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Tallman - AI-generated fantasy Character

Tallman

Elf · Rogue (Thief) · Level 6 · Criminal

Tallman

Tallman is courteous, observant, and almost offensively calm.
AC15
HP45/45
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 45 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge178 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Martial weapons,
Daggers,
Shortswords,
Longswords,
Rapiers,
Shortbows,
Longbows,
Scimitars,
Hand crossbows

Tools

Thieves' tools,
Gaming set

Languages

Common,
Elvish,
Undercommon,
Thieves' Cant

Features

17 features

Bonus action

  • Cunning ActionLevel 2

    When Bonus Action on his turn.

    As a Bonus Action, Tallman can Dash, Disengage, or Hide.

Reaction

  • Uncanny DodgeLevel 5

    When A visible attacker hits Tallman with an attack roll.

    When an attacker Tallman can see hits him, he halves the attack's damage as a Reaction.

Always on

  • Sneak AttackLevel 1

    When Hit with an eligible Finesse or Ranged weapon once per turn.

    Once per turn, when Tallman hits with a Finesse or Ranged weapon under the Sneak Attack conditions, he deals an extra 3d6 damage.

  • Cunning StrikeLevel 5

    When After qualifying for Sneak Attack during the Attack action.

    Tallman can replace one attack with a Cunning Strike option, expending Sneak Attack dice for effects such as knocking a target prone, poisoning it, or moving away without provoking an opportunity attack.

  • ExpertiseLevel 1

    You gain proficiency in two skills or tools of your choice. Tallman has Expertise in Stealth and Sleight of Hand, doubling his Proficiency Bonus for checks using them.

  • Thieves' CantLevel 1

    You know the secret language of rogues and criminals and can recognize hidden signs and coded messages used by them.

  • Weapon MasteryLevel 1

    You gain mastery with four weapons. Tallman has mastery with the Dagger, Shortbow, Shortsword, and Scimitar.

  • Roguish SubclassLevel 3

    You gain the Thief subclass and its features.

  • Thief: Fast Hands and Second-Story WorkLevel 3

    You can make a running jump after moving only 5 feet, and your climbing speed equals your Speed. You also gain additional uses for Cunning Action, including making a Sleight of Hand check, using thieves' tools to disarm a trap or open a lock, or taking the Utilize action.

  • Ability Score ImprovementLevel 4

    You gain the Lucky feat. You have Luck Points equal to your Proficiency Bonus, which can be spent to grant Advantage on a D20 Test or impose Disadvantage on an attack roll against you.

  • ExpertiseLevel 6

    You gain Expertise in two additional proficiencies. Tallman has Expertise in Perception and thieves' tools.

  • DarkvisionElfYou can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light.
  • Fey AncestryElfYou have Advantage on saving throws you make to avoid or end the Charmed condition, and magic cannot put you to sleep.
  • TranceElfYou do not need to sleep, and you can finish a Long Rest in 4 hours by entering a trancelike state.
  • Drow LineageElfYou know the Dancing Lights cantrip. Starting at level 3, you can cast Faerie Fire once per Long Rest. Starting at level 5, you can cast Darkness once per Long Rest. Charisma is your spellcasting ability for these spells.
  • Keen SensesElfYou have proficiency in the Perception skill.
  • Criminal ContactCriminal

    Tallman has a reliable criminal contact who can provide information, messages, or discreet introductions within the underworld, provided the request does not endanger the contact without compensation.

Spells

3 spells

Spellcasting. Tallman casts with Charisma (spell save DC 13, to hit with spell attacks).

Cantrips (at will):

1st level:

2nd level:

Gear

10 items

Weapons

  • 2×
    Dagger
    A light Finesse weapon suitable for close combat or throwing.
  • Shortsword
    A versatile Finesse martial weapon.
  • Shortbow
    A compact ranged weapon with a quiver of arrows.

Armor

  • Studded leather armor
    Light armor made from supple, darkened leather.

Tools

  • Thieves' tools
    Tools for opening locks and disarming traps. Tallman has Expertise with these tools.
  • Crowbar
    A sturdy iron bar useful for prying and leverage.

Gear

  • 20×
    Arrows
    Ammunition for the shortbow.
  • Burglar's pack
    A pack containing tools and supplies for burglary and travel.
  • Gaming set
    A set of marked bone tiles used for gambling and coded communication.

Purse

  • 15×
    Gold pieces
    Starting currency retained from criminal work.

Appearance

Tall and narrow-shouldered even by elven standards, Tallman stands just over six feet with long limbs, a graceful posture, and an unnervingly quiet step. His ash-brown hair is cut short on the sides and gathered into a neat knot at the back, while his pointed beard is carefully shaped into two narrow tips. His hands are his most distinctive feature, with ink-darkened fingertips, polished nails, and tiny calluses arranged across the fingers from years of lock work, dice games, and bowstring use. He dresses in a well-maintained charcoal coat with hidden inner pockets, soft leather armor, and muted burgundy accents.

Mannerisms

Tallman silently counts doors, windows, and visible hands whenever he enters a room. He rolls a coin across his knuckles while listening, stops it precisely beneath his thumb when someone lies, and habitually straightens crooked objects on tables without appearing to notice that he is doing it.

Personality

Tallman is courteous, observant, and almost offensively calm. He treats every conversation as a negotiation, but he prefers clever bargains to threats. He enjoys people who notice small details, distrusts anyone who claims to have nothing to hide, and has a surprisingly gentle patience with frightened animals, servants, and inexperienced criminals.

Ideals

Freedom. No law, guild, noble house, or ancient tradition has the right to decide where a person may go or what they may become.

Bonds

A retired fence named Mother Veyra protected Tallman when a burglary went wrong. He sends her a portion of every serious score and will risk almost anything to keep her safe from the criminal syndicate that now wants her dead.

Flaws

Tallman cannot resist proving that he can bypass a lock, outwit a guard, or win a game that everyone else considers settled. He also keeps secrets long after they stop being useful, because admitting that someone else has earned his trust feels dangerously close to surrender.

Quirks

Keeps one polished copper coin for every lock he has opened without breaking.
Names especially difficult locks after people who annoyed him.
Refuses to sit with his back to an unlocked door.
Can identify most common wines by smell, but pretends this is a criminal skill.
Leaves tiny folded paper birds near jobs he considers artistically satisfying.

Background

Tallman was born in a twilight district beneath an elven trade city, where the wealthy lived above ground and smugglers, fences, and informants occupied the streets below. His height made him conspicuous from childhood, so he learned early that being remembered was not the same as being noticed. He became a courier, then a burglar, and eventually a specialist in entering places that had been designed to keep people like him out. His elven patience made him excellent at waiting, while his theatrical charm made witnesses remember a harmless stranger instead of the person who had just lifted their keys.

“His height made him conspicuous from childhood, so he learned early that being remembered was not the same as being noticed.”
From their backstory
Background
Criminal

Connections

Species

Elf

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