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Maya - AI-generated fantasy Character

Maya

Halfling · Rogue (Thief) · Level 3 · Criminal

Maya

Maya is disarmingly friendly, observant, and allergic to solemnity.
AC14
HP21/21
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 21 · 25 ft.
AlignmentChaotic NeutralGenderFemaleAgeThirty-two years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Martial weapons with the finesse or reach property

Tools

Thieves' tools,
One type of gaming set

Languages

Common,
Halfling

Features

13 features

Bonus action

  • Cunning ActionLevel 2

    When Maya uses her bonus action on her turn.

    As a bonus action, Maya Dashes, Disengages, or Hides.

  • Fast HandsLevel 3

    When Maya uses Cunning Action and chooses a Thief benefit.

    As a bonus action, Maya makes a Dexterity check with thieves' tools, disarms a trap, opens a lock, or takes the Use an Object action.

Always on

  • Sneak AttackLevel 1

    When Maya hits with a finesse or ranged weapon and has advantage, or an eligible enemy is adjacent to the target.

    Once per turn, when Maya hits with a finesse or ranged weapon under the required conditions, she deals an extra 2d6 damage.

  • Thieves' CantLevel 1

    Maya knows the secret language of rogues and can recognize or convey hidden messages in ordinary conversation.

  • ExpertiseLevel 1

    Maya has expertise in Stealth and thieves' tools, doubling her proficiency bonus for checks made with them.

  • Roguish Archetype, ThiefLevel 3

    Maya has chosen the Thief archetype, gaining specialized abilities focused on speed, infiltration, and manipulating objects.

  • Second-Story WorkLevel 3

    Maya gains a climbing speed equal to her walking speed, and climbing no longer costs her extra movement.

  • LuckyHalflingWhen Maya rolls a 1 on an attack roll, ability check, or saving throw, she can reroll the die and must use the new result.
  • BraveHalflingMaya has advantage on saving throws against being frightened.
  • Halfling NimblenessHalflingMaya can move through the space of any creature that is of a size larger than hers.
  • Halfling language and cultureHalflingMaya speaks Common and Halfling.
  • Small sizeHalflingMaya is a Small creature.
  • Criminal ContactCriminal

    Maya has a reliable contact in the criminal underworld who can pass messages, arrange introductions, and provide information, though the contact may expect favors in return.

Gear

11 items

Weapons

  • Rapier
    A light, finesse melee weapon suitable for precise strikes.
  • Shortbow
    A ranged weapon with a quiver containing 20 arrows.
  • 2×
    Dagger
    A light blade used as a backup weapon or thrown weapon.

Armor

  • Leather Armor
    Light armor made from supple leather.

Tools

  • Thieves' Tools
    Tools for opening locks and disarming traps. Maya has expertise with them.
  • Gaming Set
    A set of loaded dice, marked cards, or another favored gaming set.

Gear

  • 20×
    Arrows
    Ammunition for the shortbow.
  • Burglar's Pack
    Contains a backpack, a sack of 1,000 ball bearings, 10 feet of string, a bell, five candles, a crowbar, a hammer, 10 pitons, a hooded lantern, two flasks of oil, five days of rations, a tinderbox, and a waterskin.
  • Crowbar
    A sturdy iron bar useful for forcing doors, prying chests, and improvised leverage.
  • Dark Common Clothes with Hood
    A set of ordinary dark clothes with a hood, useful for blending into alleys and avoiding notice.

Purse

  • 15×
    Gold Pieces
    Starting currency from Maya's criminal background.

Appearance

Maya is a compact, quick-moving halfling with warm brown skin, thick black curls usually tied beneath a faded green headscarf, and bright hazel eyes that seem to measure every exit in the room. Her voice is low and pleasantly conversational, but when she is startled it catches into a rapid, breathless stammer before she forces herself calm. Her hands are small, strong, and unusually precise, with flattened fingertips and faint calluses from years of lockwork, card games, and climbing rough brick. She dresses in a weathered leather jerkin over a rust-red shirt, close-fitting trousers, soft boots, and a belt arranged with deliberate practicality rather than decoration.

Mannerisms

Maya rolls a coin across her knuckles while thinking and turns it face down whenever she reaches a decision. When rattled, she speaks too quickly, takes shallow breaths, and begins counting nearby doors under her breath until her voice steadies. She always enters a room by glancing at the hinges, windows, and ceiling before acknowledging the person who greeted her.

Personality

Maya is disarmingly friendly, observant, and allergic to solemnity. She remembers names, habits, favorite drinks, and which pocket people use for their keys. She enjoys clever people even when they are enemies, but becomes immediately suspicious of anyone who claims to be above ordinary rules. Beneath her breezy confidence is a constant awareness of danger, expressed through quick glances and an instinctive preference for standing near walls.

Ideals

Freedom. No guild, crown, temple, or employer gets to own another person's choices. If a rule exists only to protect the powerful, breaking it is a public service.

Bonds

Maya is determined to protect the former mentor who taught her the thieves' cant, even though that mentor believes she betrayed the ring. She also keeps a stolen account book whose secrets could ruin the criminal network that once owned her loyalty.

Flaws

Maya cannot resist improving a plan that is already working, especially if the improvement involves one unnecessary risk. She also treats sincere authority as a personal challenge and will lie reflexively when telling the truth would be simpler.

Quirks

Names every lock before opening it, usually with an insulting nickname.
Keeps one copper coin from every successful burglary and refuses to spend them.
Offers enemies a sincere compliment immediately before attempting something dangerous.
Taps twice on wooden surfaces when entering an unfamiliar building.

Background

Maya grew up in a crowded halfling quarter where everyone knew how to stretch a meal, repair a shoe, or keep a secret. Her first real theft was not for greed. She lifted a magistrate's seal so an imprisoned neighbor could receive a forged release order. The plan worked, mostly, and the local thieves' ring noticed that Maya had the rare combination of patience, nerve, and a smile that made people want to trust her. They taught her the language of whispers, the mathematics of watch patrols, and the useful difference between a locked door and a door that merely wants attention. She eventually became the ring's courier and entry specialist, carrying messages through guarded districts and opening rooms that were supposed to remain private. Her criminal career ended when the ring demanded that she betray a former mentor to settle an internal dispute. Maya stole the ring's account book instead, escaped with several incriminating names, and vanished before dawn. Now she works as an adventurer, claiming that treasure hunting is simply burglary with better scenery. She still keeps the account book hidden, because it contains enough evidence to destroy powerful people, and because she has not yet decided whether selling it, exposing it, or using it as leverage would be most entertaining.

“She lifted a magistrate's seal so an imprisoned neighbor could receive a forged release order.”
From their backstory
Background
Criminal

Connections

Species

Halfling

Media

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