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Marr Tavi - AI-generated fantasy Character

Marr Tavi

Half-Elf · Rogue (Mastermind) · Level 12 · Sailor

Marr Tavi

Marr is observant, dryly charming, and difficult to surprise.
AC17
HP87/87
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 87 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge34 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • DeceptionCHA
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • PerceptionWIS
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
Disguise kit,
Forgery kit,
Navigator's tools,
Water vehicles

Languages

Common,
Elvish,
Dwarvish,
Thieves' Cant

Features

26 features

Bonus action

  • Cunning ActionLevel 2

    When Bonus action on your turn

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

  • Master of TacticsLevel 3

    When Bonus action on your turn

    As a bonus action, help an ally attack a creature within 30 feet, or help an ally with an ability check.

  • Insightful ManipulatorLevel 3

    You can use a bonus action to inspect a creature within 30 feet, learning whether it is your equal, superior, or inferior regarding two chosen characteristics: Intelligence, Wisdom, Charisma, class level, rogue level, or total levels. The DM tells you if the creature is your equal, superior, or inferior.

Reaction

  • MisdirectionLevel 3

    When A creature within 5 feet is targeted by the redirected attack

    As a reaction when an attack hits you, redirect it to a non-incapacitated creature within 5 feet of you.

  • Uncanny DodgeLevel 5

    When You are hit by an attack

    As a reaction, halve the damage from one attack that hits you.

Always on

  • Sneak Attack

    When Once per turn when the attack qualifies

    After striking a creature with a finesse or ranged weapon while having advantage or an adjacent enemy ally, deal an extra 6d6 damage once per turn.

  • ExpertiseLevel 1

    You gain proficiency with thieves' tools. You can add your proficiency bonus to one ability check involving thieves' tools if you are proficient with them.

  • Sneak Attack (1d6)Level 1

    Once per turn, you can deal an extra 1d6 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.

  • Master of IntrigueLevel 3

    You gain proficiency with the disguise kit and forgery kit. You also learn two languages of your choice, Dwarvish and Thieves' Cant, and can mimic the speech patterns and accent of a creature you have heard speak for at least 1 minute.

  • Ability Score ImprovementLevel 4

    You gain an Ability Score Improvement. Dexterity increases by 2, from 16 to 18.

  • LuckyLevel 6

    When you make an attack roll, ability check, or saving throw with advantage, you can reroll one of the dice once.

  • ExpertiseLevel 6

    You gain Expertise in two more proficient skills, Stealth and Deception.

  • Sneak Attack (4d6)Level 7

    You gain a second use of Sneak Attack damage, increasing it to 4d6.

  • Ability Score ImprovementLevel 8

    You gain an Ability Score Improvement. Dexterity increases by 2, from 18 to 20.

  • Slippery MindLevel 9

    You gain proficiency in Wisdom saving throws.

  • Ability Score Improvement, AlertLevel 10

    You gain an Ability Score Improvement and take the Alert feat. You cannot be surprised while conscious, gain a +5 bonus to initiative, and attackers do not gain advantage against you as a result of being unseen by you.

  • Reliable TalentLevel 10

    Your attacks ignore resistance to nonmagical bludgeoning, piercing, and slashing damage.

  • Reliable TalentLevel 11

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

  • Sneak Attack (6d6)Level 11

    You gain a third use of Sneak Attack damage, increasing it to 6d6.

  • Tool ProficienciesLevel 1

    You gain proficiency with thieves' tools, disguise kit, forgery kit, navigator's tools, and water vehicles.

  • TraitHalf-ElfDarkvision, 60 feet
  • TraitHalf-ElfFey Ancestry, advantage on saving throws against being charmed and immunity to magical sleep
  • TraitHalf-ElfSkill Versatility, proficiency in Insight and Deception
  • TraitHalf-ElfTrance, meditation for 4 hours instead of sleeping
  • TraitHalf-ElfAbility Score Increase, +2 Charisma, +1 Dexterity, +1 Constitution
  • Ship's PassageSailor

    You can secure free passage on sailing ships for yourself and your adventuring companions in exchange for working passage. You retain an instinctive knowledge of ships and the sea, and sailors recognize you as one of their own.

Gear

10 items

Weapons

  • Rapier
    A finesse martial weapon favored for precise strikes in close quarters.
  • 2×
    Dagger
    A small finesse weapon kept in a boot sheath and used as a backup weapon.
  • Belaying pin
    A heavy wooden pin used aboard ships as an improvised club, belaying tool, and last-resort weapon.

Armor

  • Studded leather armor
    Light armor made from flexible, lacquered leather, maintained with whale oil and sailcloth.

Tools

  • Thieves' tools
    Tools for picking locks, disarming traps, and bypassing simple mechanisms.

Gear

  • Burglar's pack
    A compact pack containing rope, pitons, tinder, rations, and other practical adventuring supplies.
  • Silk rope
    A length of silk rope used for rigging, climbing, and securing cargo.
  • Lucky charm
    A brass fishhook charm taken from the Nimble Wake's first mate.
  • Common clothes
    Simple clothing suitable for shipboard work and crowded ports.

Purse

  • 10×
    Gold pieces
    The accumulated proceeds from small cargo sales and careful thefts.

Appearance

A lean, weather-hardened half-elf man with salt-browned skin, close-cropped black hair, and a narrow beard threaded with gray. His left ear is pierced with a brass ring shaped like a fishhook. A faded green tattoo of seven curling waves runs from his right wrist to his elbow, one wave for each year spent at sea. He dresses in practical dark trousers, a loose linen shirt, a salt-stained blue coat, and soft-soled boots. His eyes are gray-green and constantly measuring exits, rigging, and people's hands.

Mannerisms

Marr keeps one thumb hooked beneath his belt whenever he enters a new room, as though bracing himself against a rolling deck. He pauses before answering important questions, listening for the rhythm beneath someone's words. When irritated, he taps a three-beat pattern against nearby wood, the old signal used aboard the Nimble Wake to warn of danger.

Personality

Marr is observant, dryly charming, and difficult to surprise. He treats every conversation like a trade, quietly estimating what each person wants, what they fear, and what they are pretending not to know. He is generous with food, directions, and practical help, but never gives anything without remembering the debt. After seven years at sea, he is more comfortable with a shifting deck than solid ground.

Ideals

Freedom. No harbor master, merchant prince, naval officer, or patron owns the sea, and no person has the right to own another person's choices.

Bonds

The crew of the Nimble Wake is his family, and he will risk almost anything to learn what happened to them. He carries the ship's ledger and intends to repay every living sailor who lost money because of its disappearance.

Flaws

He cannot resist opening a sealed container, reading a private ledger, or testing whether a locked door is truly secure. He lies reflexively when asked where he has been, even when the truth would be safer. He also has a deep, irrational fear of being trapped below deck with no visible route to the surface.

Quirks

Names every ship he boards, even if it already has a name.
Keeps coins from ports he has visited sewn into the inside hem of his coat.
Can identify several common knots by touch in total darkness.
Always sleeps with one hand touching wood, rope, or the floor.
Refuses to eat food that has not been salted, smoked, or dried.

Background

Marr Tavi was born in a dockside district where half-elves were useful enough to hire and foreign enough to distrust. His human mother kept accounts for chandlers, while his elven father vanished aboard a merchant vessel before Marr could form a clear memory of him. Marr learned early that a ship's manifest could lie more convincingly than a person, and that a quiet hand, a sharp eye, and a well-timed story could keep a hungry sailor alive. He began as a runner for harbor thieves, then graduated to slipping through cargo holds and altering labels on crates that were never meant to be inspected. Seven years ago, Marr signed onto the cutter Nimble Wake and never truly came ashore again. He worked as deckhand, purser's assistant, negotiator, and eventually the ship's unofficial intelligence officer. He has spent those years moving rare medicines, salvaged relics, spices, maps, and stranger wares between ports, staying only long enough to restock, sell, and leave before creditors, customs officers, or old enemies caught up. The Nimble Wake disappeared during a storm three months ago, leaving Marr with its ledger, its battered compass, and a debt he refuses to explain. Now he travels from ship to ship and port to port, selling what he can, collecting information, and quietly searching for the vessel's wreckage, because one entry in the ledger suggests the storm was no accident.

“His human mother kept accounts for chandlers, while his elven father vanished aboard a merchant vessel before Marr could form a clear memory of him.”
From their backstory
Background
Sailor

Connections

Species

Half-Elf

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