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Terry Terry - AI-generated fantasy Character

Terry Terry

Aasimar · Bard · Level 1 · Criminal

Terry Terry

Terry is flamboyantly charming, theatrically polite, and almost impossible to intimidate.
AC13
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 9 · 30 ft.
AlignmentChaotic GoodGenderNon-binaryAgeAdult, approximately 28 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
Gaming set,
Flute,
Hand drum,
Viol

Languages

Common,
Celestial,
Infernal

Features

9 features

Bonus action

  • Celestial RevelationAasimarBeginning at level 3, Terry can reveal their celestial nature as a Bonus Action, choosing Radiant Soul, Radiant Consumption, or Necrotic Shroud. Terry is not yet high enough level to use this trait.

Always on

  • Bardic InspirationLevel 1

    When A creature within 60 feet that can hear Terry fails an ability check, attack roll, or saving throw

    Terry gives an ally within 60 feet a d6 Bardic Inspiration die, which the ally can use on a failed ability check, attack roll, or saving throw.

  • SpellcastingLevel 1

    Terry can cast bard spells using Charisma as their spellcasting ability. They can use a musical instrument as a spellcasting focus for bard spells.

  • Musical Instrument TrainingLevel 1

    Terry has proficiency with three musical instruments of their choice. Their chosen instruments are flute, hand drum, and viol.

  • Celestial ResistanceAasimarTerry has resistance to Necrotic and Radiant damage.
  • DarkvisionAasimarTerry can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • Healing HandsAasimarAs a Magic action, Terry can touch a creature and restore hit points equal to their proficiency bonus. Once used, this trait cannot be used again until Terry finishes a Long Rest.
  • Light BearerAasimarTerry knows the Light cantrip. Charisma is their spellcasting ability for it.
  • Criminal ContactCriminal

    Terry has a reliable contact in criminal circles. This contact can pass along information about local criminals, possible jobs, and places where illicit activity occurs. The contact is not automatically willing to take dangerous risks, but can provide introductions and useful rumors.

Spells

7 spells

Spellcasting. Terry Terry casts with Charisma (spell save DC 12, to hit with spell attacks).

Cantrips (at will): , , ,

1st level (2 slots): , ,

Gear

9 items

Weapons

  • Rapier
    A light, flexible blade suitable for fencing and theatrical flourishes
  • Dagger
    A small backup blade hidden inside Terry's coat

Armor

  • Leather armor
    Studded leather armor concealed beneath the trench coat

Tools

  • Flute
    A silver flute with several suspiciously hollow sections
  • Thieves' tools
    A set of thieves' tools, including picks, small files, and tension tools
  • Gaming set
    A marked deck of cards used for games, distractions, and occasional cheating

Gear

  • Entertainer's Pack
    A pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope
  • Crowbar
    A sturdy iron bar useful for forcing doors and making dramatic entrances

Purse

  • 15×
    Gold pieces
    Loose coin saved from performances, scams, and legitimate redistribution

Appearance

Terry Terry is a towering, broad-shouldered aasimar with the unmistakable features of a giant raccoon. Their charcoal-and-silver fur is marked by a dramatic mask around bright amber eyes, and a faint celestial glow shines beneath the fur along their cheeks and forearms. Terry wears an oversized brown trench coat with too many pockets, brass buttons, and a lavender scarf. A battered rapier, silver flute, and collection of stolen-looking but legally acquired accessories complete the ensemble.

Mannerisms

Terry adjusts their trench coat before making any important statement, drums their claws against nearby surfaces in musical rhythms, and refers to every locked door as if it were a rude person. When nervous, they hum a cheerful tune and slowly angle their body between their companions and the nearest exit.

Personality

Terry is flamboyantly charming, theatrically polite, and almost impossible to intimidate. They treat every conversation as a performance, every guard as a potential audience member, and every problem as an invitation to improvise. Beneath the jokes is a keen observer who notices unfairness immediately and has very little patience for bullies.

Ideals

Freedom. No one should be trapped by unjust laws, cruel owners, or debts designed to last forever. If a rule protects the powerful while hurting everyone else, Terry considers breaking it a public service.

Bonds

Terry is devoted to the old street musician who gave them their first instrument and believes that person is still being exploited by the criminal syndicate that once employed Terry.

Flaws

Terry cannot resist an elaborate entrance, even when stealth would be wiser. They also have a dangerous habit of stealing small objects from people who annoy them, then forgetting where they put the objects.

Quirks

Keeps emergency snacks in at least six trench coat pockets
Names every musical instrument as if it were a trusted partner
Practices dramatic gasps before opening suspicious doors
Compliments enemies on their footwear before attempting deception

Background

Terry Terry was born beneath a meteor shower in a city where every alley had a song and every locked door had a story. Their celestial heritage first revealed itself when a desperate street musician shared their last meal with Terry. In gratitude, Terry sang a note so pure that every lantern in the alley burst into silver flame. The musician taught them music, misdirection, and the oldest rule of survival, always leave an audience wanting one more verse. Terry eventually joined a band of burglars who specialized in robbing corrupt nobles and returning stolen wages to the people those nobles had cheated. Terry was the face of the operation, charming guards with improvised ballads while their enormous ringed tail quietly swept keys from tabletops. A botched job left Terry blamed for a crime they did not commit, forcing them onto the road with a trench coat full of disguises, forged invitations, and snacks. Now Terry travels as a bard, using music, magic, and an overdeveloped sense of justice to help ordinary people outwit the powerful. They still maintain a network of criminal contacts, though Terry insists that they are now a professional redistribution consultant.

“Their celestial heritage first revealed itself when a desperate street musician shared their last meal with Terry.”
From their backstory
Background
Criminal

Connections

Species

Aasimar

Media

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