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Kalmar 2 - AI-generated fantasy Character

Kalmar 2

Human · Rogue (Arcane Trickster) · Level 5 · Criminal

Kalmar 2

He is polite but distant, maintaining a professional demeanor even when discussing life and death.
AC16
HP38/38
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 38 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge33
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • DeceptionCHA
  • InsightWIS
  • PerceptionWIS
  • StealthDEX

Armor

Light Armor

Weapons

Simple Weapons,
Hand Crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' Tools,
Dice Set

Languages

Common,
Elvish,
Thieves' Cant

Features

8 features

Bonus action

  • Cunning ActionLevel 2

    You can take a bonus action on each of your turns in combat to take the Dash, Disengage, or Hide action.

Reaction

  • Uncanny DodgeLevel 5

    When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Always on

  • ExpertiseLevel 1

    Your proficiency bonus is doubled for Stealth and Thieves' Tools.

  • Sneak AttackLevel 1

    Once per turn, you can deal an extra 3d6 damage to one creature you hit with an attack if you have advantage on the attack roll.

  • SpellcastingLevel 3

    You can cast spells using Intelligence. You know 3 cantrips and 4 1st-level spells.

  • Mage Hand LegerdemainLevel 3

    When you cast Mage Hand, you can make the spectral hand invisible and perform additional tasks like stowing/retrieving objects or using thieves' tools at range.

  • Extra LanguageHumanElvish
  • Criminal ContactCriminal

    You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals.

Spells

7 spells

Spellcasting. Kalmar 2 casts with Intelligence (spell save DC 13, to hit with spell attacks).

Cantrips (at will): , ,

1st level (3 slots): , , ,

Gear

6 items

Weapons

  • 6×
    Family Dagger
    Finesse, light, thrown weapon that belonged to his father.
  • Rapier
    A slender blade for precise strikes.

Armor

  • Studded Leather Armor
    A forest green suit of studded leather.

Tools

  • Thieves' Tools
    A set of tools used for picking locks and disarming traps.

Gear

  • Burglar's Pack
    A backpack containing 10 feet of string, a bell, candles, a crowbar, a hammer, pitons, a hooded lantern, oil, rations, a tinderbox, and a waterskin.
  • Deep Green Travel Cloak
    A heavy, hooded cloak that helps blend into forest foliage.

Appearance

Kalmar is a 6 foot tall man with caramel skin and an athletic build. His face features soft yet angular lines, usually framed by a perpetual shadow of stubble. He has short dark brown hair and observant hazel eyes. He is dressed in functional, forest green studded leather armor and a heavy deep green travel cloak with a deep hood. Six distinct daggers are prominently strapped to his person.

Mannerisms

He speaks in a low, calm voice that radiates authority and intimidation. He is meticulously careful in his movements, always positioning himself with his back to a wall.

Personality

He is polite but distant, maintaining a professional demeanor even when discussing life and death. He has a dry, dark sense of humor and rarely laughs out loud. He values silence and efficiency above all else.

Ideals

Honor Among Thieves. I am a killer, but I have a code. I will never harm the innocent or those who cannot defend themselves.

Bonds

The six daggers I carry are the only remnants of my family and the village I lost. They are sacred to me.

Flaws

I am pathologically suspicious of everyone. I assume hidden motives in every kind gesture, making it nearly impossible for me to trust others.

Quirks

He constantly checks the balance of his daggers when he is idle.
He refuses to sleep in a bed if there is a suitable tree or rooftop nearby.

Background

Kalmar was fifteen when the sky turned orange. Raiders swept through his small village, leaving nothing but cinders and ghosts in their wake. He fled into the deep groves, the same woods where his father had secretly shown him how to move through the canopy and manipulate the gloom. Orphaned and hollow, Kalmar did not seek a new family. Instead, he refined the arts of the shadow that his father had hinted at, turning his grief into a sharp blade and his father's old daggers into tools of survival. For nearly two decades, he has lived on the fringes of society, treating the forest as his true sanctuary. He discovered that the same whispers that allowed him to vanish into the trees could be woven into minor magics, which he uses to bolster his stealth. He emerged as a respected but feared name in the underworld, a ghost who only appears in cities to take bounties on those who prey upon the weak. While he works as a criminal, he refuses to spill the blood of the innocent, seeing himself as a necessary darkness that keeps worse monsters in check. Now, at thirty-three, Kalmar travels the world with the six daggers of his lineage, careful and ever suspicious.

“Raiders swept through his small village, leaving nothing but cinders and ghosts in their wake.”
From their backstory
Background
Criminal

Connections

Species

Human

Media

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