Skip to content
CreatePricing
Aurelia (Gus) - AI-generated fantasy Character

Aurelia (Gus)

Tabaxi · Rogue (Thief) · Level 3 · Outlander

Aurelia (Gus)

Quietly observant and intensely self-reliant, Gus presents herself as practical, dryly humorous, and difficult to impress.
AC14
HP15/15
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 15 · 30 ft.
AlignmentChaotic NeutralGenderFemaleAge19 years 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
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Shortbows

Tools

Thieves' tools,
One musical instrument, hand drum,
Hunting trap

Languages

Common,
Tabaxi,
One additional language, Draconic

Features

15 features

Action

  • Weapon Attack

    When On her turn

    Aurelia makes a weapon attack against a creature within 5 feet of her, or a ranged weapon attack using her shortbow or a thrown dagger.

Bonus action

  • Cunning ActionLevel 2

    When On her turn

    Aurelia uses a bonus action to Dash, Disengage, or Hide.

  • Fast HandsLevel 3

    When On her turn

    Aurelia uses a bonus action to manipulate an object, open a lock, disarm a trap, or use thieves' tools.

Always on

  • Sneak AttackLevel 1

    When Once per turn when she hits with a finesse or ranged weapon

    Aurelia adds 2d6 damage to one qualifying weapon hit when Sneak Attack conditions are met.

  • Feline Agility

    When When she moves on her turn

    Aurelia doubles her movement speed until the end of the current turn.

  • ExpertiseLevel 1

    Aurelia chooses Stealth and Investigation for Expertise. Her proficiency bonus is doubled for these skills, making her exceptionally capable at moving unseen and reconstructing hidden events.

  • Thieves' CantLevel 1

    Aurelia knows the secret language of thieves and can recognize coded messages and hidden signals used by criminal networks.

  • Roguish Archetype, ThiefLevel 3

    Aurelia has chosen the Thief archetype, specializing in rapid movement, infiltration, and the practical use of stolen or improvised tools.

  • Second-Story WorkLevel 3

    Aurelia can climb faster than normal. Climbing no longer costs her extra movement, and she can make running jumps with a distance equal to her Strength score.

  • DarkvisionTabaxiAurelia can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. She cannot discern color in darkness, only shades of gray.
  • Feline AgilityTabaxiWhen Aurelia moves on her turn in combat, she can double her speed until the end of that turn. Once used, she cannot use this trait again until she moves 0 feet on one of her turns.
  • Cat's ClawsTabaxiAurelia has climbing claws that give her a climbing speed of 20 feet. Her claws are natural weapons that deal 1d4 slashing damage plus her Strength modifier on a hit.
  • Cat's TalentTabaxiAurelia is proficient in the Perception and Stealth skills.
  • LanguagesTabaxiAurelia can speak, read, and write Common and one other language. Her additional language is Draconic.
  • WandererOutlander

    Aurelia has an excellent memory for maps, terrain, settlements, and natural landmarks. She can find food and fresh water for herself and up to five other people each day, provided the land offers such resources.

Gear

12 items

Weapons

  • Rapier
    A finely balanced one-handed finesse weapon suitable for close combat.
  • Shortbow and arrows
    A ranged weapon with a quiver of twenty arrows.
  • 2×
    Daggers
    Small concealable blades useful for close combat or throwing.

Armor

  • Leather armor
    A light protective coat reinforced with leather plates.

Tools

  • Hunting trap
    A simple trap used to catch small or medium creatures.
  • Disguise kit
    Clothing, cosmetics, hair coverings, and other supplies used to maintain the identity of Gus.

Gear

  • Burglar's pack
    A pack containing gear for breaking into places, including a backpack, ball bearings, string, bells, candles, crowbar, hammer, pitons, hooded lantern, oil, rations, tinderbox, and waterskin.
  • Staff
    A plain walking staff used for travel, balance, and defense.
  • Trophy from an animal
    A token from the wilderness, kept as proof of a memorable kill or journey.
  • Traveler's clothes
    Practical clothing suitable for long travel.
  • Riding horse with saddle and tack
    A trained riding horse purchased after leaving Magnus, along with basic tack.

Purse

  • 10×
    Gold pieces
    Coins saved from travel and mercenary work.

Appearance

Aurelia is a leucistic tabaxi with nearly white fur, faint cream markings along her ears and tail, pale amber eyes, and a thin scar across the bridge of her snout from an ambush in a roadside village. She keeps her fur cropped and brushed into an intentionally ambiguous style, and usually dresses in layered travel clothes beneath a leather jerkin. Her posture and clothing are carefully arranged to make it difficult to tell whether Gus is a man or woman. She smells faintly of cedar oil, horse, and the bitter herbs she uses to discourage insects. A leather cord around her wrist holds a small brass button that once belonged to Magnus.

Mannerisms

Gus keeps one hand near her wrist cord and unconsciously checks it whenever she enters a new room. Within moments of meeting someone, she has usually glanced at the exits, counted the visible weapons, and noted who is watching whom. When nervous, she smooths the fur over her scar and speaks in a deliberately flatter, more ambiguous voice.

Personality

Quietly observant and intensely self-reliant, Gus presents herself as practical, dryly humorous, and difficult to impress. She notices small inconsistencies in people's stories and remembers details they assume she missed. Beneath the guarded mercenary persona is a lonely young woman who wants honest affection but has no idea how to accept it without suspecting manipulation.

Ideals

Freedom. No person should be owned, confined, or forced into a life chosen by someone else. Every secret that controls another person's life deserves to be dragged into the light.

Bonds

She will uncover what happened to Magnus and learn the truth about Lantanna, no matter how dangerous the search becomes. She still carries Magnus's brass button and refuses to let anyone else decide what her past means.

Flaws

She assumes every kindness conceals an angle, and reacts badly when anyone asks her to trust without offering proof. Her hatred of Magnus and her parents can override common sense, especially when she encounters eunuchs, courtiers, or rumors of secret trafficking. She would rather lie about herself than admit she is frightened.

Quirks

She gives herself a different minor alias in every unfamiliar settlement, even when no one asks.
She collects buttons, buckles, and other small fasteners from places she survives.
She sleeps with one boot on and her pack within arm's reach.
She quietly names horses after foods, then denies doing so.
She dislikes mirrors because they make her wonder which face is really hers.

Background

Aurelia was born in the inner court to Lantanna, a tabaxi courtesan who had been forced into that life against her will. Lantanna feared that her daughter, both female and strikingly leucistic, would be claimed by the same world that had trapped her. She entrusted Aurelia to Magnus, a trusted eunuch who had spent years telling her stories about distant roads, wild valleys, and the freedom of the open sky. Magnus escaped with the child, and together they became permanent travelers, rarely staying anywhere long enough to be known. He taught Aurelia how to track, forage, ride, read a room, and sleep lightly. He also taught her that being visibly female and unusually pale made her a target. To explain Lantanna's absence, he told Aurelia that her mother was simply a vain woman who did not want her. Aurelia believed him for years. Magnus claimed to have once been a hero and mercenary, though in later years his work became less honorable and increasingly secretive. He would disappear on illegal errands, leaving Aurelia to survive alone. During one stop in a village, an unexplained attack forced them to flee, leaving Aurelia with a scar on her snout and a permanent habit of checking every exit. Years later, she returned from a pub to find Magnus gone and two beaten thieves in an alley. They claimed they had tried to rob a eunuch they thought was guarding a courtesan, then described Magnus without realizing who he was. There was no body, no note, and no trail. At seventeen, sickened by secrets and terrified that her entire identity was built on lies, Aurelia sold their traveling home, bought supplies, a horse, and a disguise, then began calling herself Gus. She joined a mercenary company, where her quick hands, talent for infiltration, and knowledge of the wild made her useful. She now seeks rank, information, and eventually the truth about Magnus and Lantanna, even if the truth destroys the few stories she has left.

“Lantanna feared that her daughter, both female and strikingly leucistic, would be claimed by the same world that had trapped her.”
From their backstory
Background
Outlander

Connections

Species

Tabaxi

Media

0 images

No images yet.

Visual sheet

Turn Aurelia (Gus) into a sheet

A high-res, share-ready sheet you can post or print.