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Aerin - AI-generated fantasy Character

Aerin

Halfling · Rogue (Soulknife) · Level 9 · Criminal

Aerin

Aerin possesses a deceptive, almost childlike cheerfulness that masks a razor sharp mind.
AC11
HP39/39
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 11 · HP 39 · 30 ft.
AlignmentChaotic GoodGenderMaleAge28
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • DeceptionCHA
  • InsightWIS
  • InvestigationINT
  • Sleight of HandDEX
  • StealthDEX

Armor

Light Armor

Weapons

Simple Weapons,
Martial Weapons with the Finesse or Light properties

Tools

Thieves' Tools,
Gaming Set (Dice)

Languages

Common,
Halfling,
Thieves' Cant

Features

18 features

Bonus action

  • Cunning ActionLevel 2

    You can take a Bonus Action on each of your turns in combat to take the Dash, Disengage, or Hide action.

  • Steady AimLevel 3

    As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. Your speed becomes 0 until the end of the turn.

  • Psychic BladesLevel 3

    You can manifest shimmering blades of psychic energy. They deal 1d6 psychic damage. When you use the Attack action with them, you can make a second strike as a Bonus Action for 1d4 psychic damage.

  • Psychic TeleportationLevel 9

    As a Bonus Action, you can manifest and throw a psychic blade to a location you can see up to 60 feet away. You then teleport to an unoccupied space within 10 feet of where the blade landed. Roll a Psionic Energy die and travel a number of feet equal to 5 times the roll.

Reaction

  • Uncanny DodgeLevel 5

    When an attacker that you can see hits you with an attack, you can use your Reaction to halve the attack's damage against you.

Always on

  • Sneak AttackLevel 1

    Once per turn, you can deal an extra 5d6 damage to one creature you hit with an attack roll if you have Advantage on the roll or if an ally of yours is within 5 feet of the target. Must use a Finesse or Ranged weapon.

  • Thieves' CantLevel 1

    You know the secret code language of thieves. You also learn one additional language.

  • Weapon MasteryLevel 1

    You can use the Mastery properties of two kinds of weapons. Aerin typically masters Daggers (Nick) and Shortswords (Vex).

  • Psionic PowerLevel 3

    You have 8 Psionic Energy dice (d8). These fuel your Psi-Bolstered Knack and Psychic Whispers.

  • ExpertiseLevel 1

    Your Proficiency Bonus is doubled for Stealth, Deception, Insight, and Investigation.

  • EvasionLevel 7

    When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed and only half damage if you fail.

  • Reliable TalentLevel 7

    Whenever you make an ability check that lets you add your Proficiency Bonus, you can treat a d20 roll of 9 or lower as a 10.

  • Homing StrikesLevel 9

    If you miss with a Psychic Blade, you can roll one Psionic Energy die and add it to the attack roll. The die is spent only if the attack then hits.

  • BraveHalflingAdvantage on saving throws against being Frightened.
  • Halfling NimblenessHalflingMove through the space of any creature that is a size larger than yours.
  • LuckHalflingWhen you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • SmallHalflingYou are Small in size.
  • AlertCriminal

    You gain a bonus to initiative rolls equal to your Proficiency Bonus. At the start of combat, you can swap your initiative with a willing ally who is not Incapacitated.

Spells

Spellcasting. Aerin casts with Intelligence (spell save DC 11, to hit with spell attacks).

Gear

7 items

Weapons

  • 2×
    Dagger
    A simple blade, often used for show since manifest blades are invisible until thrown.

Armor

  • Leather Armor
    Light armor made of stiffened leather.

Tools

  • Thieves' Tools
    A set of tools for picking locks and disarming traps.

Gear

  • Common Clothes
    Simple brown shirt and trousers.
  • Green Traveler's Cloak
    A well-crafted dark green cloak with a deep hood.
  • Sailor's Boots
    Sturdy boots that don't quite match the rest of the outfit.
  • 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

Aerin is a halfling with a dark, olive complexion and thick, dark hair that he keeps somewhat unkempt. He wears well maintained leather armor over a simple brown tunic and trousers, all partially concealed by a deep green traveler's cloak. He notably does not wear gloves, preferring his hands to be free to manifest his psychic power, though a pair is tucked into his belt. His most peculiar feature is his sailor boots, which appear oversized for his frame and entirely out of place in a city environment.

Mannerisms

He often sits with his feet tucked under his chair and has a habit of sighing loudly when people talk about the law.

Personality

Aerin possesses a deceptive, almost childlike cheerfulness that masks a razor sharp mind. He views the world as a grand puzzle where rules are merely obstacles meant to be bypassed for a laugh or a payout. He is notoriously expensive to hire, yet he often finds himself motivated by a hidden, altruistic sense of justice that he publicly denies. He is playful with his targets, finding more joy in making a fool of a corrupt lord than in the actual theft.

Ideals

Freedom. No person or law should have the power to stifle the potential for chaos and change.

Bonds

I seek to protect those who are powerless against the greed of the high and mighty, even if I bankrupt them in the process.

Flaws

I cannot resist a chance to humiliate someone in a position of authority, regardless of the consequences to my contract.

Quirks

Carries a pair of gloves on his belt but never wears them.
Refuses to wear any footwear other than heavy sailor's boots.
Always leaves a neatly written note after finishing a job.

Background

Operating out of the shadows of Waterdeep, Aerin established himself as one of the most effective seekers and infiltrators in the North. His reputation for chaos grew alongside his success rate. When a Merchant's Guild group hired him to locate a missing daughter, they expected a standard extraction. Instead, Aerin dismantled several of their illicit business partners from the inside, viewing the merchants' shady deals as just as criminal as the kidnappers themselves. He essentially bankrupted his clients while performing the job perfectly. After being discharged without final pay due to the chaos he caused, Aerin simply left a note revealing the girl's location. For him, the game was already won. The coin was secondary to the sheer fun of ruining a group of self righteous merchants who thought they could control a soulknife. He now travels with no permanent home, seeking the next grand disruption.

“His reputation for chaos grew alongside his success rate.”
From their backstory
Background
Criminal

Connections

Species

Halfling

Media

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