Skip to content
CreatePricing
Aderiava Pennant - AI-generated fantasy Character

Aderiava Pennant

Kenku · Ranger · Level 1 · Criminal

Aderiava Pennant

Alert, irreverent, and warm beneath layers of suspicion.
AC15
HP13/13
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 13 · 30 ft.
AlignmentChaotic GoodGenderFemaleAge31 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • Animal HandlingWIS
  • AthleticsSTR
  • DeceptionCHA
  • InsightWIS
  • InvestigationINT
  • NatureINT
  • PerceptionWIS
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Thieves' Tools,
Gaming Set

Languages

Common,
Elvish

Features

10 features

Always on

  • SpellcastingLevel 1

    You have two first-level spell slots and can prepare two first-level Ranger spells. Wisdom is your spellcasting ability, and you can use a Druidic Focus as a spellcasting focus.

  • Favored EnemyLevel 1

    You always have Hunter's Mark prepared. You can cast it twice without expending a spell slot, regaining all expended free uses when you finish a Long Rest.

  • Weapon MasteryLevel 1

    You can use the mastery properties of two proficient weapon types, chosen here as Longbows and Shortswords. You can change these choices when you finish a Long Rest.

  • Expert DuplicationKenkuYou have Advantage on ability checks made to create a duplicate of writing or craftwork.
  • Kenku RecallKenkuYou can give yourself Advantage on an ability check using a skill in which you have proficiency. You can use this trait a number of times equal to your Proficiency Bonus, regaining all expended uses after a Long Rest.
  • MimicryKenkuYou can accurately imitate sounds you have heard, including voices. A creature that hears the imitation can determine it is false by succeeding on an Insight check against a DC of 8 plus your Proficiency Bonus plus your Charisma modifier.
  • Creature TypeKenkuHumanoid.
  • SizeKenkuMedium or Small. This character is Medium.
  • SpeedKenku30 feet.
  • Criminal ContactCriminal

    You have a reliable contact who acts as your liaison to a network of criminals. You know how to find the contact in any settlement where criminals operate, though that contact may not be reliable themselves.

Spells

3 spells

Spellcasting. Aderiava Pennant casts with Wisdom (spell save DC 11, to hit with spell attacks).

1st level (2 slots): , ,

Gear

12 items

Weapons

  • 2×
    Shortsword
    Light martial weapons, each dealing 1d6 piercing damage and possessing the Nick property.
  • Longbow
    A two-handed martial ranged weapon with a normal range of 150 feet and a long range of 600 feet.
  • 2×
    Dagger
    Simple blades useful as weapons, tools, or distractions.

Armor

  • Scale Mail
    Flexible metal armor that provides protection while allowing movement.

Tools

  • Thieves' Tools
    Tools for picking locks and disabling traps.

Gear

  • 20×
    Arrows
    Ammunition for the longbow.
  • Quiver
    A container for carrying arrows.
  • Explorer's Pack
    A pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and other basic adventuring supplies.
  • Crowbar
    A sturdy iron bar useful for forcing doors and crates.
  • 2×
    Pouch
    Small leather containers for coins, tools, or stolen goods.
  • Traveler's Clothes
    Plain, durable clothing suitable for travel and avoiding notice.

Purse

  • 16×
    Gold Pieces
    Loose starting currency remaining from her criminal trade.

Appearance

A medium-sized female kenku with charcoal-black feathers, a pale gray throat, and bright hazel eyes. Her plumage carries a clean scent of cedar oil, bowstring wax, and rain-damp wool, which she is entirely unaware of. She stands with her weight on the balls of her feet, subtly angled toward the nearest exit, as though every room were a trail crossing. A narrow copper ring circles one claw, and she wears a weathered green cloak patched with scraps of stolen banners and old maps.

Mannerisms

When waiting, she leans forward with one foot half lifted, like a bird preparing to hop across a branch. She answers questions with an appropriate remembered voice before answering in her own speech, especially when nervous. She keeps her head very still while her eyes move constantly.

Personality

Alert, irreverent, and warm beneath layers of suspicion. Aderiava notices small inconsistencies immediately and has a dry sense of humor expressed through perfectly timed imitations. She is generous with food, directions, and second chances, but deeply uncomfortable when anyone tries to give her something without asking for payment.

Ideals

Freedom. No law deserves obedience merely because someone powerful wrote it. People should be judged by the harm they prevent, not by the rules they break.

Bonds

I owe my life to the scattered members of my old crew, and I will find them before the law, or the people we once robbed, do.

Flaws

I assume every promise conceals a price, and I sometimes sabotage honest help before it has a chance to disappoint me.

Quirks

Collects unusual keys even when she has no idea what they open.
Repeats a person's own laugh when she thinks they are hiding something.
Marks safe routes with tiny three-line scratches that resemble bird tracks.
Names every bowstring after a weather pattern.
Cannot resist correcting an inaccurate imitation, even when stealth would be wiser.

Background

Aderiava learned the world first through borrowed sounds. She grew up among kenku couriers and fence-runners in the river district of Caer Dovain, where a copied lock click, a guard captain's cough, or the exact call of a night watchman could mean the difference between a clean escape and a prison cell. Her first crimes were small and practical, mostly carrying messages, lifting keys, and guiding hungry children through alleys where adults were not welcome. She became unusually good at remembering routes, voices, and the tiny habits that reveal when someone is lying. Her life changed when a burglary went wrong. The target was a magistrate who had been selling seized food and medicine back to the desperate neighborhoods he was supposed to protect. Aderiava escaped with the evidence, but her criminal crew scattered when the magistrate's enforcers came hunting. Rather than sell the documents, she delivered them to a wandering warden of the wilds, who taught her to read tracks, judge weather, and loose an arrow before fear could make the decision for her. Now she works as a ranger, thief, and occasional saboteur, stealing from those who hoard power and leaving supplies where ordinary people can find them. She still carries the magistrate's ledger, copied by her own careful claw, as proof that a criminal act can sometimes be the most honest thing a person does.

“She became unusually good at remembering routes, voices, and the tiny habits that reveal when someone is lying.”
From their backstory
Background
Criminal

Connections

Species

Kenku

Media

0 images

No images yet.

Visual sheet

Turn Aderiava Pennant into a sheet

A high-res, share-ready sheet you can post or print.