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Ketik Vargan - AI-generated fantasy Character

Ketik Vargan

Wood Elf · Rogue (Inquisitive) · Level 18 · Former Slave

Ketik Vargan

Ketik is observant, dryly funny, and more comfortable listening than speaking.
AC15
HP111/111
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 111 · 35 ft.
AlignmentChaotic GoodGenderMaleAge117 years old, a young adult by elven standards
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

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

Tools

Thieves' tools,
Disguise kit,
Forgery kit,
Gaming set, dice

Languages

Common,
Elvish,
Thieves' Cant

Features

37 features

Bonus action

  • Close-Quarters Crossbow

    When After or during an attack with a one-handed weapon

    When a creature is within 5 feet, make a hand crossbow attack without disadvantage. If you attacked with a one-handed weapon this turn, make the attack as a bonus action.

  • Insightful Fighting

    When A creature you can see is a potential target

    Make a Wisdom (Insight) check contested by a target's Charisma (Deception). On a success, gain advantage against that target for 1 minute and qualify for Sneak Attack without normal advantage or an adjacent ally.

  • Cunning ActionLevel 2

    When During your turn

    Dash, Disengage, or Hide.

  • Inquisitive, Eye for DetailLevel 3

    As a bonus action, you can make a Wisdom (Insight) check contested by a creature's Charisma (Deception) check. If you succeed, you know whether the creature is lying, though you do not automatically know the truth.

  • Inquisitive, Insightful FightingLevel 3

    As a bonus action, make a Wisdom (Perception) check to spot a hidden creature or object, or make an Intelligence (Investigation) check to uncover clues or decipher clues.

  • Inquisitive, Insightful FightingLevel 3

    As a bonus action, make a Wisdom (Insight) check contested by the target's Charisma (Deception). On a success, you gain advantage on attacks against that target for 1 minute, provided you do not have disadvantage. You can use Sneak Attack against it even without advantage or an adjacent ally, but only once per turn.

  • Ability Score Improvement, Crossbow ExpertLevel 4

    You gain the Crossbow Expert feat. You ignore the loading quality of crossbows, do not suffer disadvantage for making ranged attacks while within 5 feet of a hostile creature, and can make a hand crossbow attack as a bonus action after attacking with a one-handed weapon.

  • Inquisitive, Steady EyeLevel 9

    You have advantage on Wisdom (Insight) checks made to determine whether a creature is lying. You can also use Insightful Fighting as a bonus action against a creature without needing to make the contested check if its deception bonus is lower than your Insight bonus.

  • Inquisitive, Unerring EyeLevel 13

    You can make a check to determine whether an attacker has an advantage or disadvantage against you. You can also use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object, or an Intelligence (Investigation) check to uncover clues.

  • Crossbow ExpertLevel 4

    You can use a bonus action to make a hand crossbow attack after attacking with a one-handed weapon, and loading a crossbow no longer limits your attacks.

Always on

  • Elusive Defense

    When An attack is made against you

    If an attacker would have advantage against you, treat the attack as normal unless you are incapacitated or blinded.

  • Stroke of LuckLevel 18

    When You miss an attack or fail an ability check

    Turn a missed attack into a hit or treat a failed ability check as a 20. Once per short or long rest.

  • ExpertiseLevel 1

    You gain proficiency with light armor, thieves' tools, and one gaming set. You can choose four rogue skills. Your proficiency bonus is doubled for Stealth, Investigation, Perception, and Deception. You also gain Expertise in those skills.

  • Sneak AttackLevel 1

    Once per turn, you can deal an extra 9d6 damage to one creature you hit with an attack if you have advantage, or if another enemy of the target is within 5 feet of it and you do not have disadvantage. The attack must use a finesse or ranged weapon.

  • Inquisitive, Ear for DeceitLevel 3

    You gain proficiency with disguise kits and forgery kits. You can mimic another person's handwriting or craftwork after studying it for 1 minute, and you can imitate speech after hearing it for 1 minute.

  • Fast Hands and Fleet FeetLevel 6

    Your walking speed increases by 5 feet while you are not wearing heavy armor.

  • EvasionLevel 7

    You gain the Evasion feature. On a Dexterity saving throw for half damage, you take no damage on a success and half damage on a failure.

  • Ability Score ImprovementLevel 8

    Increase your Dexterity score by 2, to a maximum of 20.

  • Ability Score ImprovementLevel 10

    Increase your Intelligence score by 2.

  • Reliable TalentLevel 11

    Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

  • Slippery MindLevel 15

    You gain proficiency in Wisdom saving throws.

  • Ability Score ImprovementLevel 16

    Increase your Dexterity by 1 and your Wisdom by 1.

  • ElusiveLevel 18

    Your attack rolls against creatures within 30 feet cannot have disadvantage unless you are incapacitated or blinded.

  • Ability Score Improvement, AlertLevel 12

    You gain the Alert feat. You add 5 to initiative, cannot be surprised while conscious, and creatures do not gain advantage on attack rolls against you as a result of being unseen.

  • Weapon TrainingLevel 1

    You gain proficiency with hand crossbows, longswords, rapiers, and shortswords from your rogue and elf training. You also gain proficiency with simple weapons.

  • Wood Elf HeritageLevel 1

    You can move through difficult terrain caused by nonmagical plants without extra movement and have advantage on saving throws against being charmed. Magic cannot put you to sleep.

  • Mask of the WildLevel 1

    You can hide even when lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena.

  • Elven Senses and TranceLevel 1

    You have darkvision out to 60 feet, can enter a trance instead of sleeping, and need only 4 hours of meditation during a long rest.

  • TraitWood ElfDarkvision out to 60 feet
  • TraitWood ElfKeen Senses, proficiency in Perception
  • TraitWood ElfFey Ancestry, advantage on saving throws against being charmed
  • TraitWood ElfFey Ancestry, magic cannot put you to sleep
  • TraitWood ElfTrance, four hours of meditation replaces sleep
  • TraitWood ElfElf weapon training, proficiency with longswords, shortswords, shortbows, and longbows
  • TraitWood ElfFleet of Foot, walking speed is 35 feet
  • TraitWood ElfMask of the Wild, hide while lightly obscured by natural phenomena
  • Quiet SolidarityFormer Slave

    You have a reliable network among escaped slaves, dock laborers, caravan hands, servants, and others who live under coercion or exploitation. In settlements, they can provide discreet rumors, temporary shelter, directions, or a warning when someone is searching for you. They will not knowingly risk their lives for you, but they recognize your scars and understand your cause.

Gear

7 items

Weapons

  • 2×
    Dagger
    A balanced blade with a narrow point, kept in a sheath at the left hip
  • Hand crossbow
    A compact hand crossbow with a worn wooden stock and quiet draw mechanism

Armor

  • Leather armor
    Light armor made from dark, supple leather, altered repeatedly for travel and concealment

Tools

  • Thieves' tools
    Tools for opening locks and disabling traps
  • Gaming set, dice
    A small set of loaded dice, useful for games, distractions, and reading strangers

Gear

  • 20×
    Crossbow bolts
    Bolts carried in a waxed leather case
  • Burglar's pack and common clothes
    A hooded dark travel cloak, common clothes, and a belt pouch containing 15 gp

Appearance

A lean young wood elf with weathered bronze skin, pale gray-green eyes, and dark ash-brown hair cut unevenly at the jaw. Both ears were deliberately shortened to blunt, human-like points, leaving clean but visible scars along the edges. He wears fitted dark leather armor beneath a patched travel coat, with two daggers hidden at his hips and a compact hand crossbow strapped beneath his forearm. His movements are quiet and economical, but his expression carries a constant, watchful readiness.

Mannerisms

Ketik keeps his head slightly angled so he can hear with both ears at once. He counts exits whenever he enters a room, touches the scars on his ears before opening an unfamiliar door, and speaks in short, precise sentences when frightened.

Personality

Ketik is observant, dryly funny, and more comfortable listening than speaking. He notices the smallest changes in posture, routine, and tone, then quietly files them away. Around the powerless he is patient and unexpectedly gentle. Around the wealthy or authoritative, he becomes polite in the careful way of someone measuring the distance to a knife.

Ideals

No one is property. Freedom is not a reward for obedience, it is the condition every living person should begin with.

Bonds

He carries a stolen ledger containing names connected to the slave trade. He will risk almost anything to recover its missing pages and free the people whose names are written inside.

Flaws

He assumes every kindness has a hidden price and can become cruelly suspicious when someone offers help without asking for anything in return.

Quirks

He gives people nicknames based on the sound of their footsteps.
He refuses to sit with his back to a door, even in supposedly safe places.
He keeps one crossbow bolt unsharpened as a reminder that survival is not the same as surrender.
He collects broken keys and labels each one with the lock it failed to open.

Background

Ketik was born among the cedar valleys of a wood elf community that traded herbs, carved bows, and winter resin with the human towns beyond the forest. He was still young when a merchant caravan raided the settlement during a border feud. Ketik and several others were taken south, sold, and passed between owners who valued elves for their silence, endurance, and supposed grace. One owner had a particular rule for every long-eared captive. Their ears were cut to what he called human length, a petty mutilation meant to erase lineage and make obedience visible. Ketik survived the procedure by biting through a leather strap and memorizing every face in the room. He escaped years later by turning the household's own systems against it. He learned which locks were decorative, which guards drank before dusk, and which servants could be trusted with a whispered plan. A cook smuggled him a hand crossbow, while a stable boy taught him how to move unseen through crowded streets. Ketik fled with two daggers, a set of thieves' tools, and a ledger naming buyers, sellers, and debtors involved in the trade. He now works as an investigator, infiltrator, and occasional thief, hunting the people who profited from his captivity. He does not seek revenge on every former owner. He seeks evidence, liberation, and the moment when a powerful person realizes the person they dismissed as property has been watching them for months.

“He was still young when a merchant caravan raided the settlement during a border feud.”
From their backstory
Background
Former Slave

Connections

Species

Wood Elf

Media

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