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Krazk Emberscale - AI-generated fantasy Character

Krazk Emberscale

Lizardfolk · Rogue (Thief) · Level 3 · Guide

Krazk Emberscale

Krazk is intensely pragmatic and views the world through the lens of survival.
AC16
HP24/24
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 24 · 30 ft., Swim 30 ft.
AlignmentNeutralGenderMaleAge19 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • AthleticsSTR
  • DeceptionCHA
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • NatureINT
  • PerceptionWIS
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light Armor

Weapons

Simple Weapons,
Martial Weapons with the Finesse or Light properties

Tools

Thieves' Tools,
Cartographer's Tools

Languages

Common,
Draconic

Features

13 features

Bonus action

  • Cunning ActionLevel 2

    Use a bonus action to Dash, Disengage, or Hide.

  • Fast HandsLevel 3

    Bonus action to use the Sleight of Hand skill, use Thieves' Tools to disarm a trap or open a lock, or take the Magic action to use a magic item.

  • Hungry JawsLizardfolkAs a bonus action, make a bite attack. If it hits, deal damage and gain temporary HP equal to proficiency bonus. Useable 2 times per long rest.

Always on

  • ExpertiseLevel 1

    Double proficiency bonus for Stealth and Perception.

  • Sneak AttackLevel 1

    Once per turn, deal an extra 2d6 damage to one creature you hit with an attack if you have advantage or if another enemy of the target is within 5 feet.

  • Thieves' CantLevel 1

    A secret mix of dialect and code. Also grants one extra language (Draconic).

  • Weapon MasteryLevel 1

    Mastery of two weapons: Dagger (Nick) and Shortsword (Vex).

  • Second-Story WorkLevel 3

    Climbing does not cost extra movement. Jump distance increases with Dexterity.

  • BiteLizardfolk1d6 plus Strength modifier piercing damage.
  • Hold BreathLizardfolkCan hold breath for up to 15 minutes.
  • Natural ArmorLizardfolkAC is 13 + Dexterity modifier when not wearing armor.
  • Nature's IntuitionLizardfolkProficiency in two skills from Animal Handling, Nature, Perception, Stealth, or Survival.
  • Magic Initiate (Primal)Guide

    You know the Guidance and Produce Flame cantrips. You can cast Longstrider once per long rest without a spell slot.

Spells

3 spells

Spellcasting. Krazk Emberscale casts with Wisdom (spell save DC 12, to hit with spell attacks).

Cantrips (at will): ,

1st level:

Gear

6 items

Weapons

  • Shortsword
    Finesse, Light.
  • 2×
    Daggers
    Finesse, Light, Thrown.

Tools

  • Thieves' Tools
    Set of tools for locks and traps.
  • Cartographer's Tools
    Tools for mapmaking.

Gear

  • Explorer's Pack
    Standard survival gear.

Purse

  • 10×
    10 Gold Pieces
    Small leather pouch.

Appearance

Krazk has sleek, mahogany-colored scales with bright orange patterns along his neck and spine. He wears minimal clothing, mostly functional leather straps holding various pouches and bone-handled daggers. His eyes are a striking reptilian gold, and he moves with a low, predatory crouch.

Mannerisms

He tilts his head 90 degrees when listening to someone he doesn't trust. He constantly sharpens his bone daggers with a small volcanic stone.

Personality

Krazk is intensely pragmatic and views the world through the lens of survival. He speaks only when necessary, often in blunt, literal terms. While he appears cold to outsiders, he possesses a quiet, unbreakable devotion to his kin.

Ideals

Survival. The pack must endure at any cost. Logic dictates that the strong protect the weak until the weak can hunt for themselves.

Bonds

My twin sister Vrek is my other half. I will walk through fire to bring our kidnapped brothers and sisters back to the Emberscale pits.

Flaws

I have little patience for soft-skinned pleasantries or social nuances. I often evaluate companions based on their caloric value or utility rather than their character.

Quirks

Always clicks his teeth when he is thinking deep thoughts.
Prefers to sleep underwater if a barrel or fountain is available.

Background

Raised in the steaming swamps of the Emberscale tribe, Krazk and his twin sister Vrek were trained as hunters from the moment they could hatch. The Emberscale people are small but fierce, living in harmony with the volcanic vents of their marshland home. One season ago, a group of coordinated raiders from the surface lands descended upon the village while the hunters were away. They utilized strange, paralyzing magics to kidnap dozens of tribal members, including several of Krazk's cousins. Returning to a village of grieving elders, Krazk and Vrek refused to wait for a war party to form. They struck out into the unknown world, following a trail of broken branches and foreign scents. Krazk has learned that the dry world requires a different kind of hunting. He has adapted his tribal skills to the shadows of cities and the complexities of locks, though his heart remains in the mud. He and Vrek operate as a single unit. She watches from the heights while he slips into the dark to find the keys to their people's cages.

“The Emberscale people are small but fierce, living in harmony with the volcanic vents of their marshland home.”
From their backstory
Background
Guide

Connections

Species

Lizardfolk

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