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Arthur Grossman - AI-generated fantasy Character

Arthur Grossman

Human · Rogue (Thief) · Level 10 · Criminal

Arthur Grossman

Arthur is courteous, observant, and quietly protective.
AC14
HP53/53
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 53 · 30 ft.
AlignmentLawful GoodGenderMaleAge34 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,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
Disguise kit,
Gaming set

Languages

Common,
Elvish

Features

23 features

Action

  • Weapon Attack

    When When Arthur takes the Attack action

    Arthur makes one weapon attack with a rapier, shortbow, dagger, or light crossbow. Once per turn, he can add Sneak Attack damage when its conditions are met.

Bonus action

  • Cunning Disengage

    When As a bonus action

    Arthur moves up to his speed without provoking opportunity attacks.

  • Cunning Dash

    When As a bonus action

    Arthur moves up to his speed as a bonus action.

  • Cunning Hide

    When As a bonus action

    Arthur makes a Dexterity (Stealth) check to hide as a bonus action.

  • Fast HandsLevel 3

    When As a bonus action

    Arthur uses Sleight of Hand, thieves' tools, or the Use an Object action as a bonus action.

  • Cunning ActionLevel 2

    Arthur can take a bonus action to Dash, Disengage, or Hide.

Reaction

  • Uncanny DodgeLevel 5

    When When an attacker hits Arthur with an attack

    Arthur halves the damage from one attack that hits him.

Always on

  • Sneak AttackLevel 1

    Arthur can attack with a finesse or ranged weapon and deal an extra 5d6 damage once per turn when he has advantage, or when an enemy is threatened by one of his allies, provided he does not have disadvantage.

  • Roguish Archetype: ThiefLevel 3

    Arthur chooses the Thief archetype. He gains proficiency with the disguise kit and thieves' tools, if not already proficient, and gains Thief features.

  • Thief ProficienciesLevel 3

    Arthur gains proficiency with the disguise kit and thieves' tools. These proficiencies are also supplied by his background and do not grant additional proficiencies.

  • Second-Story WorkLevel 3

    Arthur can climb faster than normal, and climbing no longer costs him extra movement.

  • Ability Score ImprovementLevel 4

    Arthur gains an Ability Score Improvement or another feat of his choice.

  • ExpertiseLevel 6

    Arthur gains expertise in two additional proficient skills or tools. His proficiency bonus is doubled for checks using those chosen proficiencies.

  • Ability Score ImprovementLevel 8

    Arthur gains an Ability Score Improvement or another feat of his choice.

  • Supreme SneakLevel 9

    Arthur gains Supreme Sneak. On a turn when he moves no more than half his speed, he has advantage on Dexterity (Stealth) checks.

  • Slippery MindLevel 10

    Arthur gains proficiency in Dexterity saving throws, allowing him to add his proficiency bonus to Dexterity saving throws.

  • Ability Score IncreaseHumanAll ability scores increase by 1.
  • AgeHumanHumans reach adulthood in their late teens and typically live less than a century.
  • AlignmentHumanHumans tend toward no particular alignment. Arthur is Lawful Good.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • LanguagesHumanCommon and one extra language, Elvish.
  • Criminal ContactCriminal

    Arthur has reliable contacts within the criminal underworld. He knows how to send and receive messages through smugglers, fences, corrupt officials, and other figures who operate outside the law.

Gear

12 items

Weapons

  • Rapier
    A finely balanced blade suitable for close work and concealment.
  • Shortbow
    A compact ranged weapon with a case of ammunition.
  • 2×
    Dagger
    A backup piercing weapon concealed in a sleeve or boot.
  • Light crossbow
    A light crossbow with a case of bolts.

Armor

  • Leather armor
    Flexible dark leather armor, fitted for quiet movement.

Tools

  • Disguise kit
    A disguise kit containing cosmetics, hair dye, small props, and clothing accessories.
  • Gaming set
    A set of loaded dice and marked cards used to maintain his criminal cover.
  • Crowbar
    A token from the guild, useful for identifying allies and arranging discreet assistance.

Gear

  • 20×
    Arrows
    Standard ammunition for the shortbow.
  • 20×
    Crossbow bolts
    Standard ammunition for the light crossbow.
  • Burglar's pack
    A burglar's pack containing a backpack, 1,000 ball bearings, 10 feet of string, a bell, five candles, a crowbar, a hammer, 10 pitons, a hooded lantern, two flasks of oil, five days of rations, a tinderbox, and a waterskin.

Purse

  • 150×
    Gold pieces
    Currency retained from his former criminal work and accumulated adventures.

Appearance

Arthur Grossman is a lean, sharp-featured human man with weathered olive skin, close-cropped dark brown hair, and a neatly trimmed beard streaked with gray. His green eyes are observant and habitually narrowed in appraisal. He wears well-maintained dark leather armor beneath a charcoal traveling coat, with soft boots, a hood, and numerous concealed pockets. A thin scar crosses his left eyebrow, and a silver key hangs from a cord around his neck.

Mannerisms

Arthur studies exits before sitting down, taps his thumb against his forefinger when calculating odds, and smiles faintly whenever someone claims a lock is impossible to open. He speaks politely even while delivering a threat.

Personality

Arthur is courteous, observant, and quietly protective. He prefers careful plans, precise language, and nonlethal solutions, but he is fully willing to deceive, infiltrate, and steal from people who abuse their power. Beneath his controlled exterior is a dry sense of humor and a persistent fear that one careless choice could cost innocent lives.

Ideals

Justice must protect the powerless first. A law that shields cruelty deserves to be exposed, not obeyed blindly.

Bonds

Arthur is devoted to the memory of his younger sister, Mara, whose life he saved but whose future was ruined by the guild's retaliation. He secretly maintains a network that shelters exploited workers and displaced families, and he will risk everything to protect anyone who reminds him of Mara.

Flaws

Arthur cannot resist manipulating a corrupt official or humiliating a cruel criminal, even when patience would be safer. He also keeps secrets long after they have stopped being useful, because admitting fear or dependence feels dangerously close to surrender.

Quirks

Keeps a written list of every lock he has failed to open.
Leaves a small silver thread at crime scenes committed by people he intends to expose.
Names his daggers after former guildmasters.
Always returns borrowed objects cleaner than he found them.

Background

Arthur Grossman grew up in a crowded human district where honest work was scarce and the powerful treated laws as tools for protecting themselves. His first crimes were small, a lifted purse to buy medicine for his younger sister, a forged pass to keep a family from being evicted, a locked pantry opened for hungry children. He became skilled at moving unseen through alleys, reading the intentions of guards, and finding the one loose hinge in any system. The local thieves guild eventually recruited him, recognizing both his talent and his unusual habit of returning stolen goods when he learned their owners were desperate rather than corrupt.

“He became skilled at moving unseen through alleys, reading the intentions of guards, and finding the one loose hinge in any system.”
From their backstory
Background
Criminal

Connections

Species

Human

Media

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