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Márton Varga - AI-generated fantasy Character

Márton Varga

Human · Rogue (Thief) · Level 9 · Noble

Márton Varga

Quietly observant, polished without being stuffy, and possessed of a dry humor that appears most often when danger is closest.
AC17
HP58/58
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 58 · 30 ft.
AlignmentLawful NeutralGenderMaleAge38 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Suppressed handgun, campaign-specific firearm proficiency not included in standard 2014 rules

Tools

Thieves' tools,
One gaming set

Languages

Common,
Hungarian,
Thieves' Cant

Features

21 features

Bonus action

  • Cunning ActionLevel 2

    When Bonus action on Márton's turn.

    Dash, Disengage, or Hide as a bonus action.

  • Fast HandsLevel 3

    When Bonus action on Márton's turn.

    Use a bonus action to manipulate an object, disarm a trap, or open a lock with thieves' tools.

Reaction

  • Uncanny DodgeLevel 5

    When A visible attacker hits Márton with an attack.

    Halve the damage from an attack that hits him.

Always on

  • Sneak Attack

    When Advantage on the attack, or an eligible enemy of the target is within 5 feet of it and Márton lacks disadvantage.

    Make a weapon attack with advantage when Márton has an eligible opening, adding 5d6 Sneak Attack damage once per turn.

  • EvasionLevel 7

    When A Dexterity saving throw against an effect that normally deals half damage on a successful save.

    Take no damage on a successful Dexterity save against many area effects, and half damage on a failure.

  • ExpertiseLevel 1

    Choose two proficient skills, or one proficient skill and thieves' tools, for expertise. At 6th level, choose two additional proficient skills or tools. Márton has expertise in Stealth, Investigation, thieves' tools, and Perception.

  • Sneak Attack, 5d6Level 1

    Once per turn, Márton deals an extra 5d6 damage to one creature hit with a finesse or ranged weapon attack if he has advantage on the attack roll, or if an eligible enemy of the target is within 5 feet of it and Márton does not have disadvantage.

  • Thieves' CantLevel 1

    Márton knows the secret language of thieves and can communicate hidden meanings through coded speech, signs, and symbols.

  • Second-Story WorkLevel 3

    Márton gains a climbing speed equal to his walking speed. He can also make running jumps with a distance increased by a number of feet equal to his Strength modifier.

  • Ability Score ImprovementLevel 4

    Márton gains an Ability Score Improvement or another feat. The provided ability scores are used as his established manual array, with no additional allocation specified.

  • Additional ExpertiseLevel 6

    Márton gains an additional two expertises. His chosen expertises are Perception and thieves' tools.

  • Ability Score ImprovementLevel 8

    Márton gains an Ability Score Improvement or another feat. The provided ability scores are used as his established manual array, with no additional allocation specified.

  • Supreme SneakLevel 9

    If Márton moves no more than half his speed on the same turn, attack rolls against him have disadvantage until the start of his next turn.

  • Ability Score IncreaseHuman+1 to all ability scores.
  • 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, Hungarian.
  • VersatilityHumanHumans adapt readily to many occupations and cultures.
  • Position of PrivilegeNoble

    People are inclined to think the best of him, and he can secure an audience with local nobles if he is careful to present himself as a member of the social order. He may also call upon the hospitality of other nobles and retainers.

Gear

11 items

Weapons

  • 2×
    Dagger
    A finely balanced simple melee weapon used for close work and concealed attacks.
  • Suppressed handgun
    A compact suppressed handgun, a nonstandard firearm whose exact damage and ammunition rules depend on the campaign setting.
  • Light crossbow and 20 bolts
    A light crossbow with 20 bolts, exchanged in practice for his suppressed handgun but retained as standard rogue starting equipment.

Armor

  • Studded leather armor
    A set of black studded leather armor, carefully maintained and modified with hidden pockets.

Tools

  • Gaming set
    A gaming set chosen as a marked deck of cards, useful for gambling, signaling, and distraction.
  • Thieves' tools
    A small set of thieves' tools, including picks, tension bars, and narrow probes.

Gear

  • Burglar's pack
    A burglar's pack containing a backpack, 1,000 ball bearings, 10 feet of string, a bell, five candles, a crowbar, a hammer, 10 pitons, a hooded lantern, two flasks of oil, five days of rations, tinderbox, and a waterskin.
  • Fine clothes
    A set of fine clothes suitable for noble society.
  • Signet ring
    A signet ring bearing the Varga family seal.
  • Scroll of pedigree
    A scroll of pedigree proving Márton's noble lineage.

Purse

  • Purse of gold
    A purse containing 25 gp from the Noble background.

Appearance

A roguishly handsome human man with close-cropped dark brown hair, warm olive skin, a narrow scar through his left eyebrow, and watchful hazel eyes. He wears immaculate black studded leather armor beneath a tailored charcoal coat, soft gloves, and polished boots. His clothing suggests old money, but every piece has been repaired, altered, or quietly repurposed. Daggers rest in hidden sheaths along his belt and forearms, while a compact suppressed handgun rides in a concealed shoulder holster.

Mannerisms

He straightens his cuffs before lying, taps the side of his nose when he has noticed a hidden detail, and addresses servants by name while forgetting the names of people who consider themselves important.

Personality

Quietly observant, polished without being stuffy, and possessed of a dry humor that appears most often when danger is closest. Márton is courteous to workers, suspicious of aristocrats, and deeply uncomfortable with sincere praise. He prefers a locked room, a difficult problem, and an exit that nobody else has noticed.

Ideals

Dignity is not inherited, it is demonstrated. The powerful should be judged by what they protect when no one is watching.

Bonds

He intends to restore the Varga estate, not for wealth, but to create a safe home for the servants and dependents his family abandoned. He keeps the old household signet ring and refuses to sell it, even when desperate.

Flaws

He cannot resist proving that he is the cleverest person in the room, especially when someone treats him like a failed noble or a common criminal. He hides fear behind refinement and will sometimes take an unnecessary risk simply to preserve his dignity.

Quirks

Keeps a running mental inventory of every door, window, and loose floorboard in any room.
Uses Hungarian counting words when concentrating on a lock.
Leaves a single copper coin on tables where he has successfully outplayed someone.
Polishes his signet ring before difficult jobs, though he never wears it openly.

Background

Márton Varga was born into a minor human noble family whose estate survived by appearing richer than it was. His father taught him etiquette, accounting, and the careful handling of a family dagger. His mother taught him to read people before reading documents. When creditors finally came for the estate, Márton discovered that the family fortune had been drained by a cousin who vanished overseas. The household servants were dismissed, the manor was sold, and the Varga name became an awkward memory among better-connected houses. Rather than flee into obscurity, Márton made himself useful in the city where his family had once entertained ambassadors. He began by carrying messages and recovering stolen ledgers, then graduated to burglary, blackmail, and quiet extractions. His noble manners opened doors while his thief's instincts found the windows. A retired spy gave him a compact suppressed handgun, an unfamiliar but efficient weapon that suited Márton's preference for discretion. He now works as a thief and occasional investigator, recovering what powerful people hide and stealing only from those he believes have already stolen more than they can carry.

“His father taught him etiquette, accounting, and the careful handling of a family dagger.”
From their backstory
Background
Noble

Connections

Species

Human

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