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Rurik Underbough - AI-generated fantasy Character

Rurik Underbough

Halfling · Rogue (Thief) · Level 9 · Criminal

Rurik Underbough

Brusque, proud, and hard to rattle, Rurik acts like every room is a challenge and every challenge is personal.
AC13
HP57/57
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 57 · 25 ft.
AlignmentTrue NeutralGenderMaleAge29
STR
DEX
CON
INT
WIS
CHA

Saving throws

DEXINTSTRCONWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsWIS
  • DeceptionCHA
  • InsightWIS
  • InvestigationINT
  • PerceptionWIS
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
One gaming set of your choice

Languages

Common,
Halfling

Features

16 features

Bonus action

  • Cunning ActionLevel 2

    Your quick reflexes and agility let you take a bonus action on each of your turns in combat. This action can be used only to Dash, Disengage, or Hide.

  • Fast HandsLevel 3

    You are a faster, more versatile burglar. You can use the bonus action from Cunning Action to make a Dexterity (Sleight of Hand) check, use thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

Reaction

  • Uncanny DodgeLevel 5

    When a creature hits you with an attack, you can use your reaction to halve the damage from that attack.

  • EvasionLevel 7

    You can use your reaction to take no damage on a successful Dexterity saving throw against effects that would normally deal half damage on a success, and only half damage on a failure.

Always on

  • ExpertiseLevel 1

    You have learned to focus your training on a few skills, doubling your proficiency bonus for two chosen proficiencies. You gain additional Expertise choices at 6th level.

  • Sneak AttackLevel 1

    You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 5d6 damage to one creature you hit with an attack if you have advantage on the attack roll, or if another enemy of the target is within 5 feet of it and you do not have disadvantage.

  • Thieves' CantLevel 1

    You can speak, read, and write a secret mix of dialect, jargon, and code used by rogues and criminals.

  • Second-Story WorkLevel 3

    You are an expert at climbing, jumping, and moving through the world of ledges, roofs, and broken terrain. Your climbing speed increases, and you can use a running start to jump farther.

  • Ability Score ImprovementLevel 4

    At 4th level, and again at 8th level, you have improved your abilities. This character has used both improvements to sharpen Dexterity and keep pace with the life of a knife-edge outlaw.

  • Supreme SneakLevel 9

    Your knack for avoiding detection is unparalleled. If you move no more than half your speed on your turn, you do not suffer disadvantage on Dexterity (Stealth) checks from moving at a normal pace, and creatures have disadvantage on Wisdom (Perception) checks to spot you while you are moving.

  • ExpertiseLevel 6

    You become even better at a chosen set of skills or tools, gaining Expertise in two additional proficiencies.

  • TraitHalflingLucky, when you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • TraitHalflingBrave, you have advantage on saving throws against being frightened.
  • TraitHalflingHalfling Nimbleness, you can move through the space of any creature that is of a size larger than yours.
  • TraitHalflingSmall size, able to move through tighter spaces and less imposing in crowds.
  • Criminal ContactCriminal

    You have a reliable contact who acts as your connection to a network of other criminals. This contact can provide information, safe houses, or small jobs when needed.

Gear

9 items

Weapons

  • Rapier
    A finesse melee weapon favored for close work and quick strikes.
  • Shortbow
    A ranged weapon with a quiver of arrows for ambushes and escapes.
  • 2×
    Daggers
    A pair of light blades for backup or dual-wielding.

Armor

  • Leather Armor
    Worn leather armor tailored for mobility and concealment.

Tools

  • Thieves' Tools
    Tools used to pick locks, disable traps, and improvise access.

Gear

  • Dark Common Clothes
    A set of dark clothes with a hood, suited to moving unseen.
  • Burglar's Pack
    A burglar's pack containing useful tools for entry, escape, and survival.
  • Crowbar
    A portable wedge for forced entry and prying.
  • Belt Pouch
    A small pouch with a few coins and a hidden compartment for valuables.

Appearance

A compact halfling with a hard stare, clipped black hair, and a scar split across one eyebrow. He dresses in worn dark leather with hidden pockets, keeps his sleeves rolled for a fight, and carries himself like someone always expecting trouble. His knuckles are callused, his jaw is usually set, and his expression says he would rather throw the first punch than wait for the second.

Mannerisms

He speaks in short, sharp sentences and rarely wastes words. When annoyed, he taps two fingers against his thigh like he is counting the seconds until someone earns a bruising. In tense moments, he squares his shoulders and bares his teeth in a humorless half-grin.

Personality

Brusque, proud, and hard to rattle, Rurik acts like every room is a challenge and every challenge is personal. He is stubborn to a fault, but he is also fiercely loyal once someone has proven they can stand beside him. He does not seek trouble, he just refuses to back down from it.

Ideals

Respect is earned by what you do, not what you are. He believes strength should protect the small, and that anyone who preys on the helpless deserves a hard lesson.

Bonds

He still has the signet ring of the partner who betrayed him, and he keeps it wrapped in cloth like a promise. He will not rest until he settles that debt, and he will protect any underdog who reminds him of the kid he used to be.

Flaws

He takes insults personally and struggles to walk away from a fight, even when retreat would be smarter. He distrusts authority, hates being pitied, and will sometimes sabotage a good plan just to prove no one can push him around.

Quirks

He cracks his knuckles before every risky job, even when he is pretending to be calm.
He keeps score by muttering counts under his breath when angry.
He is unnervingly polite to bartenders and dockworkers, but openly hostile to bullies.

Background

Rurik Underbough learned early that being small did not make life small. In the riverward alleys where he grew up, every insult was a shove and every shove was a lesson. He started as a lookout for dockside thieves, then a courier, then the kind of pickpocket who could vanish into a crowd before the victim noticed the loss. He was good at it too, quick hands, quicker temper, and an instinct for reading danger before it bared its teeth. The job that changed him was supposed to be simple, a fence, a bribe, and a quiet exit through a noble estate. Instead, a partner sold him out, the guards came early, and Rurik took the blame after the rest scattered. He got out, but not cleanly. Since then he has carried a deep, grinding grudge against anyone who thinks they can buy loyalty or bully the weak. He still steals when he must, still lies when it serves him, but he saves his hardest blows for the people who deserve them. These days he works alone or near enough to it, keeping one eye on the door and the other on every coward in the room.

“In the riverward alleys where he grew up, every insult was a shove and every shove was a lesson.”
From their backstory
Background
Criminal

Connections

Species

Halfling

Media

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