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Kalmar - AI-generated fantasy Character

Kalmar

Human · Rogue (Arcane Trickster) · Level 10 · Criminal

Kalmar

Kalmar is quiet and observant, preferring to let others talk while he maps out every exit in a room.
AC16
HP93/93
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 93 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge33
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • DeceptionCHA
  • InvestigationINT
  • PerceptionWIS
  • Sleight of HandDEX
  • StealthDEX

Armor

Light Armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
Disguise kit,
Dice set

Languages

Common,
Thieves' Cant,
Draconic

Features

11 features

Bonus action

  • Cunning ActionLevel 2

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

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

    Double proficiency bonus for Stealth, Deception, Perception, and Investigation.

  • Sneak AttackLevel 1

    Deal an extra 5d6 damage once per turn to a creature you hit with an attack if you have advantage or if another enemy of the target is within 5 feet of it.

  • Mage Hand LegerdemainLevel 3

    Your Mage Hand is invisible and can perform tasks such as stowing or retrieving objects, and using thieves' tools at range.

  • EvasionLevel 7

    When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed and only half damage if you fail.

  • Magical AmbushLevel 9

    If you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

  • Reliable TalentLevel 10

    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.

  • TraitHumanExtra Language (Draconic)
  • TraitHumanHuman Ability Score Increase (+1 to all scores)
  • Criminal ContactCriminal

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

Spells

10 spells

Spellcasting. Kalmar casts with Intelligence (spell save DC 16, to hit with spell attacks).

Cantrips (at will): , ,

1st level (4 slots): , , ,

2nd level (3 slots): , ,

Gear

6 items

Weapons

  • Shortsword
    A well balanced piercing blade.
  • 2×
    Dagger
    A small blade for throwing or close work.

Armor

  • Studded Leather Armor
    Hardened leather with metal rivets.

Tools

  • Thieves' tools
    A set of lockpicks and precision instruments.

Gear

  • Burglar's Pack
    Includes a backpack, 1000 ball bearings, string, bell, 5 candles, crowbar, hammer, 10 pitons, hooded lantern, oil, rations, and 50ft hempen rope.
  • Dark common clothes
    Nondescript clothing with a deep hood.

Appearance

Kalmar is a 33 year old human with a lean, athletic build. He has sharp, angular features and a perpetual shadow of stubble. His eyes are a piercing, dark grey that seem to see right through lies. He wears functional, blackened studded leather and a heavy travel cloak with a deep hood. A faint scent of ozone and cold smoke follows him, a side effect of his shadow magics.

Mannerisms

He speaks in a low, controlled whisper and rarely blinks during conversations, giving him an unsettling intensity.

Personality

Kalmar is quiet and observant, preferring to let others talk while he maps out every exit in a room. He is polite but distant, maintaining a professional demeanor even when discussing matters of life and death. He has a dry, dark sense of humor and rarely laughs out loud. Despite his grim profession, he possesses a strict moral compass that prevents him from harming those who have not earned a death sentence through their own cruelty.

Ideals

Justice must be served to those who think they are above the law, but the innocent must never be caught in the crossfire.

Bonds

I carry a scorched copper coin from my childhood home, it serves as a reminder of why I do what I do.

Flaws

I am deeply paranoid and struggle to form genuine emotional connections, assuming everyone has a hidden agenda.

Quirks

Constantly flips a blackened coin across his knuckles when thinking.
Always sits with his back to a wall.

Background

Kalmar was raised in a tranquil village that served as a rare sanctuary of peace until his fifteenth year. When a band of local marauders burned his home to ash for refusing to pay protection gold, Kalmar was the only survivor. In the wreckage, he discovered an old, charred tome that had belonged to a forgotten traveler, sparking a dormant talent for shadow magic that would define his future. He spent the next decade honing his skills, turning the pain of his past into a weapon against those who prey on the weak.

“When a band of local marauders burned his home to ash for refusing to pay protection gold, Kalmar was the only survivor.”
From their backstory
Background
Criminal

Connections

Species

Human

Media

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