarm a trap or open a lock, or to take the Use an Object action.

Always on

  • Sneak AttackLevel 1

    When Once per turn when Kevin hits with a finesse or ranged weapon attack.

    Kevin makes a weapon attack with advantage, or gains Sneak Attack when an ally is within 5 feet of his target and he does not have disadvantage.

  • Second-Story WorkLevel 3

    When Whenever Kevin climbs or makes a running jump.

    Kevin climbs without extra movement and can make a running jump after moving only 5 feet.

  • ExpertiseLevel 1

    Kevin has expertise in Stealth and thieves' tools. His proficiency bonus is doubled for checks using either proficiency.

  • Thieves' CantLevel 1

    Kevin knows the secret language of rogues and can recognize coded messages and symbols used by them.

  • TraitGnomeDarkvision, Kevin can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, seeing only in shades of gray.
  • TraitGnomeGnome Cunning, Kevin has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
  • TraitGnomeSmall, Kevin is a Small humanoid.
  • TraitGnomeGnome speed, Kevin's walking speed is 25 feet.
  • TraitGnomeLanguages, Kevin can speak, read, and write Common and Gnomish.
  • City SecretsUrchin

    Kevin knows the secret patterns and shortcuts of cities, allowing him and his companions to find routes through urban areas that others would miss.

Gear

12 items

Weapons

  • Rapier
    A light finesse melee weapon with a 1d8 piercing damage die.
  • 2×
    Dagger
    A finesse and light melee weapon with a 1d4 piercing damage die.
  • Shortbow
    A ranged weapon with a 1d6 piercing damage die and a normal range of 80 feet.

Armor

  • Leather armor
    Light armor that grants AC 11 plus Dexterity modifier.

Tools

  • Thieves' tools
    A set of specialized tools for opening locks and disabling traps.

Gear

  • 20×
    Arrow
    Ammunition for Kevin's shortbow.
  • Burglar's pack
    Contains a backpack, 10-foot length of string, 10 torches, a tinderbox, 10 days of rations, a waterskin, and 50 feet of hempen rope.
  • Small knife
    A small knife Kevin claims is ceremonial, though he uses it for nearly everything.
  • Map of Nurm
    A rough map of Nurm and the surrounding roads, annotated with several corrections to local landmarks.
  • Token from his parents
    A small wooden token from Kevin's childhood, carved with an uneven spiral.
  • Common clothes
    Patched common clothes that have been repeatedly repaired and re-repaired.

Purse

  • 10×
    Gold pieces
    Loose spending money given to Kevin when he left Nurm.

Appearance

Kevin is a wiry forest gnome with an ordinary, slightly underfed build and an expression of permanent, mild disapproval. His brown hair sticks out in uneven tufts beneath a patched leather cap, and his clothes are practical, travel-worn, and carefully arranged despite their mismatched colors. Within a minute of meeting him, most people notice his teeth and jaw. Kevin smiles with his lips pulled tightly back, revealing small, square teeth, then chews with exaggerated care as though every bite is evidence in a trial. He also repeatedly checks the buckles on his satchel, even when they are already fastened.

Mannerisms

Kevin presses his lips tightly together before answering, as though physically holding back a correction. He checks his satchel buckles whenever he feels nervous, counts steps under his breath while sneaking, and smiles toothily when he believes he has made an especially reasonable point.

Personality

Kevin is painfully earnest, aggressively factual, and convinced that his intentions are obvious to everyone. He tries to be helpful, but his definition of helpfulness usually involves identifying another person's mistakes in public. He is secretly desperate to be considered exceptional, yet responds to praise by explaining why it is technically inaccurate. Kevin is cautious around direct confrontation, preferring to arrange circumstances so that his enemies defeat themselves, preferably while Kevin is somewhere nearby insisting that nothing was his fault.

Ideals

Truth. Facts are more important than comfort, friendship, or avoiding a public scene. If people are offended by the truth, that is evidence that they needed to hear it.

Bonds

Nurm may have rejected him, but Kevin intends to return one day and prove that he was always the most important person in the village. He also keeps a small wooden token from home and insists it is proof that someone there cared about him.

Flaws

Kevin cannot tolerate being called mediocre, harmless, lucky, or wrong. He is convinced that every consequence is being exaggerated by people who lack his precision. He also mistakes honesty for moral superiority and will offer unsolicited corrections at the worst possible moment.

Quirks

Corrects maps, menus, rumors, and battle plans even when nobody asked.
Names every trap according to how obvious he believes it was.
Insists his pranks are accidents until someone uses the phrase attempted murder.
Counts his remaining arrows aloud after every fight.
Refers to improbable escapes as normal outcomes rather than luck.

Background

Kevin Kevin grew up in the tiny gnomish village of Nurm, where nearly everyone seemed to possess some useful talent. One gnome could repair a clock by touch, another could sing three-part harmonies, and another could identify mushrooms by smell. Kevin had no such gift. He was not strong, clever, disciplined, artistic, or mechanically gifted. He was simply mediocre, which in Nurm was somehow worse. What he did have was an infuriating devotion to the truth. He corrected exaggerations, exposed cheating, and ruined harmless gossip by explaining what had actually happened. Nurm called him sanctimonious, nosy, and exhausting. Kevin considered this unfair, since he was usually correct. Kevin was also painfully sensitive to insults. Rather than confront anyone directly, he answered mockery with pranks that he believed were harmless. A loosened chair leg caused a broken hip. A bucket of roofing nails made a very funny noise when dropped, although the resulting injuries were described by others as serious. A greased staircase sent the village baker through a window. Kevin remained sincerely confused whenever anyone used phrases such as attempted murder. His uncanny ability to escape consequences only reinforced his belief that life was fundamentally reasonable. Guards slipped while chasing him, doors were left open, and evidence vanished. Eventually, Nurm gave him food, traveling clothes, and precise directions toward the nearest road. In the cities beyond, Kevin survived by slipping through alleys, picking pockets only when he could justify it, and learning the useful difference between being unnoticed and being innocent. He became a rogue because sneaking was the one talent he possessed without realizing it, and an urchin because the streets taught him more than Nurm ever did.

“One gnome could repair a clock by touch, another could sing three-part harmonies, and another could identify mushrooms by smell.”
From their backstory
Background
Urchin

Connections

Species

Gnome

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