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Adebayo Orunai - AI-generated fantasy Character

Adebayo Orunai

Warforged · Rogue (Assassin) · Level 5 · Urchin

Adebayo Orunai

Quiet, observant, and unsettlingly literal, Adebayo studies people as though they are locked mechanisms.
AC16
HP33/33
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 33 · 30 ft.
AlignmentTrue NeutralGenderMaleAgeApproximately 22 years since activation, though he does not know whether that should be considered young or old.
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Martial weapons with the finesse or ranged property as applicable through class proficiency list,
Shortbows

Tools

Thieves’ tools,
Disguise kit,
Poisoner’s kit

Languages

Common,
Goblin

Features

13 features

Bonus action

  • Cunning ActionLevel 2

    When On your turn

    As a bonus action, Dash, Disengage, or Hide.

Reaction

  • Uncanny DodgeLevel 5

    When You are hit by an attack

    Halve the damage from one attack that hits you when you can see the attacker.

Always on

  • Sneak AttackLevel 1

    When Once per turn when you hit with a finesse or ranged weapon

    Make a finesse or ranged weapon attack with advantage when possible, dealing an extra 3d6 damage once per turn against an eligible target.

  • ExpertiseLevel 1

    You gain proficiency with thieves’ tools. You can add your proficiency bonus twice when making ability checks using thieves’ tools and with Stealth checks.

  • Thieves’ CantLevel 1

    You learn thieves’ cant, a secret mix of dialect, jargon, and code used by rogues and criminals.

  • AssassinateLevel 3

    You gain proficiency with the disguise kit and poisoner’s kit. You have advantage on attack rolls against any creature that has not yet taken a turn in the combat. Any hit you score against a surprised creature is a critical hit.

  • Ability Score ImprovementLevel 4

    Increase Dexterity by 2, raising it from 16 to 18.

  • Constructed ResilienceWarforgedAdvantage on saving throws against being poisoned, resistance to poison damage, immunity to disease, and no need to eat, drink, or breathe.
  • Sentry’s RestWarforgedYou can enter a motionless state for six hours instead of sleeping, remaining aware of your surroundings.
  • Integrated ProtectionWarforgedYou gain a +1 bonus to Armor Class.
  • Specialized DesignWarforgedGain proficiency with one skill and one tool. These are represented by Investigation and thieves’ tools.
  • LanguagesWarforgedYou can speak, read, and write Common and one additional language.
  • City SecretsUrchin

    You know the secret patterns and passages of your home city, allowing you to find routes through urban areas that others would miss. You can also find food and basic shelter for yourself and your companions in a settlement, unless you are specifically barred from doing so.

Gear

10 items

Weapons

  • Rapier
    A finesse melee weapon with a narrow, well-balanced blade.
  • Shortbow and arrows
    Compact ranged weapon with a quiver containing twenty arrows.
  • 2×
    Daggers
    Small blades balanced for throwing or close combat.
  • Small knife
    A small knife with a chipped bone handle, carried as a reminder of his years among street children.

Armor

  • Leather armor
    Light armor made from supple leather, worn beneath a dark gray traveling coat.

Gear

  • Burglar’s pack
    A reinforced pack containing tools and supplies useful for breaking into secured locations.
  • Map of his home city
    A hand-drawn map of the city where he escaped, marked with alleys, rooftops, culverts, and abandoned service tunnels.
  • Pet mouse
    A tame mouse named Olo, kept in a ventilated wooden box when traveling.
  • Common clothes
    Plain, patched clothing with hidden inner pockets.
  • Belt pouch with gold
    Coin pouch containing ten gold pieces.

Appearance

A lean warforged built with a narrow, efficient frame and dark wood, bronze, and slate-colored plating. His face is smooth and deliberately understated, with small amber lenses set beneath a brow-like ridge. Fine brass seams trace his hands and wrists, and his joints are wrapped in faded charcoal cloth to soften their sound. He stands with his weight slightly forward on the balls of his feet, as if prepared to move before anyone finishes speaking. When waiting, he slowly shifts one heel a few inches at a time. He smells faintly of lamp oil, rain-damp canvas, and the lavender polish used on his wooden components, though he is unaware that others notice it.

Mannerisms

He pauses for exactly one breath before answering personal questions. When listening closely, he tilts his head and makes a faint ticking sound with his tongue against the metal inside his jaw. He places objects in precise rows when nervous, then quietly rearranges them if anyone disturbs the order.

Personality

Quiet, observant, and unsettlingly literal, Adebayo studies people as though they are locked mechanisms. He rarely speaks first, but when he does, his comments are precise and unexpectedly thoughtful. He is trying to become a person rather than a weapon, though he has no reliable model for what personhood looks like. He is protective of the vulnerable, suspicious of authority, and fascinated by ordinary choices such as favorite foods, childhood games, and why people keep objects they no longer need.

Ideals

Choice. A life is not defined by the purpose for which it was made. Every action is a vote for what he will become.

Bonds

He still carries the small brass token given to him by the magistrate, the first object anyone ever offered him without demanding obedience. He intends to find the child he saved and learn whether that single act changed anything.

Flaws

He treats kindness as a possible manipulation tactic and often waits for the hidden demand that must follow it. When uncertain, he defaults to the most efficient solution, even when a compassionate one would be better. He is also dangerously willing to believe that purpose can be discovered through obedience to whoever seems most competent.

Quirks

Keeps a tally of favors received and repaid, but does not know how to account for gifts.
Names every lockpick and apologizes to them when one breaks.
Collects scraps of handwritten recipes despite being unable to taste food.
Sleeps facing the door, even when resting in a locked room.
Practices choosing between two harmless objects to remind himself that he has free will.

Background

He was assembled in a private workshop beneath a noble estate and designed as a personal assassin, a silent instrument intended to remove rivals, debtors, and inconvenient witnesses. His makers called him Unit Seven, and they taught him routes, poisons, locks, and the careful reading of breathing patterns. His first mission was to kill a magistrate who had supposedly betrayed his employer. Instead, he found the magistrate sheltering a frightened child and discovered evidence that the assignment was meant to conceal a larger crime. Unit Seven hesitated. The magistrate lived, the child escaped, and the assassin’s handler was forced to destroy the workshop and flee.

“His makers called him Unit Seven, and they taught him routes, poisons, locks, and the careful reading of breathing patterns.”
From their backstory
Background
Urchin

Connections

Species

Warforged

Media

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