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Xogin - AI-generated fantasy Character

Xogin

Halfling · Rogue · Level 1 · Criminal

Xogin

Xogin is quick-witted, irreverent, and deeply attentive to anyone being ignored or bullied.
AC14
HP10/10
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 10 · 30 ft.
AlignmentChaotic GoodGenderMaleAge34 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 with the Finesse or Light property

Tools

Thieves' Tools

Languages

Common,
Dwarvish,
Thieves' Cant

Features

11 features

Action

  • Naturally StealthyHalflingYou can take the Hide action even when you are obscured only by a creature that is at least one size larger than you.

Always on

  • Steady Aim

    When As a Bonus Action on your turn

    Make one weapon attack with Advantage against a target you can see within range, then end your turn. You cannot use this if your Speed is 0.

  • ExpertiseLevel 1

    You gain Expertise in two of your skill proficiencies. Your proficiency bonus is doubled for ability checks using those proficiencies. Xogin has Expertise in Stealth and Sleight of Hand.

  • Sneak AttackLevel 1

    Once per turn, when you hit a creature with an attack using a Finesse or Ranged weapon, you can deal an extra 1d6 damage if you have Advantage on the attack roll, or if an ally is within 5 feet of the target, the ally is not incapacitated, and you do not have Disadvantage.

  • Thieves' CantLevel 1

    You know the secret language of thieves and can recognize hidden messages and signs used by criminal networks. You also learn one additional language, Dwarvish.

  • Weapon MasteryLevel 1

    You have Weapon Mastery with two weapons. Xogin has Weapon Mastery with the dagger and shortbow. Dagger mastery uses Nick, and shortbow mastery uses Vex.

  • BraveHalflingYou have Advantage on saving throws you make to avoid or end the Frightened condition.
  • Halfling NimblenessHalflingYou can move through the space of any creature that is a size larger than you, but you cannot stop there.
  • LuckHalflingWhen you roll a 1 on the d20 of a D20 Test, you can reroll the die, and you must use the new roll.
  • Creature TypeHalflingHumanoid. Size: Small. Speed: 30 feet.
  • AlertCriminal

    Alert. Xogin adds his proficiency bonus to initiative rolls. Immediately after rolling initiative, he can swap his initiative with the initiative of a willing ally in the same combat, provided neither is incapacitated.

Gear

9 items

Weapons

  • 2×
    Dagger
    A finely balanced blade suitable for close work. Finesse, Light, Nick mastery.
  • Shortbow
    A compact ranged weapon. Ammunition, Finesse, Vex mastery.

Armor

  • Leather Armor
    Light protective armor made from hardened leather.

Tools

  • Thieves' Tools
    Tools for opening locks and disabling traps.

Gear

  • 20×
    Arrows
    Arrows carried in a leather quiver.
  • Crowbar
    A crowbar useful for leverage, prying, and less delicate problem-solving.
  • 2×
    Pouch
    Two small pouches for coins, tools, or suspiciously portable valuables.
  • Traveler's Clothes
    Durable clothing suited to travel and inconspicuous work.

Purse

  • 16×
    Gold Pieces
    Starting currency retained after purchasing basic necessities.

Appearance

Xogin is a compact, broad-shouldered halfling with warm brown skin, a crooked grin, and thick dark hair usually tied into a short topknot. His most noticeable feature is his jaw, which angles slightly to one side and makes his lower lip jut forward when he chews or laughs. He dresses in practical traveler's clothes beneath a close-fitting leather jerkin, with a red scarf tucked at his collar and several hidden pockets sewn into his sleeves. When waiting, he balances on the balls of his feet and rocks subtly from heel to toe, as if already measuring three escape routes.

Mannerisms

Xogin taps two fingers against his thumb whenever he is counting possibilities. He chews slowly and deliberately, exposing the crooked angle of his jaw, and flashes his teeth when amused. Before sitting down, he checks the exits, the windows, and the nearest unattended drink.

Personality

Xogin is quick-witted, irreverent, and deeply attentive to anyone being ignored or bullied. He treats danger like a puzzle and authority like an invitation to test the hinges. Beneath his swagger is a patient, practical kindness. He remembers who skipped a meal, who is afraid of the dark, and which guard has a sick child.

Ideals

Freedom. No one should be owned by a debt, a law, a gang, or a cruel person with enough money to enforce it. If a rule protects the helpless, Xogin respects it. If it protects only the powerful, he considers breaking it a public service.

Bonds

He carries a brass oven key from his family's bakery, the only keepsake recovered after the local crime syndicate burned the shop to punish his family for refusing a job. Xogin intends to rebuild the bakery and make it a safe house for people who have nowhere else to go.

Flaws

Xogin cannot resist proving that a locked door, guarded purse, or arrogant noble can be defeated. He also lies reflexively when telling the truth would be easier, especially if admitting ignorance might make him look foolish.

Quirks

Names every lock before opening it, usually after its maker or apparent personality.
Keeps a running mental list of favors owed and favors available.
Leaves a single copper coin in places where he has stolen something from the cruel.
Whistles three descending notes when he spots an escape route.

Background

Xogin grew up in a crowded halfling quarter built around a market district where everyone knew everyone else's business, and everyone knew how to keep a secret. His family ran a respectable bakery by daylight and quietly moved letters, keys, and inconvenient evidence by night. Xogin learned early that a small body could pass beneath a cart, through a window, or between two distracted guards, but he also learned that the best escape route was often the one nobody thought to watch. His first real crime was stealing medicine for a feverish neighbor. His second was stealing the ledger of the merchant who had tripled its price. After that, the distinction between thief and rescuer became increasingly difficult to maintain.

“His family ran a respectable bakery by daylight and quietly moved letters, keys, and inconvenient evidence by night.”
From their backstory
Background
Criminal

Connections

Species

Halfling

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