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Eris - AI-generated fantasy Character

Eris

Human · Rogue (Thief) · Level 11 · Criminal

Eris

Eris is calm under pressure, dryly observant, and difficult to impress.
AC14
HP80/80
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 80 · 30 ft.
AlignmentChaotic NeutralGenderFemaleAge31
STR
DEX
CON
INT
WIS
CHA

Saving throws

DEXINTSTRCONWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsDEX
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • InvestigationINT
  • PerceptionWIS
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' Tools,
One gaming set of choice,
Vehicles (land)

Languages

Common,
One extra language of choice, such as Elvish

Features

14 features

Bonus action

  • Cunning ActionLevel 2

    She can take the Dash, Disengage, or Hide action as a bonus action on each of her turns.

  • Fast HandsLevel 3

    Eris can use the Fast Hands feature to make a Dexterity check with thieves' tools as a bonus action, or take other object-interaction style tasks with unusual speed and subtlety at the DM's discretion.

Always on

  • Rogue ExpertiseLevel 1

    Eris is a master of stealth, precision, and opportunism. She relies on speed, guile, and exact timing rather than brute force.

  • Sneak AttackLevel 1

    Eris can strike with a carefully placed attack that exploits a foe's distraction or vulnerability. Once per turn, she deals an extra 6d6 damage when she hits with a finesse or ranged weapon under the proper conditions.

  • Thieves' CantLevel 1

    She can use thieves' cant, a secret mix of dialect, code, and signs used by rogues to pass hidden messages.

  • Roguish Archetype, ThiefLevel 3

    Eris chose the Thief archetype. Her talents lean toward burglary, quick hands, and climbing into places other people cannot reach.

  • Second-Story WorkLevel 3

    Her skill with the cat burglar's trade improves. She gains an easier time scaling difficult surfaces and leaping gaps.

  • Uncanny DodgeLevel 5

    She reacts with trained instinct when danger lands. When an attacker she can see hits her with an attack, she can use her reaction to halve the damage.

  • EvasionLevel 7

    Her evasive training lets her duck through danger that would maim others. When subjected to an effect that allows a Dexterity saving throw for half damage, she instead takes no damage on a success and only half on a failure.

  • Supreme SneakLevel 9

    Eris's movement leaves few readable traces. She can attempt to hide even when only lightly obscured by smoke, darkness, crowds, or similar distractions.

  • Reliable TalentLevel 11

    Her practiced routine has become instinctive. Whenever she makes an ability check that uses a skill she is proficient with, she can treat a d20 roll of 9 or lower as a 10.

  • TraitHumanAbility Score Increase, +1 to all ability scores
  • TraitHumanExtra Language
  • Criminal ContactCriminal

    Eris has a reliable network of underworld contacts who recognize her name, her aliases, or the right coded phrase. She can usually find safe houses, fences, rumors, and discreet work in most settled places, provided she does not burn too many bridges at once.

Gear

11 items

Weapons

  • Rapier
    A light melee weapon suited to precise attacks, kept in reserve even if she prefers not to draw attention to herself.
  • 2×
    Dagger
    A pair of short blades for close quarters and emergencies.
  • Shortbow
    A ranged weapon package for ambushes and escapes.

Armor

  • Leather Armor
    Light protective gear commonly worn by rogues, though Eris currently favors plain clothes instead.

Tools

  • Thieves' Tools
    A full set of tools for picking locks, disabling traps, and opening what should stay shut.
  • Crowbar
    A small iron prybar useful for forced entries.

Gear

  • 20×
    Arrow
    A quiver of ammunition for the shortbow.
  • Burglar's Pack
    A pack suited to burglary and infiltration, with gear for entering, exiting, and surviving the job.
  • Dark Common Clothes
    Dark ordinary clothing, practical for moving unseen through city streets.
  • Leather Jacket
    A worn leather jacket, frayed at the collar, currently her preferred outer layer.
  • Belt Pouch
    A belt pouch carrying the remains of her worldly cash and a few small personal keepsakes.

Appearance

Eris is a human woman of average height with a lean, athletic build shaped by hard labor and harder escapes. Her close-cropped black hair frames an angular face, pale skin, and a faint dusting of freckles across her nose and cheeks. Her eyes are a striking pale green, sharp and appraising, like sea glass catching light. She wears a dark shirt, simple trousers, and a worn leather jacket with a frayed collar, the look of someone who has spent more time slipping out of trouble than standing still long enough to be caught by it.

Mannerisms

She rarely sits fully still. Even at rest, Eris keeps one foot angled toward an exit, her eyes drifting across windows, hinges, and hands before returning to the speaker. When she is thinking, she taps two fingers against her sleeve in a quiet rhythm, as if counting routes, risks, or lies.

Personality

Eris is calm under pressure, dryly observant, and difficult to impress. She speaks with measured confidence and prefers concise truths to emotional declarations, though she is far more compassionate than she lets strangers see. She enjoys competence in others, dislikes wasted motion, and has a habit of treating dangerous situations like solvable puzzles.

Ideals

Freedom. No magistrate, gang boss, or patron gets to own a person just because they can pay for the chain. Eris values autonomy above comfort, and she believes rules matter only when they protect people who cannot protect themselves.

Bonds

She still keeps one hidden ledger of every name she ever smuggled for, every debt she was paid to forget, and every betrayal she intends to settle someday. She will take serious risks to protect the few people who once hid her, fed her, or taught her the difference between survival and cruelty. Somewhere in the city or the wider world, there is a shipment, token, or promised life she never managed to deliver, and she is determined to make that one unfinished job right.

Flaws

Eris assumes every locked door exists because someone wanted to keep her out, which means she is almost incapable of leaving a challenge alone. She lies smoothly enough to make strangers uneasy, but she sometimes keeps lying long after the truth would have served her better. Under pressure, she can become cutting and detached, treating feelings like liabilities until she is forced to confront the cost of that habit.

Quirks

She unconsciously checks the nearest door and window whenever she enters a room.
She can identify most locks by sound alone after a light tap with her knuckle.
She keeps a mental map of exits, blind spots, and hiding places everywhere she goes.
She straightens the cuff or collar of anyone she trusts, usually without asking.

Background

Eris learned early that doors are suggestions, locks are challenges, and trust is a luxury tax poor people pay twice. She was born into a city where cargo, contraband, and whispered bargains moved faster than honest work ever did. By the time she was old enough to lift a crate, she had already learned how to spot a watchman's weak angle, how to read a merchant's lies from the twitch of his mouth, and how to disappear into a crowd with something that was never meant to be hers. What started as petty theft became a trade, and what started as smuggling became a craft. Eris was never the loudest person in the room, but she was often the one who knew which wall could be climbed, which door was bribable, and which noble family was about to ruin itself in secret.

“She was born into a city where cargo, contraband, and whispered bargains moved faster than honest work ever did.”
From their backstory
Background
Criminal

Connections

Species

Human

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