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Luppin Touck - AI-generated fantasy Character

Luppin Touck

Halfling · Rogue · Level 1 · Criminal

Luppin Touck

Luppin is charming, curious, and disarmingly cheerful, with a talent for making dangerous situations sound like amusing anecdotes.
AC14
HP10/10
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 10 · 30 ft.
AlignmentNeutral GoodGenderMaleAge24 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Martial weapons with the Finesse or Ranged property,
Dagger,
Shortsword,
Shortbow,
Light Crossbow

Tools

Thieves' Tools,
Gaming Set, one type of Luppin's choice

Languages

Common,
Halfling

Features

12 features

Action

  • Naturally StealthyHalflingLuppin can take the Hide action while obscured by a creature that is at least one size larger than him.

Always on

  • ExpertiseLevel 1

    Luppin choisit deux of his skill proficiencies, Stealth and Sleight of Hand, for Expertise. His proficiency bonus is doubled for ability checks using those proficiencies.

  • Sneak AttackLevel 1

    Once per turn, Luppin deals an extra 1d6 damage to one creature he hits with an attack if he has Advantage on the attack roll and uses a Finesse or Ranged weapon. He does not need Advantage if an ally is within 5 feet of the target, the ally is not incapacitated, and Luppin does not have Disadvantage.

  • Thieves' CantLevel 1

    Luppin knows the secret language of thieves and uses it to recognize criminal contacts and conceal messages. Only another creature that knows Thieves' Cant can understand such a message.

  • Weapon MasteryLevel 1

    Luppin can use the mastery properties of three kinds of weapons with which he is proficient. He selects Dagger, Shortbow, and Shortsword.

  • BraveHalflingLuppin has Advantage on saving throws to avoid or end the Frightened condition.
  • Halfling NimblenessHalflingLuppin can move through the space of any creature that is a size larger than him, but cannot stop there.
  • LuckyHalflingWhen Luppin rolls a 1 on a d20 Test, he can reroll the die, and must use the new roll.
  • Creature TypeHalflingHumanoid.
  • SizeHalflingSmall.
  • SpeedHalfling30 feet.
  • Criminal ContactCriminal

    Luppin has contacts among criminals and knows how to locate them, pass messages through illicit networks, and obtain information or assistance from the underworld, though such help is not guaranteed and may come with a price.

Gear

10 items

Weapons

  • 4×
    Dagger
    Finesse, Light, Thrown weapon, range 20/60. Damage 1d4 Piercing.
  • Shortsword
    Finesse weapon. Damage 1d6 Piercing.
  • Shortbow
    Ammunition, Range, Vex weapon. Damage 1d6 Piercing, range 80/320.

Armor

  • Leather Armor
    Light armor that sets Luppin's base AC to 11 plus his Dexterity modifier.

Tools

  • Thieves' Tools
    Tools for opening locks and disabling traps. Luppin is proficient with them.

Gear

  • 20×
    Arrows
    Ammunition for the shortbow.
  • Crowbar
    Useful for prying open doors, crates, and shutters.
  • Burglar's Pack
    A pack containing equipment for breaking into places and carrying stolen goods, including a backpack, ball bearings, string, bell, candles, tinderbox, grappling hook, hammer, pitons, hooded lantern, oil, rations, tinder, and waterskin.
  • 2×
    Common Clothes
    Simple dark clothing suitable for blending into alleys and shadows.

Purse

  • 16×
    Gold Pieces
    Loose coins left over from past jobs and the criminal background package.

Appearance

Luppin is a compact, quick-footed halfling with warm brown skin, bright hazel eyes, and unruly chestnut curls that he keeps tucked beneath a battered leather cap. A thin scar crosses his left eyebrow, a souvenir from the burglary that drove him from the city. He wears fitted dark leather armor beneath a weather-stained traveling coat, with soft boots, fingerless gloves, and an assortment of tiny pouches hidden throughout his clothing. His smile is disarming, his hands are never still, and at least one key is always turning between his fingers.

Mannerisms

He rolls a key across his knuckles when thinking, taps twice on every locked object before examining it, and lowers his voice to a conspiratorial whisper whenever he says something obvious. When nervous, he counts exits, windows, and unattended purses.

Personality

Luppin is charming, curious, and disarmingly cheerful, with a talent for making dangerous situations sound like amusing anecdotes. He enjoys clever plans, fine food, and conversations where everyone else reveals more than they intended. Beneath his confidence is a growing determination to use his talents for something worthwhile.

Ideals

Redemption. A person's past should not decide what they become. Luppin will use the skills he learned as a criminal to protect people who cannot protect themselves.

Bonds

Sa famille ne doit jamais payer pour ses erreurs. Il fera tout ce qui est nécessaire pour empêcher la guilde criminelle de retrouver sa trace ou de menacer les Touques.

Flaws

Luppin cannot resist a locked door, a suspiciously heavy pocket, or a secret that someone insists is none of his business. He also tends to overestimate his ability to talk his way out of trouble after already creating it.

Quirks

Keeps a personal collection of unusual keys, each labeled with an invented story.
Names every lock he opens and apologizes to the difficult ones.
Secretly leaves small coins or food for people he steals from when he believes they are struggling.
Can identify expensive pastries by smell from several feet away.

Background

Lupin Touque a toujours été le mouton noir de sa famille. Là où les autres Touques perfectionnaient leurs recettes ou racontaient des histoires au coin du feu, lui collectionnait les clés, les secrets et les objets mystérieusement égarés dans les poches des autres. Sa curiosité insatiable et son talent naturel pour se faufiler là où il ne devait pas être transformèrent rapidement ses petits larcins en véritable vocation. Il quitta sa paisible région natale pour les ruelles d'une grande cité humaine, où il devint cambrioleur. Pendant des années, il vécut de coups audacieux et soigneusement préparés, jusqu'au jour où il déroba la mauvaise personne. Sa cible était un receleur influent lié à une dangereuse guilde criminelle. Comprenant qu'il était désormais traqué, Lupin refusa de retourner auprès des siens, car il ne voulait pas attirer ses ennemis sur sa famille. Pour la première fois, il choisit de penser aux autres avant lui-même. Il suivit alors la fameuse étincelle Touque, cet irrépressible désir d'exploration et d'aventure qui sommeille dans le sang de sa lignée. En rejoignant un groupe d'aventuriers, il espère semer ceux qui le poursuivent, découvrir un véritable but et prouver qu'il vaut mieux que le voleur qu'il a été. Il ne crachera toutefois pas sur quelques trésors, car le frisson du danger et les mystères du monde l'attirent toujours comme une flamme attire un papillon.

“Il quitta sa paisible région natale pour les ruelles d'une grande cité humaine, où il devint cambrioleur.”
From their backstory
Background
Criminal

Connections

Species

Halfling

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