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Eris - AI-generated fantasy Character

Eris

Human · Rogue (Thief) · Level 11 · Criminal

Eris

Eris is composed, sharp-witted, and habitually skeptical.
AC14
HP79/79
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 79 · 30 ft.
AlignmentChaotic NeutralGenderFemaleAge31
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • DeceptionCHA
  • InsightWIS
  • InvestigationINT
  • PerceptionWIS
  • StealthDEX

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
Disguise kit,
Forgery kit

Languages

Common

Features

15 features

Bonus action

  • Cunning ActionLevel 2

    When Bonus Action

    On your turn, you can take the Dash, Disengage, or Hide action as a bonus action.

  • Fast HandsLevel 3

    You can use the bonus action granted by Cunning Action to make a Dexterity check with thieves' tools, use the Use an Object action, or take other fast hands related actions.

Reaction

  • Uncanny Dodge

    When Reaction when hit by an attack

    After an attack hits you, you can use your reaction to halve the damage from that attack.

  • Evasion

    When When you make a Dexterity saving throw against an area effect

    When subjected to an effect that allows a Dexterity saving throw for half damage, you instead take no damage on a success and only half on a failure.

Always on

  • Sneak AttackLevel 11

    When When you hit with an eligible attack

    If you attack with a finesse or ranged weapon and meet the Sneak Attack requirements, you deal an extra 6d6 damage once per turn.

  • Reliable TalentLevel 11

    When When making a proficient ability check

    You can add your proficiency bonus to any ability check you make that uses a skill or tool proficiency, even if the total would normally be lower. This represents your exceptional consistency in practiced talents.

  • Rogue Weapon and Armor TrainingLevel 1

    You gain proficiency with light armor, simple weapons, hand crossbows, longswords, rapiers, and shortswords.

  • ExpertiseLevel 1

    Your difficulty class for the saving throw against your rogue features is based on Dexterity. You also gain proficiency in thieves' tools.

  • Roguish ArchetypeLevel 3

    You choose the Thief archetype. Your agile hands and quick feet make you especially skilled at burglary, climbing, and fast improvisation under pressure.

  • Second-Story WorkLevel 3

    You can use Dexterity, instead of Strength, for the Athletics check you make to climb, and you can make a running jump after moving only 10 feet instead of 20.

  • ExpertiseLevel 6

    You gain one additional set of skill proficiencies of your choice from the rogue list, and you can choose two more skill or thieves' tools proficiencies to benefit from Expertise. This grants you reliable mastery in a broader set of talents.

  • Supreme SneakLevel 9

    When you are not wearing armor, you can move stealthily at a normal pace without penalty, and even when you move at a fast pace you can still move stealthily at a slow pace.

  • TraitHumanAbility Score Increase, all ability scores increase by 1.
  • Extra Skill, humans are adaptable and versatileHumanThis build reflects that flexibility through broad training and practical competence.
  • Criminal ContactCriminal

    You have a reliable network of underworld contacts who can supply information, rumors, safehouses, and discreet assistance, assuming you can reach them without drawing too much attention.

Gear

8 items

Weapons

  • Rapier
    A finesse weapon favored for clean, controlled strikes. In a modern setting, Eris keeps this concealed rather than openly carried.
  • Shortbow
    A compact ranged weapon for silent work at distance. In a modern setting, this is represented by a practical concealed sidearm equivalent only in style, not rules.
  • 2×
    Dagger
    A pair of balanced blades for close work.

Armor

  • Leather armor
    Flexible protection for covert work.

Tools

  • Thieves' tools
    A versatile set of tools for infiltrating locks, seals, and restraints.

Gear

  • Quiver of 20 arrows
    A set of arrows carried with the shortbow.
  • Burglar's pack
    A practical adventuring pack containing a backpack, crowbar, hammer, pitons, hooded lantern, oil, rations, tinderbox, and a waterskin.
  • Criminal contact kit
    A forged document, a list of known contacts, and a small amount of hidden cash, all tied to her criminal past.

Appearance

Eris is a human woman of average height with a lean, athletic build shaped by hard labor and frequent escapes. Her close-cropped black hair emphasizes the sharp angles of her face, and her pale skin carries a faint dusting of freckles across her nose and cheeks. Her eyes are a striking sea-glass green, cool and analytical, always measuring exits, lies, and weaknesses. She wears a dark shirt, simple trousers, and a worn leather jacket with a frayed collar, the sort of practical clothes that look right in a holding cell or a back alley. Even at rest, she seems ready to move first and ask questions later.

Mannerisms

Eris speaks in a low, measured voice and rarely wastes words. She scans rooms before she sits, prefers to stand where she can see both doors, and absentmindedly taps two fingers against her wrist when thinking through an angle. When she is amused, the expression barely touches her mouth, but her eyes sharpen with interest.

Personality

Eris is composed, sharp-witted, and habitually skeptical. She likes clean plans, hidden exits, and honest results, even when she achieves them through dishonest means. She is not cold so much as disciplined, and she shows respect by taking people seriously, especially if they are clever enough to surprise her.

Ideals

Freedom. No institution, gang, or law should be able to claim ownership over a person’s choices. Eris steals, schemes, and smuggles because control is the only thing she believes is worth fighting for.

Bonds

She will not abandon the few people who once helped her disappear, especially the old fixer who first taught her how to turn paperwork, routes, and timing into survival. She keeps a hidden cache of cash, documents, and contacts tied to that old life, and losing it would feel like losing a part of herself.

Flaws

Eris assumes every lock has a weakness and every person has a price, which makes her brilliant at planning and terrible at trusting. She hates being cornered so much that she will sometimes escalate a problem just to create an opening. When someone challenges her competence, she can become cutting, dismissive, and reckless in proving them wrong.

Quirks

Counts exits, cameras, and blind spots automatically whenever she enters a room.
Keeps a running mental inventory of everyone’s hands, shoes, and likely escape speed.
Never sits with her back to a door if she can help it.
Taps lockpicks or a pen against her knuckles when she is thinking.

Background

Eris learned early that the world belonged to people who could see opportunity faster than other people could see danger. She started as a courier in crowded streets, moving small packages for larger criminals, then became the sort of thief who could slip through locked doors and crowded checkpoints with the same easy smile. Her intelligence made her valuable, but her instincts kept her alive. She was never the strongest in the room, never the loudest, but she was always the one who noticed the loose panel, the distracted guard, the paper trail no one else bothered to read. By the time she became a smuggler, Eris had built a reputation for impossible deliveries and clean getaways. She could turn a holding cell into a planning room, a dead end into a detour, and a bad deal into a profitable one. She trusts locks less than people, and people less than patterns, but she still remembers every favor owed and every betrayal paid back. What she wants most is not wealth for its own sake, but leverage, the kind that lets her protect her own freedom and decide who gets to move through the world without being crushed by it.

“Her intelligence made her valuable, but her instincts kept her alive.”
From their backstory
Background
Criminal

Connections

Species

Human

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