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Shigma - AI-generated fantasy Character

Shigma

Human · Fighter (Champion) · Level 3 · Criminal

Shigma

Fast-talking, watchful, and hard to impress.
AC15
HP26/26
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 26 · 30 ft.
AlignmentChaotic NeutralGenderFemaleAge24
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRCONDEXINTWISCHA

Skills

  • AcrobaticsDEX
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • PerceptionWIS
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Longbow,
Shortsword,
Scimitar,
Daggers,
Crowbar,
Thieves' Tools and improvised criminal gear use,
All weapons from Fighter training to apply mastery as chosen weapon group indicates

Tools

Thieves' Tools

Languages

Common

Features

15 features

Bonus action

  • Second WindLevel 1

    As a Bonus Action, you can regain hit points equal to 1d10 plus your Fighter level. You can use this twice, regaining one use on a Short Rest and all uses on a Long Rest.

Always on

  • Fighting StyleLevel 1

    You gain a Fighting Style feat of your choice. Shigma has chosen Archery, giving her a bonus to attack rolls with ranged weapons.

  • Weapon MasteryLevel 1

    Choose three kinds of Simple or Martial weapons. Shigma can use the mastery properties of Longbow, Shortsword, and Scimitar, and can change one choice when she finishes a Long Rest.

  • Action SurgeLevel 2

    On your turn, you can take one additional action, except the Magic action. Once used, you cannot use it again until you finish a Short or Long Rest.

  • Tactical MindLevel 2

    When you fail an ability check, you can expend a use of Second Wind to roll 1d10 and add it to the check. If the check still fails, the use is not expended.

  • Fighter SubclassLevel 3

    You gain a Fighter subclass. Shigma has chosen Champion.

  • Improved CriticalLevel 3

    Your weapon and unarmed strike attack rolls score a critical hit on a roll of 19 or 20.

  • Remarkable AthleteLevel 3

    You have advantage on Initiative rolls and Strength (Athletics) checks. After you score a critical hit, you can move up to half your Speed without provoking opportunity attacks.

  • Creature TypeHumanHumanoid
  • SizeHumanMedium or Small
  • SpeedHuman30 ft.
  • TraitHumanResourceful, gain Heroic Inspiration whenever you finish a Long Rest
  • TraitHumanSkillful, proficiency in one skill of your choice
  • TraitHumanVersatile, gain an Origin feat of your choice
  • Criminal ContactCriminal

    Shigma has old underworld ties and a knack for finding fences, smugglers, informants, and hidden doors. In any settlement with a criminal economy, she knows how to get a message delivered, a rumor bought, or a law quietly bent.

Gear

13 items

Weapons

  • Shortsword
    Melee finesse weapon, versatile street blade.
  • Scimitar
    Finesse sidearm or backup blade.
  • Longbow
    Ranged weapon used for ambushes and rooftop shots.
  • 2×
    Daggers
    Two blades for close work.

Armor

  • Studded Leather Armor
    Light armor that gives Shigma a practical AC of 15 with her Dexterity modifier.

Tools

  • Thieves' Tools
    Needed to bypass locks and traps.

Gear

  • 20×
    Arrows
    Ammunition for the longbow.
  • Quiver
    Container for arrows.
  • Dungeoneer's Pack
    Useful travel gear for wilderness or urban escapes.
  • Crowbar
    Improvised breaking-and-entering tool, also useful as a climbing aid.
  • 2×
    Pouches
    Carried on the belt and in her coat for concealment.
  • Traveler's Clothes
    Plain, serviceable clothes for travel and blending in.

Purse

  • 27×
    Gold Pieces
    Coin from her background starting equipment.

Appearance

Shigma is a lean human woman with sharp gray eyes, a runner’s build, and dark hair usually tied back with a strip of stolen red cloth. She favors practical leather armor under a hooded travel coat, with a shortsword at one hip and a longbow slung across her back. Small scars mark her knuckles and forearms, and she always seems to be half a step away from either trouble or escape.

Mannerisms

Shigma never sits with her back to a door, and she reflexively counts exits whenever she enters a room. She taps two fingers against her thigh when thinking, and she smiles only after she has decided whether someone is a friend, a mark, or a problem.

Personality

Fast-talking, watchful, and hard to impress. Shigma treats life like a contest of nerve and timing, but she has a private streak of loyalty that shows up when someone is trapped, outnumbered, or mistreated. She is charming when it helps, blunt when it matters, and suspicious of anyone who seems too polished to be real.

Ideals

Freedom. No crown, gang, or contract should own a person’s future. Shigma believes the only rightful authority is the one you can resist and the only worthy oath is the one you choose for yourself.

Bonds

She still carries a lucky coin from her first crew, and she will risk herself before she lets it be taken. One former accomplice vanished after a job went bad, and Shigma cannot decide whether to find them, avenge them, or ask forgiveness.

Flaws

She cannot resist a challenge, even when discretion would save her life. If someone calls her a thief or a coward, she takes it personally and usually proves them wrong in the worst possible way. She also lies too easily, then hates herself when the lie starts working.

Quirks

She steals small useless things, like buttons, chalk, or shiny screws, and keeps them as trophies.
She always asks for the back route out of any building.
She grins whenever someone underestimates her strength, then immediately demonstrates it.

Background

Shigma was born in a city where the rich slept behind iron doors and everyone else learned to pick locks, locks, pockets, or fights. She started as a lookout for a small crew that stole food, medicine, and coin from people who could afford the loss, but she quickly proved better with a blade than with a conscience. By the time the crew was broken by a rival gang, Shigma had already become the one sent through windows, down alleys, and into places nobody expected her to survive. What she found, more than money, was a taste for control. Steel was honest, unlike the city’s guildmasters, bribed watch captains, and smiling patrons who lied with perfect manners. She trained herself into a fighter because being quick was not enough, she wanted to be dangerous on purpose. Now she travels for the thrill of outwitting stronger foes, but also because every border, barracks, and backroom feels like a puzzle worth cracking. She tells herself she has no master, yet she still keeps the names of old crewmates folded inside her coat, and one day she means to decide whether she is hunting for them, or for the life she never let herself have.

“What she found, more than money, was a taste for control.”
From their backstory
Background
Criminal

Connections

Species

Human

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