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Adelaine - AI-generated fantasy Character

Adelaine

Human · Rogue (Thief) · Level 5 · Criminal

Adelaine

She is charming and witty, often using humor as a shield to deflect personal questions.
AC15
HP48/48
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 48 · 30 ft.
AlignmentChaotic NeutralGenderFemaleAge24
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,
Martial Weapons (Finesse property only)

Tools

Thieves' Tools

Languages

Common,
Thieves' Cant,
Elvish,
Halfling

Features

13 features

Action

  • Sneak AttackLevel 1

    When Hit with Finesse or Ranged weapon

    Add 3d6 damage under specific combat conditions.

Bonus action

  • Fast HandsLevel 3

    When Your Turn

    Attempt to pick a pocket or use an object rapidly.

  • Cunning ActionLevel 2

    Bonus action to Dash, Disengage, or Hide.

  • Steady AimLevel 3

    Bonus action to gain advantage on next attack if you haven't moved.

Always on

  • ExpertiseLevel 1

    Double proficiency bonus for Stealth and Thieves' Tools.

  • Thieves' CantLevel 1

    Speak and understand secret thief code.

  • Second-Story WorkLevel 3

    Climbing speed equals walking speed and jump distance increases with Dexterity.

  • Uncanny DodgeLevel 5

    Use reaction to halve the damage from an attack you can see.

  • Cunning StrikeLevel 5

    Subtract 1d6 from Sneak Attack to Trip (DEX Save 15), Poison (CON Save 15), or Withdraw.

  • ResourcefulHumanGain Heroic Inspiration at the start of every Long Rest.
  • SkilledHumanProficiency in the Persuasion skill.
  • VersatileHumanGain the Lucky Origin Feat.
  • AlertCriminal

    Add proficiency bonus to initiative. Can swap initiative with a willing ally at the start of combat.

Gear

7 items

Weapons

  • 2×
    Dagger
    A sharp 1d4 piercing weapon with finesse, light, and thrown properties.
  • Shortbow
    A 1d6 piercing ranged weapon.

Armor

  • Leather Armor
    Light protection made of stiffened leather.

Tools

  • Thieves' Tools
    A set of tools for picking locks and disarming traps.

Gear

  • 20×
    Arrows
    Projectiles for a shortbow.
  • Crowbar
    A tool used for prying open doors and chests.
  • Dark common clothes
    Clothes designed for blending into shadows.

Appearance

Adelaine is a striking human woman with an athletic, lithe build and sharp, analytical features. She has deep chestnut hair pulled into a tight, practical braid and eyes the color of flint. She favors form-fitting dark leather armor that has been weathered by use, accented with hidden pouches and sheaths for her various daggers. Her movements are fluid and deliberate, carrying an air of quiet confidence that borders on predatory.

Mannerisms

She has a habit of tilting her head slightly like a bird when she suspects someone is lying to her. She frequently adjusts the fit of her gloves when she is nervous or planning a move.

Personality

She is charming and witty, often using humor as a shield to deflect personal questions. Adelaine is intensely observant, constantly scanning her environment for exits and threats. While she presents as a carefree freelancer, there is a disciplined, cold logic to her every move. She values her personal space and rarely trusts anyone completely on the first encounter.

Ideals

Freedom. My life belongs to no guild and no master, and I will steal whatever is necessary to maintain that independence.

Bonds

I carry a small silver locket of a younger sister I left behind in the slums. I send a portion of my earnings to her through a network of secret couriers.

Flaws

I cannot resist a challenge if someone tells me a lock is unpickable or a safe is impenetrable.

Quirks

Always flips a silver coin through her fingers when thinking.
Touches the stone of buildings to feel their vibration before entering.
Checks her daggers every hour to ensure they are seated perfectly.

Background

Adelaine was born in the shadows of the Oakhaven harbor district, a place where children are taught to run before they can walk and to lie before they can speak. Orphaned young, she was scouted by the Silken Fingers, a guild that saw her natural dexterity as a valuable tool. Throughout her youth, she moved through the chimneys and rafters of the wealthy, pilfering jewels that could feed a family for a year. Her early life was defined by the thrill of the take and the quiet safety of the night. As she matured, Adelaine realized the guild was taking the lion's share of the profit while she took all the risk. On a night when the moon was obscured by fog, she diverted the contents of a merchant lord's safe into a private cache. She vanished into the crowd, using her sharp tongue and striking appearance to craft a new identity. Now she travels as a freelance acquisition specialist, taking jobs that interest her while avoiding the bounty hunters sent by her former masters. She knows that if you are not the one holding the cards, you are the one being played.

“Orphaned young, she was scouted by the Silken Fingers, a guild that saw her natural dexterity as a valuable tool.”
From their backstory
Background
Criminal

Connections

Species

Human

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