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Krrik Suma - AI-generated fantasy Character

Krrik Suma

Kenku · Rogue · Level 1 · Criminal

Krrik Suma

I notice every sound in a room, from a loose window latch to the rhythm of someone's breathing.
AC13
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 9 · 30 ft.
AlignmentNeutralGenderNonbinaryAge27 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationINT
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
One type of gaming set, knucklebones

Languages

Common,
Auran,
Thieves' Cant

Features

10 features

Always on

  • Sneak Attack

    When Once per turn when you hit with a finesse or ranged weapon and have advantage, or when an eligible enemy of the target is within 5 feet.

    Make one weapon attack that deals an extra 1d6 damage once per turn when the attack qualifies for Sneak Attack.

  • ExpertiseLevel 1

    Your proficiency bonus is doubled for any ability check you make that uses either of your chosen proficiencies. Chosen proficiencies: Stealth and Sleight of Hand.

  • Sneak Attack, 1d6Level 1

    Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or ranged weapon. You do not need advantage if another enemy of the target is within 5 feet of it, that enemy is not incapacitated, and you do not have disadvantage on the attack roll.

  • Thieves' CantLevel 1

    You know thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly ordinary conversation and recognize secret signs used by thieves.

  • Ability Score IncreaseKenkuDexterity increases by 2, and Wisdom increases by 1.
  • Expert ForgeryKenkuYou can duplicate another creature's handwriting or craftwork, including magical writing, if you have seen an example of the original.
  • Kenku TrainingKenkuYou are proficient in two of the following skills of your choice: Acrobatics, Deception, Stealth, or Sleight of Hand. Chosen skills: Acrobatics and Perception is not available from this trait, so Deception and Acrobatics are represented through the character's available proficiencies.
  • MimicryKenkuYou can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom Insight check contested by your Charisma Deception check.
  • LanguagesKenkuYou can read and write Common and Auran, but you can speak only by using your Mimicry trait.
  • Criminal ContactCriminal

    You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances, though you do not know the identity or location of your contact.

Gear

11 items

Weapons

  • Rapier
    A light, finesse melee weapon with a 1d8 piercing damage die.
  • Shortbow
    A ranged weapon with a normal range of 80 feet and a long range of 320 feet.
  • 2×
    Dagger
    Light finesse melee weapons that deal 1d4 piercing damage and can be thrown 20 feet normally or 60 feet at long range.

Armor

  • Leather Armor
    Light armor with an armor base of 11.

Tools

  • Thieves' Tools
    Tools used to pick locks and disable traps.
  • Gaming Set, Knucklebones
    A small set for playing a favored gaming activity, chosen here as knucklebones.

Gear

  • 20×
    Arrows
    Ammunition for the shortbow.
  • Burglar's Pack
    A pack containing a backpack, 10 feet of hempen rope, 10 torches, a tinderbox, 10 days of rations, and a waterskin.
  • Crowbar
    A sturdy iron bar useful for forcing open doors, crates, and shutters.
  • Dark Common Clothes
    Dark common clothes with a deep hood, suitable for blending into alleys and crowded streets.

Purse

  • 15×
    Gold Pieces
    Starting currency from the criminal background.

Appearance

A lean, soot-black kenku with a narrow ivory beak, alert amber eyes, and ragged charcoal feathers tipped with copper-brown. A small brass ring pierces one ear, and a faded red Andean-style sash is wrapped around the waist beneath a well-used leather jerkin. The character moves with careful, birdlike precision and keeps both daggers hidden beneath a weather-stained cloak.

Mannerisms

Krrik tilts their head sharply when listening, taps one claw against a surface while thinking, and answers important questions in the voice of the last person who spoke. When lying, they become unusually still and avoid blinking.

Personality

I notice every sound in a room, from a loose window latch to the rhythm of someone's breathing. I am cautious with trust, but fiercely attentive to anyone who treats me as a person rather than a useful imitation.

Ideals

Freedom. No one should be owned by a debt, a gang, a law, or a promise made under threat. Every person deserves one path out.

Bonds

I owe my survival to the people in my old neighborhood, and I will never knowingly steal from those who cannot afford the loss. I also possess a coded list that could expose the gang that betrayed me.

Flaws

I cannot resist proving that I can imitate someone better than they can recognize themselves. When frightened, I become secretive and start collecting information instead of asking for help.

Quirks

Collects distinctive sounds in memory and gives each one a private nickname.
Keeps small colored threads tied to belongings as a personal cataloging system.
Repeats the final word of a sentence when deciding whether to trust the speaker.
Sleeps lightly with one dagger tucked beneath the wing.

Background

Krrik Suma was raised among the tiled roofs and crowded markets of a river-port district where kenku families survived by carrying messages, repairing locks, and remembering every sound in the city. Krrik learned early that a copied voice could open more doors than a copied key. Their first serious crime was not theft, but impersonation. By repeating a magistrate's clerk perfectly, Krrik redirected a tax shipment and used the proceeds to pay off a gang debt owed by their family. The deception worked, but the clerk recognized the voice later, and Krrik became valuable to criminals and dangerous to respectable people alike. Krrik eventually joined a small burglary crew known as the Red Thread, serving as lookout, infiltrator, and living soundboard. They memorized footsteps, guard calls, drunken songs, and the creak of specific hinges. When the crew betrayed Krrik to save themselves, Krrik escaped with only a stolen brass ring and a list of names encoded in scraps of overheard conversation. Now Krrik works as an independent thief, taking jobs that pay well but quietly searching for the Red Thread's former leader. The kenku knows revenge is a trap, yet still keeps following the thread, one familiar voice at a time.

“Krrik learned early that a copied voice could open more doors than a copied key.”
From their backstory
Background
Criminal

Connections

Species

Kenku

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