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Faith - AI-generated fantasy Character

Faith

Elf · Rogue · Level 1 · Criminal

Faith

Faith is quick to laugh and even quicker to talk her way into a secure room.
AC16
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 9 · 30 ft.
AlignmentChaotic NeutralGenderFemaleAge85 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light Armor

Weapons

Simple Weapons,
Martial Weapons with Finesse or Light properties

Tools

Thieves' Tools,
Dice Set

Languages

Common,
Elvish,
Thieves' Cant

Features

8 features

Always on

  • Sneak AttackLevel 1

    When Hit with Advantage or adjacent ally

    Add 1d6 damage to the strike once per turn.

  • ExpertiseLevel 1

    Double proficiency bonus for Stealth and Persuasion.

  • Thieves' CantLevel 1

    You can hide messages in seemingly normal conversation.

  • TraitElfDarkvision (60 ft.)
  • Fey Ancestry (Advantage on saves vsElfCharmed, Magic cannot sleep)
  • TraitElfKeen Senses (Proficiency in Perception)
  • High Elf LineageElfPrestidigitation cantrip
  • Alert (Origin Feat)Criminal

    You can add your Proficiency Bonus to your Initiative rolls. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally if neither of you has the Incapacitated condition.

Spells

1 spell

Spellcasting. Faith casts with Intelligence (spell save DC 13, to hit with spell attacks).

Cantrips (at will):

Gear

6 items

Weapons

  • Shortsword
    1d6 piercing damage, finesse, light.
  • 2×
    Dagger
    1d4 piercing damage, finesse, light, thrown 20/60.

Armor

  • Leather Armor
    AC 11 plus Dexterity modifier.

Tools

  • Thieves' Tools
    Essential for picking locks and disarming traps.
  • Crowbar
    Advantage on Strength checks where leverage applies.

Gear

  • Burglar's Pack
    Includes a backpack, 1000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin.

Appearance

Faith is a lithe elf with tanned skin and silver hair that is often tied back with a worn leather cord. She wears form-fitting dark leather armor stained by sea salt and several hidden holsters for her blades. Her eyes are the color of a stormy sea, reflecting a restless intelligence and a hint of mischief.

Mannerisms

She tends to tilt her head slightly to the left when she is listening to a secret and has a habit of checking her pockets every few minutes.

Personality

Faith is quick to laugh and even quicker to talk her way into a secure room. She treats every social interaction like a game of cards where she holds all the aces. While she can be prickly with authority, she is fiercely protective of those she considers part of her crew.

Ideals

Freedom. The wind and waves don't follow rules, and neither should people. No one has the right to chain another soul.

Bonds

I still send a portion of my earnings to Captain Valerius and the crew of The Sea's Mercy, wherever they might be.

Flaws

I am dangerously overconfident in my ability to deceive those in power, often believing my own lies more than I should.

Quirks

Constantly flips a gold coin over her knuckles.
Always looks for the nearest exit when entering a room.
Whispers to her daggers as if they can hear her.

Background

Faith was born in the middle of a gale aboard the pirate vessel known as The Sea's Mercy. Her parents were outcasts who had found a home among the waves, but they fell during a boarding action when Faith was barely a toddler. The ship's captain, a grizzled half-elf named Valerius, decided the child was a lucky charm and raised her as a ward of the crew. Faith learned to walk on shifting decks and spent her childhood navigating the intricate politics and hidden compartments of the ship. She became a specialist in entering ports undetected, serving as the eyes and ears for her pirate family before they even dropped anchor. As she grew older, her curiosity regarding the mainland deepened, leading her to finally depart the ship to seek treasures that cannot be found at the bottom of the ocean. She carries the lessons of the sea with her, viewing every city as a new ocean to be plundered and every law as a storm to be avoided.

“Her parents were outcasts who had found a home among the waves, but they fell during a boarding action when Faith was barely a toddler.”
From their backstory
Background
Criminal

Connections

Species

Elf

Media

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