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Vakaria Veyr - AI-generated fantasy Character

Vakaria Veyr

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

Vakaria Veyr

Vakaria is quiet, precise, and intensely observant.
AC14
HP142/142
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 142 · 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
  • IntimidationCHA
  • 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,
All weapons gained from multiclassing into Fighter.

Tools

Thieves' tools,
Disguise kit,
One gaming set

Languages

Common,
Elvish,
Draconic

Features

29 features

Bonus action

  • Psychic Blade Assault

    When After making an attack with a manifested psychic blade.

    Manifest a psychic blade and make a second psychic blade attack as a bonus action.

  • Cunning ActionLevel 2

    When On Vakaria's turn when mobility or concealment is needed.

    Use a bonus action to Dash, Disengage, or Hide.

  • Psychic BladesLevel 3

    Vakaria can manifest a psychic blade in an empty hand as a bonus action. The blade is a simple melee weapon with finesse and thrown properties, a range of 60 feet, and deals 1d6 psychic damage. After attacking with it, she can make one additional psychic blade attack as a bonus action, dealing 1d4 psychic damage on a hit.

  • Second WindLevel 1

    Vakaria can use a bonus action to regain hit points equal to 1d10 + 3. She must finish a short or long rest before using this feature again.

Reaction

  • Uncanny DodgeLevel 5

    When When an attacker she can see hits her with an attack.

    Use a reaction to halve the damage from an attack that hits her.

  • Protective FieldLevel 3

    When When Vakaria or an ally within 30 feet takes damage.

    Use a reaction to reduce damage to herself or an ally within 30 feet by a Psionic Energy die plus 4.

Always on

  • Precision Strike

    When When attacking with advantage or when an ally is adjacent to the target.

    Make a melee or ranged weapon attack with advantage when conditions allow, adding 5d6 Sneak Attack damage once per turn on a qualifying hit.

  • Psionic StrikeLevel 3

    When Once per turn when Vakaria hits a creature with a weapon.

    Add a Psionic Energy die plus 4 force damage to a weapon hit.

  • Action SurgeLevel 2

    When On her turn when a decisive burst of action is required.

    Take one additional action on her turn.

  • ExpertiseLevel 1

    Vakaria adds her proficiency bonus to any ability check that uses either of two chosen proficiencies, Stealth and Thieves' Tools. Her proficiency bonus is doubled for these proficiencies.

  • Sneak Attack, 5d6Level 1

    Once per turn, Vakaria deals an extra 5d6 damage when she hits with a finesse or ranged weapon attack while she has advantage, or when an eligible ally is adjacent to the target and she does not have disadvantage.

  • Thieves' CantLevel 1

    Vakaria gains proficiency with thieves' cant, a secret mixture of dialect, code, and gestures used by rogues.

  • ExpertiseLevel 3

    Vakaria gains proficiency in two additional skills, Investigation and Perception. She also gains expertise in Investigation and Perception, doubling her proficiency bonus for those skills.

  • Psionic PowerLevel 3

    Vakaria gains a pool of psionic energy dice, represented by 9d8. She regains all expended dice after a long rest and regains one expended die after a short rest. She can use these dice for Psionic Energy, Psychic Whispers, and Soul Blades.

  • Psychic WhispersLevel 3

    Vakaria can establish telepathic communication with willing creatures by expending a Psionic Energy die. For a number of hours equal to the die roll, she and the chosen creatures can communicate telepathically while within a number of miles equal to her proficiency bonus.

  • Soul BladesLevel 3

    Vakaria can use a Psionic Energy die to add it to an ability check that fails, potentially turning failure into success. She can also use a die after failing an attack roll to teleport her psychic blade to a different target, rerolling the attack against that target.

  • Ability Score ImprovementLevel 4

    Vakaria gains one Ability Score Improvement. She increases her Intelligence by 2, raising it from 16 to 18.

  • ExpertiseLevel 6

    Vakaria gains proficiency in two additional skills, Acrobatics and Deception.

  • Reliable TalentLevel 7

    Vakaria can add her proficiency bonus to any ability check that uses a skill or tool proficiency, even if her proficiency bonus is already added to the check. If a d20 roll for such a check is 9 or lower, she treats it as a 10.

  • Ability Score ImprovementLevel 8

    Vakaria gains one Ability Score Improvement. She increases her Strength by 1 and her Constitution by 1, raising each from 15 to 16 before the human bonuses are included.

  • EvasionLevel 7

    Vakaria can use her reaction to halve the damage from an effect that allows a Dexterity saving throw for half damage. She takes no damage on a successful save and half damage on a failed save.

  • Fighting StyleLevel 1

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

  • Psionic Power, Psi WarriorLevel 3

    Vakaria gains a pool of three Psionic Energy dice, which are d6s. She regains all expended dice after a long rest. She can use these dice for Protective Field, Psionic Strike, and Telekinetic Movement.

  • Telekinetic MovementLevel 3

    Vakaria can move an object or willing creature within 30 feet up to 30 feet by expending a Psionic Energy die. An unwilling creature can make a Strength saving throw against her psionic save DC to resist.

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

    Vakaria can secure an audience with local nobles, aristocrats, or influential figures. Commoners may treat her with respect because of her lineage, and she can call upon the support of her family or former social connections when appropriate.

Gear

11 items

Weapons

  • 4×
    Daggers
    Two psychic-blade-compatible daggers and two conventional daggers used for backup, throwing, and utility.
  • Shortbow
    A shortbow with a quiver of 20 arrows, carried as a discreet ranged weapon despite her preference for psychic blades.

Armor

  • Studded Leather Armor
    Studded leather armor integrated into her matte tactical bodysuit and vest.

Tools

  • Thieves' Tools
    Thieves' tools, including picks, tension tools, probes, and miniature files.
  • Disguise Kit
    A disguise kit containing cosmetics, wigs, prosthetic features, and clothing alterations.
  • Gaming Set
    A gaming set used to maintain noble etiquette, gather information, and conceal gambling-based signals.

Gear

  • 20×
    Arrows
    Twenty arrows in a leather quiver.
  • Fine Clothes
    Fine but subdued clothing suitable for presenting herself as a noble without drawing unnecessary attention.
  • Signet Ring
    A signet ring bearing the nearly forgotten crest of her disgraced family.
  • Scroll of Pedigree
    A scroll of pedigree documenting her noble lineage and former position.

Purse

  • 25×
    Gold Pieces
    A purse containing 25 gp from her inherited noble starting wealth.

Appearance

Vakaria is a lean, sharp-featured human woman of average height with an athletic, highly trained build. Her pale, porcelain skin bears faint scars along her jawline and across her knuckles. Her most striking feature is her silver undercut, with the sides and back shaved close and the longer top swept sleekly past her jawline. Her tarnished-steel gray eyes hold a cool, calculating intelligence. In casual settings she wears a fitted black tank top, dark gray cargo pants, scuffed black leather 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, silent-padded boots, tactical webbing, two daggers, and compact tools. Her equipment is functional, discreet, and free of insignia.

Mannerisms

Vakaria pauses for one deliberate breath before answering difficult questions. She maintains unbroken eye contact when evaluating a threat, keeps her hands still unless preparing for action, and turns her plain steel ring once whenever she is suppressing anger.

Personality

Vakaria is quiet, precise, and intensely observant. She respects competence above status and prefers a small number of reliable allies to a crowd of admirers. Her humor is dry and understated, usually appearing only under extreme stress or when she has decided someone has earned her trust. She is fiercely independent, ruthlessly practical, and willing to kill cleanly when necessity demands it, but she is not cruel for pleasure. Beneath her controlled exterior is a deep hunger for purpose, power, and the certainty that her choices belong to her alone.

Ideals

Competence. Power should belong to those disciplined enough to use it well. Freedom. No bloodline, institution, or promise has the right to own her again.

Bonds

She intends to uncover the noble house that engineered her family's downfall and force its leaders to answer for what they did. She also feels an unspoken obligation to the few street contacts who kept her alive when her own family abandoned her.

Flaws

Vakaria assumes betrayal is inevitable and often destroys potentially valuable relationships before anyone else can hurt her. She has little patience for incompetence, can become dangerously fixated on proving herself superior, and sometimes mistakes emotional suppression for genuine control.

Quirks

She counts exits, windows, and potential weapons whenever she enters a room.
She leaves every pocket empty unless she has a specific reason to carry something.
She silently mouths the last word of a sentence when deciding whether someone is lying.
She keeps the family signet hidden rather than wearing it openly.
She occasionally answers a question telepathically before realizing the other person cannot hear her thoughts.

Background

Vakaria was born into a minor noble house whose influence was built on contracts, intelligence, and carefully arranged alliances rather than grand estates or military power. From childhood, she was taught to read a room before speaking, recognize the hidden value in a gesture, and understand that every promise carried a price. Her family expected her to become a political instrument, but Vakaria discovered that she was far more capable of moving unseen than sitting at a council table. When her family was betrayed by one of its closest allies, Vakaria was blamed, sacrificed, and cast out before she could uncover the truth. She survived for years among thieves, informants, smugglers, and street assassins, trading noble etiquette for practical deception and learning to trust only demonstrated competence. Her disciplined training eventually turned her into an exceptional infiltrator. Recently, strange voices began appearing at the edges of her thoughts, followed by flashes of invisible blades and bursts of psychic force. Rather than fear these latent powers, she has begun cultivating them with ruthless focus. She now serves an organization that promises purpose, power, and the resources to expose the betrayal that destroyed her family.

“When her family was betrayed by one of its closest allies, Vakaria was blamed, sacrificed, and cast out before she could uncover the truth.”
From their backstory
Background
Noble

Connections

Species

Human

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