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Nim Varkony - AI-generated fantasy Character

Nim Varkony

High Elf · Rogue (Inquisitive) · Level 18 · Enslaved Survivor

Nim Varkony

Nim is gentle with frightened people, dryly funny with trusted companions, and relentlessly observant around strangers.
AC16
HP129/129
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 129 · 30 ft.
AlignmentChaotic GoodGenderMaleAgeYoung adult, 126 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • InvestigationINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • Sleight of HandINT
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

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

Tools

Thieves' tools,
Disguise kit,
Three-Dragon Ante set

Languages

Common,
Elvish,
Hungarian

Features

32 features

Action

  • Versatile Trickster's CunningLevel 7

    You can take two bonus actions on your turn, but only one can be used to take the Cunning Action options.

Bonus action

  • Cunning ActionLevel 2

    When On your turn

    Use a bonus action to Dash, Disengage, or Hide.

  • Insightful FightingLevel 3

    As a bonus action, make a Wisdom (Insight) check contested by a creature's Charisma (Deception). If you succeed, you can use Sneak Attack against that creature without advantage for 1 minute, provided you do not have disadvantage. The effect ends if you switch targets or use this feature against a different target.

  • Eye for DetailLevel 3

    You can make a bonus action Wisdom (Perception) check to spot a hidden creature or object, or to locate an obscured object. You can also use Investigation to find or decipher clues as a bonus action.

  • Ear for DeceitLevel 3

    You can use a bonus action to make a Wisdom (Insight) check to determine whether a creature is lying. You also gain a bonus to Wisdom (Perception) checks equal to your Wisdom modifier when searching for a hidden creature or object.

Reaction

  • Uncanny DodgeLevel 5

    When When an attacker you can see hits you

    Halve the damage from one attack that hits you as a reaction.

  • Stroke of LuckLevel 18

    When After failing an attack roll, ability check, or saving throw

    If you fail an attack roll, ability check, or saving throw, choose to succeed instead. Recharges after a short or long rest.

Always on

  • Sneak AttackLevel 1

    When Once per turn when hitting with a finesse or ranged weapon

    Deal an extra 9d6 damage once per turn when attacking with advantage, or when an enemy of the target is within 5 feet and you lack disadvantage.

  • Unerring EyeLevel 13

    When After failing a qualifying check

    Treat one failed Perception or Investigation check as a 20, once per long rest with current Wisdom.

  • Rogue ProficienciesLevel 1

    You gain proficiency with light armor, simple weapons, hand crossbows, longswords, rapiers, and shortswords. You gain proficiency with thieves' tools and one gaming set.

  • ExpertiseLevel 6

    You gain proficiency in two skills, or expertise in two skills in which you are already proficient. Chosen skills: Investigation and Insight.

  • Roguish ArchetypeLevel 3

    You choose the Inquisitive archetype and gain its features.

  • Inquisitive TrainingLevel 3

    When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and thieves' tools. These proficiencies are already included in your proficiencies.

  • Ability Score ImprovementLevel 4

    You gain an Ability Score Improvement. Dexterity increases by 2, from 17 to 19.

  • Expertise and Tool ExpertiseLevel 6

    Your proficiency bonus is doubled for any ability check that uses your proficiency with thieves' tools. You also gain proficiency in two more skills, or expertise in two proficient skills. Chosen skills: Perception and Sleight of Hand.

  • Ability Score ImprovementLevel 8

    You gain an Ability Score Improvement. Dexterity increases by 1, from 19 to 20, and Constitution increases by 1, from 13 to 14.

  • Slippery MindLevel 15

    You gain proficiency in Wisdom saving throws.

  • Ability Score Improvement, AlertLevel 10

    You gain an Ability Score Improvement. You take the Alert feat, gaining +5 initiative, awareness of hidden attackers, and protection from being surprised while conscious.

  • BlindsenseLevel 14

    Your movement cannot be reduced by nonmagical difficult terrain, and you can move through the space of a hostile creature. The space is difficult terrain, and you cannot willingly end your turn there.

  • Ability Score Improvement, SharpshooterLevel 12

    You gain an Ability Score Improvement. You take the Sharpshooter feat, ignoring disadvantage from long range and cover, and gaining the option to take -5 to hit for +10 damage with a ranged weapon.

  • Ability Score Improvement, ObservantLevel 16

    You gain an Ability Score Improvement. You take the Observant feat, increasing Wisdom by 1, giving a passive Perception bonus of 5, and allowing you to read lips when you can see a speaking creature.

  • ElusiveLevel 18

    You have advantage on attack rolls against creatures you cannot see. You are also aware of the location of any creature within 10 feet of you that is not hidden from you, even if invisible or obscured.

  • Steady EyeLevel 9

    You gain advantage on Wisdom (Perception) checks if you move no more than half your speed on the same turn. You gain advantage on Intelligence (Investigation) checks to find or decipher clues if you move no more than half your speed.

  • TraitHigh ElfDarkvision, you can see in dim light within 60 feet as if it were bright light, and darkness as if it were dim light.
  • TraitHigh ElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put you to sleep.
  • TraitHigh ElfTrance, you do not need to sleep and can finish a long rest in 4 hours of meditation.
  • TraitHigh ElfKeen Senses, proficiency in Perception.
  • TraitHigh ElfElf Weapon Training, proficiency with longswords, shortswords, shortbows, and longbows.
  • Cantrip, you know one wizard cantripHigh ElfChosen cantrip: Minor Illusion.
  • TraitHigh ElfAbility Score Increase, Dexterity increases by 2 and Intelligence increases by 1.
  • TraitHigh ElfWalking speed is 30 feet.
  • Network of the UnboundEnslaved Survivor

    You know how to move through guarded places, recognize the signs of coercion and captivity, and identify people who are being controlled by fear, debt, or violence. In settlements where former servants, laborers, or fugitives gather, you can usually find discreet aid, shelter, or rumors. Those who profit from bondage may recognize you as a threat.

Gear

9 items

Weapons

  • Hand crossbow
    A compact hand crossbow with a darkened wooden stock and a quiet catch.
  • 2×
    Daggers
    Balanced blades with plain handles and no identifying decoration.

Armor

  • Leather armor
    Light protective armor made from worn brown leather, reinforced at the shoulders and ribs.

Tools

  • Thieves' tools
    A set of thieves' tools, including picks, files, tension wires, and a small mirror.
  • Disguise kit
    A disguise kit assembled from theater scraps and servant uniforms.

Gear

  • 20×
    Crossbow bolts
    Bolts carried in a narrow belt case.
  • Burglar's pack
    A burglar's pack containing a backpack, a thousand 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.
  • Three-Dragon Ante set
    A gaming set used by guards and servants to pass time and exchange information.
  • Enslaved Survivor's kit
    A false identity, forged papers, a dark common cloak, and 15 gp saved from years of hidden work.

Appearance

Nim Varkony is a slight, long-limbed high elf with warm brown skin, ash-blond hair cut short around the jaw, and gray-green eyes that rarely stay still. Both ears were deliberately cut down to blunt, uneven human-length points. The scars are old, pale, and impossible to mistake. He wears a close-fitted suit of weathered leather armor beneath a dark traveling coat, with two plain daggers at his belt and a compact hand crossbow concealed beneath his left arm. His movements are quiet, economical, and watchful.

Mannerisms

Nim pauses before entering any room, silently counting doors, windows, and people. He touches the scars on his ears whenever someone calls him by a title, and he speaks more softly when he is angry.

Personality

Nim is gentle with frightened people, dryly funny with trusted companions, and relentlessly observant around strangers. He dislikes being touched without warning and prefers practical gifts, clear agreements, and rooms with more than one exit.

Ideals

No one is property. Freedom is not a reward for good behavior, and no law that says otherwise deserves obedience.

Bonds

He carries a strip of linen embroidered with the names of twelve people who escaped with him, and he will risk almost anything to locate the others whose names never made it into the ledger.

Flaws

He assumes every kindness has a hidden price, and when someone offers trust freely, he becomes suspicious enough to sabotage it.

Quirks

Keeps a private count of every lock he has opened without a key.
Names each dagger after a person he helped escape, never after a victim.
Leaves small folded paper birds in places where slavers have been exposed.
Cannot sleep with his back to an open doorway.
Corrects ledgers and written contracts even when nobody asked him to.

Background

Nim Varkony was born among high elves who traded in ink, maps, and carefully preserved family histories. He was still young by elven standards when raiders sold him into a chain of households and workshops. His final owner maintained a collection of servants from many elven lineages and ordered their ears cut to make them appear more human. Nim survived the procedure, the years of labor, and the lesson it was meant to teach: that a person could be made easier to own by altering the evidence of what they were. He learned to steal keys before he learned to read locks, to read a guard's shoulders before the guard reached for a weapon, and to hide messages inside the stitching of work clothes. His escape began with a hand crossbow assembled from discarded parts and ended when he turned the household's own ledger against it, exposing debts that had been fabricated to keep dozens of people captive. Nim now works as an investigator, infiltrator, and occasional thief, tracking slavers and the respectable merchants who finance them. He does not seek to restore his ears or erase their scars. To him, they are proof that survival can leave a mark without becoming a defeat.

“He was still young by elven standards when raiders sold him into a chain of households and workshops.”
From their backstory
Background
Enslaved Survivor

Connections

Species

High Elf

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