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Kezar Gutkin - AI-generated fantasy Character

Kezar Gutkin

Tiefling · Rogue (Thief) · Level 3 · Criminal

Kezar Gutkin

Quietly observant and dryly funny, Kezar treats every room as a puzzle and every conversation as a negotiation.
AC13
HP24/24
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 24 · 30 ft.
AlignmentNeutralGenderNonbinaryAge27 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • DeceptionCHA
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • PerceptionWIS
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor

Weapons

Simple weapons,
Martial weapons that have the Finesse or Light property,
Longswords,
Rapiers,
Shortswords,
Shortbows,
Longbows

Tools

Thieves' tools,
One gaming set

Languages

Common,
Infernal

Features

14 features

Bonus action

  • Fast HandsLevel 3

    When Bonus action

    As a bonus action, make a Dexterity (Sleight of Hand) check, use thieves' tools to disarm a trap or open a lock, or take the Utilize action.

  • Steady AimLevel 2

    When Bonus action, before an attack

    Give yourself advantage on your next eligible attack this turn if you have not moved. After the attack, your Speed becomes 0 for the turn.

  • Cunning ActionLevel 2

    As a bonus action, you can Dash, Disengage, or Hide.

Always on

  • ExpertiseLevel 1

    You gain proficiency in four skills chosen from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth. You gain expertise in two of your proficient skills or tools, doubling your proficiency bonus for checks using them. Kezar has expertise in Stealth and thieves' tools.

  • Sneak AttackLevel 1

    Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll and use a Finesse or ranged weapon. You do not need advantage if an eligible ally is within 5 feet of the target and you do not have disadvantage.

  • Thieves' CantLevel 1

    You know the secret mix of jargon, signs, and coded expressions used by rogues and criminals to conceal meaning.

  • Weapon MasteryLevel 1

    You gain mastery with three weapons of your choice. Kezar has mastery with the dagger, shortbow, and shortsword.

  • Rogue SubclassLevel 3

    You gain the Thief subclass. Your subclass features are Fast Hands and Second-Story Work.

  • Second-Story WorkLevel 3

    You gain a Climb Speed equal to your Speed. In addition, climbing no longer costs you extra movement.

  • TraitTieflingDarkvision, you can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light.
  • Fiendish Legacy, InfernalTieflingYou know the Thaumaturgy cantrip. Starting at level 3, you can cast Hellish Rebuke once per long rest without a spell slot. Starting at level 5, you can cast Darkness once per long rest without a spell slot.
  • TraitTieflingYou have Resistance to Fire damage.
  • TraitTieflingYou gain the Infernal language.
  • Criminal ContactCriminal

    You have a reliable contact in criminal circles. This contact can pass messages, arrange introductions, provide local information, or help you find a place to hide, though they will not risk their life for you without good reason.

Gear

9 items

Weapons

  • 2×
    Dagger
    A light, finesse weapon suitable for close combat or throwing.
  • Shortsword
    A finesse sword with a short, balanced blade.
  • Shortbow
    A compact ranged weapon, including a quiver of ammunition.

Armor

  • Leather armor
    Light protective armor made from treated leather.

Tools

  • Thieves' tools
    Tools for opening locks and disarming traps.

Gear

  • 20×
    Arrows
    Arrows suitable for the shortbow.
  • Gaming set
    A set of marked dice used for gambling and coded wagers.
  • Burglar's pack
    A pack containing supplies useful to a burglar, including a backpack, ball bearings, string, bell, candles, crowbar, hammer, pitons, hooded lantern, oil, tinderbox, and rations.

Purse

  • 50×
    Gold pieces
    Starting currency from the Criminal background.

Appearance

Kezar Gutkin is a lean, sharp-featured tiefling with deep umber-red skin, swept-back black horns, and a narrow tail that rarely stays still. Their clothes are practical rather than theatrical, a weathered brown leather coat over a dark vest, soft boots, and a red scarf used more for concealment than warmth. They smell faintly of clove oil, lamp smoke, and old paper, a scent they notice only when someone else points it out. Their teeth are small and unusually even, with two pronounced lower canines. When they laugh, which is uncommon but startlingly sincere, they show their teeth in a quick, foxlike grin. They eat with precise little bites and use the edge of their dagger to cut food when they think no one is watching.

Mannerisms

Kezar taps two fingers against their thumb whenever calculating odds. They test unfamiliar chairs before sitting, count doors without appearing to, and pause half a heartbeat before answering any question that seems too easy.

Personality

Quietly observant and dryly funny, Kezar treats every room as a puzzle and every conversation as a negotiation. They are patient with frightened people, impatient with bullies, and deeply uncomfortable when praised. Their confidence comes from preparation, not bravado.

Ideals

Information should belong to the people who suffer when it is hidden. Secrets are tools, but no one should own a person's future simply because they can afford to bury the truth.

Bonds

I still carry a brass signet stolen from the magistrate's archive. It belongs to the person who betrayed my crew, and I will find them before I decide whether to return it or use it.

Flaws

I assume every kindness has a hidden price, and I sometimes ruin genuine alliances by looking for the trap instead of accepting the hand.

Quirks

Keeps a tiny paper map of every neighborhood visited, adding notes in microscopic handwriting.
Names locks after the people who designed them.
Refuses to gamble with money, but will wager pastries, favors, or secrets.
Polishes their horns with clove oil before a dangerous job.

Background

Kezar Gutkin grew up above a shuttered print shop in a crowded district where everyone knew the sound of everyone else's locks. Their mother copied legal documents for people who could not read them, while their father sold information to anyone who paid in coin, favors, or secrets. Kezar learned early that a document could ruin a family more efficiently than a blade, and that the safest thief was the one who understood exactly what they were stealing. By adolescence, they were forging seals, lifting keys, and memorizing the floor plans of buildings they had never entered. Their criminal career began as practical work for a small burglary crew, but Kezar's talent for planning quickly made them indispensable. They became the crew's reader of ledgers and mechanisms, the one who knew which guard was bored, which merchant was lying, and which wall had been repaired recently. The crew eventually accepted a job involving a magistrate's private archive. Kezar discovered that the target was evidence against several desperate families, not merely valuable papers. They copied the records, stole the originals, and anonymously exposed the magistrate. The crew blamed Kezar for the chaos and put a price on their horns. Now Kezar works alone, taking carefully chosen jobs while searching for the former associate who sold them out. They tell themselves it is about repayment, but part of them still hopes the old crew can be made into something better than it was.

“By adolescence, they were forging seals, lifting keys, and memorizing the floor plans of buildings they had never entered.”
From their backstory
Background
Criminal

Connections

Species

Tiefling

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