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Bálint Kresz - AI-generated fantasy Character

Bálint Kresz

Human · Rogue · Level 3 · Outlander

Bálint Kresz

Quietly observant and dependable, Bálint prefers proving his loyalty through practical action rather than promises.
AC14
HP22/22
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 22 · 30 ft.
AlignmentNeutral GoodGenderMaleAge29 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Martial weapons with the finesse or ranged property

Tools

Thieves' tools,
Navigator's tools,
One musical instrument,
One gaming set

Languages

Common,
Giant,
One additional language of choice

Features

12 features

Bonus action

  • Cunning ActionLevel 2

    When On your turn as a bonus action.

    Take the Dash, Disengage, or Hide action as a bonus action.

Always on

  • Sneak AttackLevel 1

    When Once per turn when attacking with advantage, or when an enemy of the target is within 5 feet of it and you do not have disadvantage, using a finesse or ranged weapon.

    Make one weapon attack against a creature within range. If the attack qualifies, deal an extra 2d6 damage once per turn.

  • ExpertiseLevel 1

    Choose two of your skill proficiencies, or one skill proficiency and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check that uses either chosen proficiency. Bálint has expertise in Stealth and thieves' tools.

  • Thieves' CantLevel 1

    You know the secret mix of dialect, jargon, and code used by rogues to conceal messages in ordinary conversation.

  • Roguish ArchetypeLevel 3

    You choose an archetype that reflects your rogue abilities. Bálint has not yet chosen a Roguish Archetype.

  • Ability Score IncreaseHumanYour ability scores each increase by 1.
  • AgeHumanHumans reach adulthood in their late teens and live less than a century.
  • AlignmentHumanHumans tend toward no particular alignment.
  • SizeHumanMedium.
  • SpeedHumanYour base walking speed is 30 feet.
  • LanguagesHumanYou can speak, read, and write Common and one extra language of your choice.
  • WandererOutlander

    You have an excellent memory for maps and geography, and you can find food and fresh water for yourself and up to five other people each day, provided the land offers natural sources.

Gear

11 items

Weapons

  • Rapier
    A finely balanced one-handed blade with a narrow point.
  • Shortbow and arrows
    A compact ranged weapon with a quiver containing 20 arrows.
  • 2×
    Dagger
    Small blades suitable for close combat or throwing.

Armor

  • Leather armor
    Light armor made from supple, hardened leather.

Tools

  • Thieves' tools
    Tools for opening locks and disabling traps.

Gear

  • Burglar's pack
    A pack containing a bedroll, mess kit, tinderbox, rations, waterskin, rope, and other travel necessities.
  • Staff
    A stout walking staff used for travel and defense.
  • Hunting trap
    A trap used to catch small or medium creatures.
  • Trophy from a slain animal
    A token taken from a memorable wilderness adversary.
  • Traveler's clothes
    Rugged clothing intended for travel through difficult country.

Purse

  • 10×
    Gold pieces
    Starting money from the Outlander background.

Appearance

A lean, weather-hardened human with olive skin, close-cropped dark hair, and a narrow scar crossing the left eyebrow. Their gray-brown eyes remain alert even when their expression is calm. They dress in practical layered leathers, a faded green cloak, and well-maintained boots suited for mud, rock, and long roads. A small bone charm hangs beside a pair of worn thieves' tools.

Mannerisms

Bálint studies exits, windows, and nearby terrain whenever he enters a room. He speaks in short, precise sentences, rarely wastes food, and turns a coin over his knuckles when thinking.

Personality

Quietly observant and dependable, Bálint prefers proving his loyalty through practical action rather than promises. He has a dry sense of humor, a patient manner with frightened people, and an instinctive dislike of bullies who use rules as weapons.

Ideals

Freedom. No border, title, or law gives anyone the right to own another person's path.

Bonds

I carry the original ledgers that exposed the magistrate's crime, and I will one day place them before a court that cannot be bought.

Flaws

I distrust settled authorities so deeply that I sometimes sabotage useful alliances before anyone has actually betrayed me.

Quirks

Counts door hinges and window latches without realizing it.
Keeps dried berries in every coat pocket.
Names unfamiliar trails after the first unusual sound heard on them.
Refuses to sleep with his back facing an open doorway.

Background

Bálint Kresz was born in a remote human settlement at the edge of a vast stretch of forest and broken uplands. His family guided merchants, pilgrims, and lost soldiers through country where roads vanished beneath moss and old border stones. Bálint learned to read weather in the clouds, water in the shape of grass, and danger in the silence of birds. When a winter expedition failed to return, he followed its trail alone and found the survivors trapped in a ravine, along with a locked case bearing the seal of a wealthy magistrate. The case contained ledgers proving that the expedition had been deliberately redirected toward an ambush. Bálint brought the survivors home, but the magistrate's agents came soon after, burning the settlement's records and threatening anyone who spoke of the conspiracy. Bálint escaped with the ledgers and began moving from town to town, earning coin as a guide, scout, courier, and occasional burglar. His skill with locks grew from necessity, as did his talent for striking from concealment. Now he travels with adventurers because the wilderness has taught him how to survive, while civilization has taught him where the most dangerous predators hide.

“His family guided merchants, pilgrims, and lost soldiers through country where roads vanished beneath moss and old border stones.”
From their backstory
Background
Outlander

Connections

Species

Human

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