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Kezra Moss-Eye - AI-generated fantasy Character

Kezra Moss-Eye

Goblin · Rogue (Scout) · Level 14 · Outlander

Kezra Moss-Eye

Quietly observant, practical, and fiercely protective.
AC18
HP115/115
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 115 · 30 ft.
AlignmentNeutral GoodGenderFemaleAge45 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Shortbows,
Daggers,
Other simple weapons from rogue proficiency list

Tools

Thieves' tools,
Navigator's tools,
One musical instrument

Languages

Common,
Goblin,
Sylvan

Features

24 features

Bonus action

  • Cunning ActionLevel 2

    When Bonus action

    Kezra can take a bonus action to Dash, Disengage, or Hide.

  • Thieves' CantLevel 1

    Kezra can add her proficiency bonus to any ability check made with thieves' tools, and she can use thieves' tools as a bonus action to disarm traps or open locks when appropriate.

  • TraitGoblinNimble Escape, take the Disengage or Hide action as a bonus action.

Reaction

  • Uncanny DodgeLevel 5

    When When hit by an attack from a creature she can see

    Kezra can use her reaction to halve the damage from an attack that hits her.

Always on

  • Sneak Attack

    When When hitting with advantage or when an ally is adjacent to the target

    Once per turn, deal 7d6 extra damage with an eligible finesse or ranged weapon attack.

  • SkirmisherLevel 3

    When Bonus action after marking a creature within 30 feet

    Kezra can move up to half her speed without provoking opportunity attacks from her marked skirmish target.

  • Extra AttackLevel 5

    When Attack action

    Kezra makes two attacks when she takes the Attack action.

  • EvasionLevel 7

    When Dexterity saving throw for half damage

    On a successful Dexterity saving throw against an effect dealing half damage, Kezra takes no damage, and on a failure she takes half damage.

  • ExpertiseLevel 1

    Kezra knows the secret language of rogues, including coded signs and hidden messages.

  • Sneak Attack 7d6Level 1

    Once per turn, Kezra deals an extra 7d6 damage when she hits with a finesse or ranged weapon attack and has advantage on the attack, or when an eligible enemy is adjacent to one of her allies.

  • SurvivalistLevel 3

    Kezra gains proficiency in Nature and Survival. If she already has proficiency in either skill, her proficiency bonus is doubled for checks using that skill.

  • Ability Score ImprovementLevel 4

    Kezra gains an Ability Score Improvement, increasing her Dexterity by 2, from 20 to 22.

  • ExpertiseLevel 6

    Kezra gains expertise in Investigation and Perception, doubling her proficiency bonus for checks using those skills.

  • Ability Score ImprovementLevel 8

    Kezra gains an Ability Score Improvement, increasing her Wisdom by 2, from 18 to 20.

  • Ability Score ImprovementLevel 10

    Kezra gains an Ability Score Improvement, increasing her Dexterity by 2, from 20 to 22.

  • Reliable TalentLevel 11

    Kezra's proficient ability checks can no longer result in a roll lower than 10 on the d20.

  • Ability Score ImprovementLevel 12

    Kezra gains an Ability Score Improvement, increasing her Wisdom by 2, from 18 to 20.

  • BlindsenseLevel 14

    Kezra gains blindsense out to 10 feet. If she can hear a creature within that range, she knows its location even if it is hidden or invisible.

  • TraitGoblinDarkvision, 60 feet.
  • TraitGoblinFury of the Small, once per short or long rest, deal extra damage equal to level when damaging a creature larger than her.
  • TraitGoblinGoblin language.
  • TraitGoblinSmall size.
  • TraitGoblinSpeed 30 feet.
  • WandererOutlander

    She has an excellent memory for maps and geography, and can recall the general layout of terrain, settlements, and natural features. She can also find food and fresh water for herself and up to five others each day, provided the land offers such resources.

Gear

12 items

Weapons

  • Rapier
    A finely balanced melee weapon used for close combat and Sneak Attacks.
  • 2×
    Dagger
    A backup finesse weapon, each blade worn at a separate hip.
  • Shortbow
    A compact ranged weapon suitable for ambushes and scouting.
  • Staff
    A trophy taken from a memorable wilderness hunt, kept as a reminder of home.
  • Hunting knife
    A hunting knife used for practical work as often as combat.

Armor

  • Studded leather armor
    Studded leather armor, carefully patched and maintained.

Tools

  • Thieves' tools
    A set of specialized tools for opening locks and disarming traps.
  • Navigator's tools
    Tools used to navigate by landmarks, stars, and natural features.
  • Musical instrument
    A small bone whistle carved in the shape of a bird, used as a personal musical instrument.

Gear

  • 20×
    Arrows
    A quiver containing ammunition for the shortbow.
  • Burglar's pack
    A pack containing burglary and adventuring supplies, including a backpack, ball bearings, string, bells, candles, crowbar, hammer, pitons, hooded lantern, oil, rations, tinderbox, and waterskin.
  • Outlander travel gear
    A winter blanket, common travel clothing, and a pouch containing 10 gp.

Appearance

A small goblin woman with mossy-stone skin, sharp intelligent eyes, long pointed ears, and a compact, wiry build. Her dark hair is braided with bits of bone, green thread, and tiny feathers gathered from the wild. She wears patched but carefully maintained studded leather armor beneath a weather-stained cloak. Her hands are callused from climbing, archery, and years of wilderness travel. A pair of daggers rests at her belt, while a shortbow and quiver hang across her back.

Mannerisms

Kezra rarely stands still. She rocks subtly from heel to toe, scans exits and treelines, and turns her head toward distant sounds before anyone else notices them. When thinking, she rubs the edge of her bronze compass with one thumb. She speaks in a low, precise voice and often pauses mid-sentence to listen.

Personality

Quietly observant, practical, and fiercely protective. Kezra prefers to listen from the edge of a conversation rather than stand at its center. She has a dry sense of humor, a deep respect for competent people, and surprising patience with frightened animals and lost children. She is suspicious of authority but loyal to individuals who prove themselves dependable.

Ideals

Vigilance. The wild warns those willing to listen. I will notice danger before it reaches the helpless, even if no one thanks me for it.

Bonds

She is fiercely devoted to the scattered members of her old clan and sends supplies home whenever she can. She also carries a cracked bronze compass that belonged to the first human traveler who treated her as an equal.

Flaws

She assumes that anyone who speaks too loudly is hiding something. Kezra also has difficulty accepting help, because dependence once meant danger to her clan. When frightened, she becomes controlling and may abandon a sensible plan to pursue the threat she noticed first.

Quirks

Names every trail and landmark as if they were old acquaintances.
Collects feathers from birds that sound alarms before danger.
Sleeps with one hand touching her bronze compass.
Counts doors, windows, and escape routes whenever she enters a building.
Offers bits of food to animals before speaking to strangers.

Background

Kezra Moss-Eye was born beneath a ruined watchtower at the edge of a vast forest, where her goblin clan survived by scavenging, trapping, and avoiding the attention of larger predators. Even as a child, Kezra could read the forest better than anyone around her. She noticed bent grass, disturbed stones, and birds that stopped singing. Her sharp eyes made her valuable as a lookout, but her curiosity eventually carried her beyond the clan's familiar hunting grounds and into the wider world. Years spent guiding merchants, fugitives, and adventurers through dangerous wilderness taught Kezra the arts of stealth, archery, infiltration, and silent observation. She became a scout who could cross a battlefield without being seen, strike from concealment, and vanish into terrain that others considered impassable. She returned to her clan several times with medicine, tools, and food, but each visit revealed that the old ways were becoming less safe. Now Kezra travels to protect isolated communities and uncover threats before they reach the people who cannot see them coming. She distrusts grand heroes who announce themselves loudly, believing the world is usually saved by the quiet person who notices the danger first.

“Even as a child, Kezra could read the forest better than anyone around her.”
From their backstory
Background
Outlander

Connections

Species

Goblin

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