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Toma Quispe - AI-generated fantasy Character

Toma Quispe

Wood Elf · Rogue (Scout) · Level 12 · Soldier

Toma Quispe

Toma is practical, observant, and unexpectedly gentle with frightened people.
AC16
HP87/87
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 87 · 35 ft.
AlignmentNeutral GoodGenderNonbinaryAge124 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
Gaming set,
Land vehicles

Languages

Common,
Elvish

Features

26 features

Bonus action

  • Cunning ActionLevel 2

    Toma can take a bonus action to Dash, Disengage, or Hide.

Reaction

  • Skirmisher's Withdrawal

    When When a hostile creature ends its turn within 5 feet.

    Move up to half speed without provoking an opportunity attack from a creature that has just ended its turn within 5 feet of Toma.

  • Evasive Footwork

    When When subjected to an effect requiring a Dexterity saving throw for half damage.

    Halve damage from a successful Dexterity saving throw effect, or take no damage on a successful save.

  • SkirmisherLevel 3

    When a hostile creature ends its turn within 5 feet of Toma, Toma can use a reaction to move up to half their speed without provoking opportunity attacks from that creature.

Always on

  • Measured Ambush

    When Once per turn when Toma has advantage on a weapon attack.

    Make a weapon attack with advantage against a creature Toma can see, then apply Sneak Attack if eligible.

  • ExpertiseLevel 1

    Toma has expertise in Acrobatics, Stealth, Investigation, and thieves' tools. Their proficiency bonus is doubled for checks using these proficiencies.

  • Sneak AttackLevel 1

    Once per turn, Toma deals an extra 6d6 damage when hitting with a finesse or ranged weapon while having advantage, or when an eligible enemy is adjacent to one of Toma's allies.

  • Thieves' CantLevel 1

    Toma knows Thieves' Cant, a secret mixture of coded language, signs, and symbols used by criminal and covert networks.

  • SurvivalistLevel 3

    Toma gains proficiency in Nature and Survival. Their proficiency bonus is doubled for ability checks using either proficiency.

  • Ability Score ImprovementLevel 4

    Toma chooses Ability Score Improvement at this level, increasing Dexterity by 2, from 17 to 19.

  • Uncanny DodgeLevel 5

    When Toma makes a weapon attack, they can deal Sneak Attack damage even without advantage if no other creature is within 5 feet of them and they do not have disadvantage.

  • ExpertiseLevel 6

    Toma chooses two additional Expertise proficiencies, Perception and Investigation. Their proficiency bonus is doubled for checks using those proficiencies.

  • EvasionLevel 7

    Toma can halve damage from an effect that allows a Dexterity saving throw to take half damage, taking no damage on a successful save and half damage on a failed save.

  • Ability Score ImprovementLevel 8

    Toma chooses Ability Score Improvement at this level, increasing Dexterity by 1 and Constitution by 1, from 19 to 20 Dexterity and from 14 to 15 Constitution.

  • Superior MobilityLevel 9

    Toma's walking speed increases by 10 feet while not wearing heavy armor.

  • Ability Score ImprovementLevel 10

    Toma chooses Ability Score Improvement at this level, increasing Wisdom by 2, from 12 to 14.

  • Reliable TalentLevel 11

    Toma's proficiency bonus applies to all ability checks that include a proficiency bonus, and no ability check can treat a d20 roll of 9 or lower as a failure.

  • Ability Score ImprovementLevel 12

    Toma chooses Ability Score Improvement at this level, increasing Constitution by 1 and Intelligence by 1, from 14 to 15 Constitution and from 10 to 11 Intelligence.

  • Slippery MindLevel 12

    Toma gains proficiency in Wisdom saving throws.

  • TraitWood ElfDarkvision, 60 feet
  • TraitWood ElfKeen Senses, proficiency in Perception
  • TraitWood ElfFey Ancestry, advantage on saving throws against being charmed and immunity to magical sleep
  • TraitWood ElfTrance, four hours of meditation can replace eight hours of sleep
  • TraitWood ElfFleet of Foot, walking speed is 35 feet
  • TraitWood ElfMask of the Wild, can attempt to hide when lightly obscured by natural phenomena
  • Military RankSoldier

    Toma retains the respect of former soldiers and officers who recognize their insignia, service habits, and battlefield competence. They can usually secure modest shelter, food, or practical assistance from military organizations and veterans, provided their request does not endanger those offering it.

Gear

11 items

Weapons

  • Rapier
    A finely balanced one-handed blade suitable for close fighting and discreet work.
  • Shortbow and arrows
    A compact ranged weapon with a quiver containing 20 arrows.
  • 2×
    Daggers
    A pair of narrow blades, one kept at the belt and one hidden inside the cloak.

Armor

  • Leather armor
    Light protective armor of boiled and stitched leather, repaired many times but still serviceable.

Tools

  • Thieves' tools
    Fine picks, tension wires, hooks, and small files kept in an oilskin roll.
  • Gaming set
    A battered set of carved knucklebones used for gambling and reading an opponent's nerves.

Gear

  • Burglar's pack
    A pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
  • Insignia of rank
    A brass military insignia from the Red Cord mercenary company.
  • Trophy from a fallen enemy
    A strip of enemy banner taken during Toma's first campaign.
  • Common clothes
    Plain travel clothes with a red thread sewn inside the left cuff.

Purse

  • 10×
    Gold pieces
    Savings left from several contracts and kept separate from operating money.

Appearance

Toma is a lean wood elf with weather-browned skin, a square jaw, and dark hair cut short at the sides and tied in a practical knot at the back. Their most noticeable feature is the way they move. Toma keeps their weight slightly forward and favors the balls of their feet, as if every room might suddenly become a street fight. Their hands are broad-knuckled and heavily callused from reins, bowstrings, whetstones, and years of gripping cheap spear shafts for soldiers who did not know how to use them. They wear well-maintained leather armor beneath a faded green cloak, with a red thread sewn inside the left cuff as a private reminder of a dead company.

Mannerisms

Toma stands with their heels barely touching the ground and unconsciously measures every room by exits, cover, and distance to the nearest ally. They sharpen a blade whenever someone argues loudly. When lying, they become unusually polite and use a person's full name.

Personality

Toma is practical, observant, and unexpectedly gentle with frightened people. They speak little in groups, but notice every missing meal, loose buckle, and altered story. Their humor is dry and usually arrives several minutes after everyone else has stopped laughing. Toma does not seek glory, only competent companions and a clear understanding of who is meant to survive the job.

Ideals

A contract is only honorable if both sides remain people after it is fulfilled. Coin matters, but no payment excuses making the helpless pay for someone else's war.

Bonds

The twenty-three villagers Toma rescued are scattered across the borderlands, and Toma quietly sends part of every contract payment to keep them fed, housed, or apprenticed. Toma also owes a final debt to the three Red Cord veterans who helped them leave alive.

Flaws

Toma assumes every promise has a hidden price and often tests allies until they are exhausted. When someone in authority gives a morally convenient order, Toma becomes incapable of letting it pass, even when obedience would save lives in the short term.

Quirks

Keeps a private count of everyone rescued during a job, never writing the names down.
Ties a red thread around the wrist of anyone they trust to watch their back.
Can identify most common military marching songs after hearing only a few notes.
Refuses to sit with their back to an open doorway.
Feeds crumbs to birds before leaving any campsite.

Background

Toma Quispe was raised among the cedar valleys of an old wood elf border settlement, where the watch was less an honored calling than a fact of life. They learned early that a long-lived people could still be poor, frightened, and badly led. Toma joined a mercenary company at an age when most elves were still being taught the ceremonial forms of adulthood. The company needed someone who could scout ravines, carry messages through rain, and notice which hired guard was about to break. Toma became useful before becoming respected, and eventually became respected because they were useful. Their company, the Red Cord, spent twelve years escorting caravans, enforcing disputed contracts, and fighting wars whose causes were forgotten by the time the bodies were counted. Toma left after an employer ordered the company to abandon a village that had paid them for protection. Toma disobeyed, extracted twenty-three civilians through a dry river channel, and returned alone to burn the employer's contract house. The surviving mercenaries called it betrayal. The villagers called it payment in full. Since then, Toma has worked independently, taking dangerous jobs but refusing contracts that treat ordinary people as expendable cargo. They still carry the Red Cord insignia, not out of loyalty, but so former comrades know exactly who walked away and why.

“They learned early that a long-lived people could still be poor, frightened, and badly led.”
From their backstory
Background
Soldier

Connections

Species

Wood Elf

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