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ahhhh - AI-generated fantasy Character

ahhhh

Elf · Rogue · Level 5 · Criminal

ahhhh

Restless, wry, and quietly compassionate, ahhhh treats rules as puzzles rather than commandments.
AC14
HP29/29
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 29 · 35 ft.
AlignmentChaotic GoodGenderFemaleAge124
STR
DEX
CON
INT
WIS
CHA

Saving throws

DEXINTSTRCONWISCHA

Skills

  • AcrobaticsDEX
  • DeceptionCHA
  • InsightWIS
  • InvestigationINT
  • PerceptionWIS
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor

Weapons

Simple weapons,
Martial weapons with the Finesse property,
Martial weapons with the Light property

Tools

Thieves' Tools

Languages

Common,
Elvish,
Thieves' Cant,
Undercommon

Features

23 features

Bonus action

  • Steady AimLevel 3

    When Bonus Action, no movement this turn

    If ahhhh hasn't moved this turn, she can use a Bonus Action to focus herself, gaining Advantage on her next attack roll this turn. Her Speed becomes 0 until the end of the turn.

  • Cunning ActionLevel 2

    On your turn, you can take Dash, Disengage, or Hide as a Bonus Action.

Always on

  • Poison

    When On Sneak Attack hit

    When she deals Sneak Attack damage, she can forgo 1d6 of that damage to force a Constitution save or Poison the target for 1 minute, provided she has a Poisoner's Kit on hand.

  • Trip

    When On Sneak Attack hit

    When she deals Sneak Attack damage, she can forgo 1d6 of that damage to force a Dexterity save or knock a Large or smaller target Prone.

  • Withdraw

    When On Sneak Attack hit

    When she deals Sneak Attack damage, she can forgo 1d6 of that damage to move up to half her Speed immediately after the attack without provoking Opportunity Attacks.

  • Uncanny DodgeLevel 5

    When Reaction when hit

    When an attacker she can see hits her with an attack roll, she can use her Reaction to halve the damage.

  • ExpertiseLevel 1

    You gain Expertise in two of your skill proficiencies of your choice. Your proficiency bonus is doubled for any ability check you make with those proficiencies.

  • Sneak AttackLevel 1

    Once per turn, you can deal an extra 3d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or Ranged weapon. You don't need Advantage if at least one of your allies is within 5 feet of the target, that ally isn't Incapacitated, and you don't have Disadvantage.

  • Thieves' CantLevel 1

    You know Thieves' Cant and one other language of your choice.

  • Weapon MasteryLevel 1

    Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency. You can change the chosen weapons whenever you finish a Long Rest.

  • Rogue SubclassLevel 3

    You gain a Rogue subclass of your choice. This character has not selected one yet, so the subclass is currently undefined.

  • Ability Score ImprovementLevel 4

    At this level, you gain the Ability Score Improvement feature or another feat of your choice for which you qualify.

  • Cunning StrikeLevel 5

    When you deal Sneak Attack damage, you can add one Cunning Strike effect by forgoing a number of Sneak Attack dice. At level 5, you can use Poison, Trip, or Withdraw. If an effect requires a saving throw, the DC equals 8 plus your Dexterity modifier plus your Proficiency Bonus.

  • TraitElfDarkvision, 60 feet
  • TraitElfFey Ancestry, you have Advantage on saving throws you make to avoid or end the Charmed condition
  • TraitElfKeen Senses, proficiency in Perception
  • TraitElfTrance, you don't need to sleep and can finish a Long Rest in 4 hours while remaining conscious
  • TraitElfElven Lineage, Wood Elf
  • TraitElfWood Elf Lineage, your Speed increases to 35 feet
  • TraitElfWood Elf Lineage, you know the Druidcraft cantrip
  • TraitElfWood Elf Lineage, at character level 3 you always have Longstrider prepared and can cast it once per Long Rest without a spell slot
  • TraitElfWood Elf Lineage, at character level 5 you always have Pass without Trace prepared and can cast it once per Long Rest without a spell slot
  • Underworld ConnectionsCriminal

    A life spent moving through back alleys, fences, and hidden handshakes has given ahhhh a practical feel for the underworld. She knows how to blend into criminal circles, find useful information, and recognize when a job, a mark, or a promise smells wrong.

Spells

3 spells

Spellcasting. ahhhh casts with Wisdom (spell save DC 10, to hit with spell attacks).

Cantrips (at will):

1st level:

2nd level:

Gear

12 items

Weapons

  • 4×
    Dagger
    Balanced blades favored for close work and silent finishes.
  • Shortsword
    A versatile finesse blade carried for reliable melee fighting.
  • Shortbow
    A light ranged weapon used for ambushes and cautious strikes.

Armor

  • Leather Armor
    Light armor worn over layered travel clothes, suitable for stealth and quick movement.

Tools

  • Thieves' Tools
    Tools for opening locks, bypassing traps, and working quietly.
  • Crowbar
    A heavy iron bar useful for breaking doors, hinges, and stubborn problems.

Gear

  • 20×
    Arrows
    A bundle of ammunition for the shortbow.
  • Quiver
    Carries and protects arrows for the shortbow.
  • Burglar's Pack
    A set of adventuring supplies useful for climbing, hiding, and carrying contraband.
  • 2×
    Pouch
    Small containers for coins, trinkets, and stolen secrets.
  • Traveler's Clothes
    Plain, durable clothing that blends into crowds and avoids attention.

Purse

  • 24×
    Gold Pieces
    Coin kept from her starting gear, pooled from both criminal and rogue beginnings.

Appearance

A lean wood elf woman with sharp green eyes, a narrow face, and dark auburn hair worn in a practical knot with a loose braid threaded through it. She dresses in worn leather armor under travel-stained clothes, with hidden pockets, lockpicks, and a constant readiness to vanish into shadow. Her hands are precise and restless, marked by small scars from old jobs gone wrong, and her smile arrives a beat too late, like she is always listening for a second set of footsteps.

Mannerisms

She speaks in low, precise sentences and pauses before answering, as if weighing which truth will do the least harm. When thinking, she taps two fingers against whatever surface is nearest, like counting exits only she can see. She smiles at danger in the same way other people greet old friends.

Personality

Restless, wry, and quietly compassionate, ahhhh treats rules as puzzles rather than commandments. She enjoys a sharp joke, a faster route, and any chance to embarrass a cruel authority. Beneath the mischief is a fierce protective streak, especially for people who have been cornered into bad choices.

Ideals

Freedom. No tyrant, guild boss, or polished official has the right to own another person's choices. The law should protect people, not trap them.

Bonds

She still carries a small silver token from the first person who trusted her with a real choice, and she will cross any line to protect people who are cornered, indebted, or forgotten. She also keeps a private list of names belonging to corrupt officials and predatory fixers she intends to outlast.

Flaws

She cannot resist proving a system wrong, even when silence would be safer. She assumes every locked door exists because someone important is hiding something, and she sometimes confuses righteous urgency with good judgment. If she thinks someone is being used or bullied, she acts first and explains later, which has caused at least as many problems as it has solved.

Quirks

She unconsciously tests locks, clasps, and window latches while talking.
She never sits with her back to an open doorway.
She collects harmless bits of wire, broken keys, and unusual coins.
She names plans after birds, weather, or insulting jokes.

Background

Ahhhh was born among old elven pines and patient stone, but she never fit the slow dignity expected of her people. She was too curious, too quick-fingered, and far too willing to open a gate that was clearly meant to stay shut. When her talents first led her to coin, she discovered that the city had a language of its own, one made of favors, scars, and impossible escape routes. She learned to read that language faster than she learned any formal lesson, and by the time she was old enough to be trusted with a blade, she was already trusted with lies. Her criminal years began with small things, a ledger altered here, a purse lifted there, a key borrowed forever from a careless official. But the alleys have their own laws, and ahhhh learned that the strong prey on the desperate unless someone slippery enough intervenes. She started taking jobs against bullies, bribe-hungry watch captains, and thieves' guild enforcers who thought fear belonged only to them. Now she walks the border between outlaw and folk hero, using a rogue's hands, an elf's patience, and a very personal definition of justice to make the world a little less cruel than she found it.

“She was too curious, too quick-fingered, and far too willing to open a gate that was clearly meant to stay shut.”
From their backstory
Background
Criminal

Connections

Species

Elf

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