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Ga-Shu-Ten

Elf · Rogue · Level 1 · Urchin

Ga-Shu-Ten

Quietly observant and relentlessly practical, Ga-Shu-Ten notices who is hungry, who is lying, and which door is least guarded.
AC16
HP8/8
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 8 · 30 ft.
AlignmentNeutral GoodGenderMaleAgeApproximately 103 years old, a young adult by elven standards
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Longbows

Tools

Thieves' tools,
Disguise kit

Languages

Common,
Elvish

Features

9 features

Bonus action

  • Cunning ActionLevel 1

    When Bonus action on his turn.

    Ga-Shu-Ten uses a bonus action to Dash, Disengage, or Hide.

Always on

  • Sneak AttackLevel 1

    When Once per turn when hitting with a finesse or ranged weapon under the required conditions.

    Ga-Shu-Ten deals an additional 1d6 damage once per turn when the attack conditions for Sneak Attack are met.

  • ExpertiseLevel 1

    Ga-Shu-Ten's experience with Stealth and thieves' tools is doubled. He has expertise in Stealth and thieves' tools.

  • TraitElfDarkvision, can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • TraitElfKeen Senses, proficiency in the Perception skill.
  • TraitElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put him to sleep.
  • TraitElfTrance, elves meditate deeply for 4 hours instead of sleeping for 8 hours.
  • TraitElfElven weapon training, proficiency with the longsword, shortsword, shortbow, and longbow.
  • City SecretsUrchin

    Ga-Shu-Ten knows the secret patterns of alleys, rooftops, sewer entrances, and other hidden routes through the cities he has lived in. He can find food and a place to sleep among other poor people, and commoners will often shelter him from guards or authorities.

Gear

11 items

Weapons

  • Rapier
    A finely balanced one-handed blade suitable for precise attacks.
  • Shortbow and 20 arrows
    A light ranged weapon with a quiver containing 20 arrows.
  • 2×
    Dagger
    A secondary light blade concealed for emergencies.

Armor

  • Leather Armor
    Light protective armor made from hardened leather.

Tools

  • Small Knife
    A small knife carried since childhood.

Gear

  • Burglar's Pack
    A pack containing equipment useful for breaking into places, including a backpack, ball bearings, string, bells, candles, crowbar, hammer, pitons, hooded lantern, oil, rations, tinderbox, and waterskin.
  • Map of his home city
    A rough map of the city where he grew up, marked with escape routes and safe houses.
  • Pet Mouse
    A tame mouse that rides in a hidden inner pocket and serves as a companion and lookout.
  • Token of departed parents
    A keepsake from the family he lost, wrapped in faded cloth.
  • Common Clothes
    A patched set of ordinary clothes suitable for blending into crowds.

Purse

  • 10×
    Gold Pieces
    Starting money saved from odd jobs and careful thefts.

Appearance

Ga-Shu-Ten is a wiry male wood elf with tawny skin, long black hair tied with scraps of red cloth, and sharp amber eyes that rarely stop moving. His pointed ears are nicked from years of climbing through alleys and broken windows. He wears a well-maintained suit of dark leather armor beneath an oversized gray cloak, with soft boots, fingerless gloves, and numerous hidden pockets. A small bronze charm shaped like a mouse hangs at his throat.

Mannerisms

Ga-Shu-Ten constantly checks exits, counts nearby footsteps, and touches his bronze mouse charm whenever he enters an unfamiliar room. He speaks softly, often from an unexpected direction, and pauses before answering as if testing whether a question is a trap.

Personality

Quietly observant and relentlessly practical, Ga-Shu-Ten notices who is hungry, who is lying, and which door is least guarded. He distrusts grand promises but responds strongly to small acts of kindness. Around children and animals, his guarded expression softens and his dry humor becomes playful.

Ideals

Mercy. Cleverness is most valuable when it protects people who cannot protect themselves. No one should be punished for being poor, frightened, or alone.

Bonds

The surviving street children of his old neighborhood are his true family. He sends them money whenever he can and will risk almost anything to protect them.

Flaws

Ga-Shu-Ten assumes authority figures are dangerous until proven otherwise. He cannot resist taking unnecessary risks when children or helpless people are threatened, and he often keeps secrets even from allies who have earned his trust.

Quirks

Names every stray animal he meets and remembers the names years later.
Leaves tiny chalk marks near safe exits and useful hiding places.
Sleeps lightly with one hand on a dagger.
Steals a single coin from wealthy bullies and gives it to hungry children.
Uses his pet mouse to test whether unfamiliar food is safe.

Background

Ga-Shu-Ten was raised in the crowded underside of a human city after being separated from his elven kin during a caravan raid. He survived by carrying messages, stealing fruit, and guiding lost children through alleys that adults could not navigate. His elven senses made him an exceptional lookout, while his small frame and patient hands let him slip through barred windows and crowded marketplaces without being noticed. The city's other abandoned children became his family, and he learned early that a stolen loaf was forgivable when it fed six hungry mouths. As he grew older, Ga-Shu-Ten began targeting the merchants and gang leaders who profited from the neighborhood's misery. He became skilled with blades, locks, disguises, and silent movement, but he never considered himself a common thief. When a criminal syndicate burned the refuge where he and the other street children slept, Ga-Shu-Ten helped several survivors escape and vanished into the wider world. Now he works as a rogue adventurer, using cunning rather than cruelty to protect those who have no one else. He is searching for the syndicate's leaders, not solely for revenge, but to make certain no child is ever forced to become what he was.

“He survived by carrying messages, stealing fruit, and guiding lost children through alleys that adults could not navigate.”
From their backstory
Background
Urchin

Connections

Species

Elf

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