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Mirela Ostavin - AI-generated fantasy Character

Mirela Ostavin

Gnome · Rogue · Level 3 · Sailor

Mirela Ostavin

Mirela is vain, quick-witted, and relentlessly observant.
AC14
HP24/24
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 24 · 25 ft.
AlignmentChaotic NeutralGenderFemaleAge46 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • DeceptionCHA
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Belaying pin as a club,
Shortbow from starting equipment

Tools

Thieves' tools,
Navigator's tools,
Vehicles, water

Languages

Common,
Gnomish,
Sylvan

Features

10 features

Bonus action

  • Cunning ActionLevel 2

    When On Mirela's turn, when she needs sudden movement, escape, or concealment.

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

Always on

  • Sneak AttackLevel 1

    When Mirela hits a target with a finesse or ranged weapon and has advantage, or an eligible ally is within 5 feet of the target.

    Once per turn, Mirela deals an extra 2d6 damage when she hits with a finesse or ranged weapon while meeting the Sneak Attack conditions.

  • ExpertiseLevel 1

    You have expertise in two of your skill proficiencies, Stealth and Sleight of Hand. Your proficiency bonus is doubled for any ability check using either skill.

  • Thieves' CantLevel 1

    You know the secret mix of language, jargon, and coded signals used by rogues and criminals to convey hidden messages.

  • DarkvisionGnomeYou can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light.
  • Gnome CunningGnomeYou have advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
  • Forest Gnome subraceGnomeYour Intelligence score increases by 1 and your speed is 25 feet.
  • Natural IllusionistGnomeYou know the Minor Illusion cantrip. Intelligence is your spellcasting ability for it.
  • Speak with Small BeastsGnomeThrough sounds and gestures, you can communicate simple ideas with Small or smaller beasts.
  • Ship's PassageSailor

    You can secure free passage on sailing ships for yourself and your adventuring companions in exchange for performing tasks aboard ship. You are also familiar with the operation of ships and life at sea.

Spells

1 spell

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

Cantrips (at will):

Gear

12 items

Weapons

  • Rapier
    A finely balanced one-handed blade favored for quick, precise attacks.
  • 2×
    Dagger
    A light blade suitable for close combat or throwing.
  • Shortbow
    A shortbow with a leather grip and a quiver of arrows.
  • Belaying pin
    A heavy wooden pin used aboard ship and serviceable as a club.

Armor

  • Leather armor
    Supple, dark leather armor reinforced at the shoulders and ribs.

Tools

  • Thieves' tools
    A compact kit containing tools for opening locks and disabling traps.

Gear

  • 20×
    Arrows
    Arrows for the shortbow.
  • Burglar's pack
    A pack containing a bedroll, tinderbox, rations, waterskin, rope, and other adventuring supplies.
  • Silk rope
    Strong rope useful for climbing, securing cargo, or tying someone who asks too many questions.
  • Lucky charm
    A small token of luck from her days at sea, currently a polished sea-glass bead wrapped in copper wire.
  • Common clothes
    Plain but carefully altered common clothes with hidden pockets.

Purse

  • 10×
    Gold pieces
    Coins saved from shipboard work and opportunistic acquisitions.

Appearance

A small, sharp-featured forest gnome with warm copper-brown skin, thick auburn curls usually tied beneath a faded sailor's scarf, and bright green eyes that constantly assess the room for valuables. She dresses in a weathered leather coat over a sea-blue shirt, with fitted trousers, soft boots, and a collection of polished buttons, coins, glass beads, and bits of colored metal sewn discreetly into her clothing. She smells faintly of saltwater, citrus oil, and old rope, a scent she insists is expensive perfume. Before speaking, she pauses as if weighing three possible lies, then draws a quiet breath through her nose and smiles.

Mannerisms

Mirela touches the nearest shiny object whenever she is thinking. She tilts her head and smiles too warmly when preparing a lie, taps two fingers against her thumb like a silent count of coins, and calls everyone she meets either dear heart or captain, depending on which title she thinks will be more useful.

Personality

Mirela is vain, quick-witted, and relentlessly observant. She enjoys being admired almost as much as she enjoys being underestimated. She treats conversation like a game of cards, offering flattery, half-truths, and carefully timed silences until the other person reveals what she wants. Beneath her manipulative charm is a fiercely independent woman who refuses to be owned, cornered, or made ordinary.

Ideals

Freedom. No captain, lover, law, or locked door gets to decide where I go or what belongs to me.

Bonds

The pirate ship that gave her refuge is the closest thing she has to family, and she will risk herself to protect its crew. She also keeps one small brass compass that belonged to her former boyfriend, partly as a reminder of betrayal and partly because it is beautifully made.

Flaws

She cannot resist taking small, unattended objects, even when doing so is foolish, dangerous, or emotionally significant to someone else. She lies reflexively, manipulates affection and guilt with practiced ease, and would rather risk a complicated deception than admit she is frightened or wrong.

Quirks

She pockets loose buttons, coins, keys, buckles, and attractive bits of glass without noticing until later.
She keeps a private ranking of every ship she has sailed on, judged by food, gossip, and quality of hiding places.
She polishes her brass compass whenever someone mentions her former boyfriend.
She gives sentimental names to useful tools, including a lockpick called Little Apology.

Background

Mirela Ostavin learned early that being small was not the same as being powerless. In the dockside alleys of a busy coastal city, she became an expert at slipping between crates, reading sailors' expressions, and removing loose objects from pockets without interrupting a conversation. Her talent earned her a place aboard the merchant vessel Gull's Folly, where she worked as a deckhand, lookout, and occasional unofficial investigator of missing cargo. She preferred the last duty, especially when the missing cargo happened to be something she found attractive. Her comfortable life at sea ended when her charming former boyfriend, a ship's purser with an excellent smile and a talent for borrowing money, decided that Mirela had stolen a valuable navigation instrument. She had not stolen it, exactly. She had found it unattended and intended to return it after admiring the craftsmanship. When the purser's accusations became more dangerous than amusing, Mirela joined a pirate crew under a false name and vanished into the open sea. She now works as a rogue because locks, pockets, and people all yield to the same skills, patience, confidence, and knowing exactly what the other party wants to hear. She claims she is running toward freedom, though she occasionally checks the horizon for a familiar ship.

“She preferred the last duty, especially when the missing cargo happened to be something she found attractive.”
From their backstory
Background
Sailor

Connections

Species

Gnome

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