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Vakaria Veyr - AI-generated fantasy Character

Vakaria Veyr

Human · Rogue / Fighter (Soulknife Rogue / Psi Warrior Fighter) · Level 12 · Noble

Vakaria Veyr

Vakaria is quiet, exacting, and intensely self-controlled.
AC15
HP102/102
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 102 · 30 ft.
AlignmentLawful NeutralGenderFemaleAgeLate twenties, approximately 28 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Martial weapons,
Firearms if permitted by the campaign's modern setting rules

Tools

Thieves' tools,
Gaming set

Languages

Common,
Draconic,
Elvish

Features

27 features

Action

  • Action SurgeLevel 2

    When On Vakaria's turn

    As an action, Vakaria can take one additional action on her turn.

  • Cunning Action ImprovementLevel 7

    Vakaria can use an action to gain advantage on her next attack roll, and cannot be surprised except while incapacitated. This feature refreshes after a short or long rest.

Bonus action

  • Psychic BladesLevel 3

    When When Vakaria makes an attack with an empty hand available

    As a bonus action, Vakaria can manifest a psychic blade in an empty hand and use it for a melee or thrown attack. A second psychic blade can be used for a bonus action attack after attacking with the first.

  • Cunning ActionLevel 1

    When On Vakaria's turn

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

  • Psionic Strike

    When After Vakaria hits a creature with an attack

    After hitting with an attack, Vakaria can expend a psionic energy die as a bonus action to move the target up to 30 feet and potentially knock it prone, dealing extra force damage on a failed Strength save.

  • Thieves' CantLevel 3

    Vakaria can use thieves' tools as a bonus action to disarm traps or open locks, and can use a bonus action to make a Dexterity check to pick a lock or disarm a trap.

  • Second WindLevel 1

    Vakaria can use a bonus action to regain 1d10 + 3 hit points. She must finish a short or long rest before using this feature again.

  • Psionic PowerLevel 3

    When Vakaria or a creature she can see within 30 feet takes damage, she can use her reaction and expend a psionic energy die to reduce the damage by 1d6 + 4. She can also use a bonus action after hitting a creature with an attack to move it up to 30 feet and knock it prone if it fails a Strength save, dealing extra force damage equal to the psionic die.

Reaction

  • Uncanny DodgeLevel 5

    When When an attacker Vakaria can see hits her

    As a reaction, Vakaria can halve the damage from an attack that hits her.

  • Protective Field

    When When Vakaria or a visible creature within 30 feet takes damage

    As a reaction, Vakaria can reduce damage to herself or a creature within 30 feet by 1d6 + 4 using a psionic energy die.

  • EvasionLevel 7

    When When subjected to a Dexterity saving throw for half damage

    Vakaria can use a reaction to take no damage on a successful Dexterity save against an effect that normally deals half damage, or half damage on a failed save.

Always on

  • Sneak AttackLevel 9

    When When Vakaria hits with a qualifying weapon attack

    Once per turn, Vakaria deals an extra 5d6 damage when she hits with a finesse or ranged weapon attack and has advantage, or an ally is within 5 feet of the target and she does not have disadvantage.

  • ExpertiseLevel 6

    Vakaria has expertise in Stealth, Investigation, Persuasion, and thieves' tools, doubling her proficiency bonus for those proficiencies.

  • Reliable TalentLevel 9

    When Vakaria makes an ability check that lets her add her proficiency bonus, a roll of 9 or lower on the d20 counts as a 10.

  • Fighting StyleLevel 1

    Vakaria gains one Fighting Style. She has chosen Two-Weapon Fighting, allowing her to add her ability modifier to the damage of a second weapon attack made with her other hand.

  • Ability Score ImprovementLevel 2

    Vakaria gains an Ability Score Improvement or another eligible feat. This is one of her fighter class advancement choices.

  • Psi WarriorLevel 3

    Vakaria has become a Psi Warrior. She uses psionic energy dice, which are d6s, to fuel her Psionic Power features. She has three psionic energy dice and regains all expended dice after a long rest.

  • Ability Score ImprovementLevel 4

    Vakaria gains an Ability Score Improvement or another eligible feat. This is one of her rogue class advancement choices.

  • Soul BladesLevel 3

    Vakaria gains Psionic Enhancement, allowing her to add her Psionic Energy die to failed ability checks using a proficient skill or tool, and to communicate telepathically with creatures within 60 feet for a number of hours equal to her proficiency bonus.

  • Ability Score ImprovementLevel 8

    Vakaria gains an Ability Score Improvement or another eligible feat. This is one of her rogue class advancement choices.

  • Ability Score IncreaseHumanStrength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma each increase by 1.
  • AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
  • AlignmentHumanHumans tend toward no particular alignment.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • LanguagesHumanCommon and one additional language.
  • Position of PrivilegeNoble

    Vakaria can secure an audience with local nobles, officials, and members of high society. She is recognized as a member of an influential family and can invoke her position to obtain modest hospitality, introductions, or access to social circles.

Gear

13 items

Weapons

  • Rapier
    A finesse melee weapon suitable for close combat or throwing.
  • Shortsword
    A short blade used as a backup weapon and for psychic blade techniques.
  • Shortbow
    A ranged weapon with ammunition.

Armor

  • Leather armor
    Light armor providing base AC 11 plus Dexterity modifier.

Tools

  • Thieves' tools
    Tools for opening locks and disarming traps.
  • Gaming set
    A compact set of fine gaming pieces used to maintain noble social connections and read opponents.

Gear

  • 20×
    Arrows
    Ammunition for the shortbow.
  • Burglar's pack
    A burglar's pack containing a backpack, ball bearings, string, bells, candles, crowbar, hammer, pitons, hooded lantern, oil, tinderbox, rations, and waterskin.
  • Fine clothes
    A fine set of clothes suitable for noble society.
  • Signet ring
    A signet ring identifying Vakaria's noble lineage.
  • Scroll of pedigree
    Proof of her family's noble position and former influence.
  • Purse
    A purse containing the standard noble starting wealth.
  • Steel ring
    A plain steel ring worn on her right middle finger, kept as a personal memento rather than a status symbol.

Appearance

Vakaria is a lean, sharp-featured human woman with pale, porcelain skin and a few faint scars, including one along her jawline and another across her knuckles. Her most striking feature is her silver undercut, with the sides and back shaved close to the scalp while the longer top is usually slicked back or left loose around her jaw. Her tarnished-steel eyes are cool, observant, and intensely calculating. She is of average height, but her straight posture and controlled stillness give her a commanding presence. Her athletic build reflects years of rigorous combat and infiltration training. In casual settings, she wears a fitted black tank top, dark gray cargo pants, scuffed black leather boots, and a plain steel ring on her right middle finger. In the field, she wears a charcoal sound-dampening bodysuit beneath a matte-black tactical vest, reinforced fingerless gloves, silent-padded boots, and a webbing belt carrying tools, blades, and medical supplies.

Mannerisms

Vakaria rarely moves without purpose. She studies exits before sitting, keeps her back to a wall when possible, and turns her steel ring once before making a difficult decision. She pauses for exactly one breath before answering questions, as if sorting truth from leverage. Her voice remains quiet even during threats, and her rare jokes are delivered with a perfectly straight expression.

Personality

Vakaria is quiet, exacting, and intensely self-controlled. She respects competence above rank and has little patience for bluster, carelessness, or wasted motion. Her mind is analytical and methodical, with a latent psionic talent expressed through telepathic communication and psychic blades. She is fiercely independent, but understands that survival sometimes requires trust and coordinated action. Beneath her cool exterior lies a hunger for purpose and power, along with a guarded capacity for loyalty. She is ruthless when necessary, but never cruel merely for pleasure.

Ideals

Competence. Power should belong to those disciplined enough to use it precisely. Freedom. No bloodline, institution, or master has the right to own another person's choices.

Bonds

She carries a plain steel ring taken from the hand of the only family servant who risked helping her escape. She intends to uncover who ordered the betrayal of her house, then decide whether the guilty deserve justice, ruin, or both.

Flaws

Vakaria assumes every kindness is a transaction and every attachment is a vulnerability. She is slow to forgive betrayal, quicker than she should be to choose ruthless efficiency, and secretly fears that without power or purpose she will become exactly what her family believed she was, a useful instrument with no self of her own.

Quirks

She counts doors, windows, and visible guards whenever she enters a room.
She keeps her pockets empty in casual clothing because unnecessary weight irritates her.
She can identify most people by their footsteps before seeing their faces.
She communicates simple warnings telepathically when speaking aloud would compromise stealth.
She cleans her blades immediately after a fight, even when exhausted.

Background

Vakaria was born into a human noble house whose wealth and influence were built on secrets rather than land. Her family brokered information between courts, mercantile syndicates, and military powers, teaching their heirs that every smile concealed a negotiation and every favor carried a price. Vakaria proved brilliant but difficult to control. She listened more than she spoke, remembered every weakness she encountered, and developed a talent for moving unnoticed through guarded estates and political gatherings. When a succession dispute turned violent, her family sacrificed her as a convenient scapegoat. Vakaria survived the assassination attempt, but abandoned the house that had raised her and disappeared into the streets.

“Vakaria proved brilliant but difficult to control.”
From their backstory
Background
Noble

Connections

Species

Human

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