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Aldrin Thane - AI-generated fantasy Character

Aldrin Thane

Elf · Ranger (Hunter) · Level 20 · Outlander

Aldrin Thane

Quietly observant and fiercely compassionate, Aldrin prefers practical help to grand speeches.
AC16
HP144/144
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 144 · 35 ft.
AlignmentChaotic GoodGenderMaleAgeApproximately 287 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • Animal HandlingWIS
  • AthleticsSTR
  • InsightWIS
  • InvestigationINT
  • NatureINT
  • PerceptionWIS
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Longbows,
Shortbows,
Longswords,
Rapiers,
Shortswords,
Hand crossbows,
Light crossbows,
Heavy crossbows,
Scimitars,
Whips,
Net

Tools

One musical instrument, drum

Languages

Common,
Elvish,
Goblin,
Undercommon,
Sylvan

Features

23 features

Action

  • Primeval AwarenessLevel 3

    Aldrin can communicate with beasts as limited by their Intelligence and can use an action to expend a spell slot and sense whether certain creature types are present within 1 mile, or 6 miles in favored terrain, though the feature does not reveal their exact location or number.

Bonus action

  • VanishLevel 14

    Aldrin can use a bonus action to take the Hide action. He can also remain unseen while traveling alone at a normal pace.

Always on

  • Favored EnemyLevel 1

    Aldrin has two favored enemy types, humanoids, and monstrosities. He has advantage on Wisdom (Survival) checks to track them and Intelligence checks to recall information about them. He also speaks one language associated with each favored enemy type, Goblin and Undercommon.

  • Natural ExplorerLevel 1

    Aldrin is an experienced traveler in forests, mountains, and grasslands. In favored terrain, difficult terrain does not slow his group's travel, the group cannot become lost except by magical means, and he remains alert to danger while engaged in other activities. He can move stealthily at a normal pace when traveling alone, finds twice as much food, and while tracking other creatures learns their number, size, travel direction, and approximate time of passage.

  • SpellcastingLevel 2

    Aldrin can cast ranger spells using Wisdom as his spellcasting ability. He knows 11 ranger spells and regains expended spell slots after a long rest.

  • Fighting Style, ArcheryLevel 2

    Aldrin chooses the Archery fighting style, gaining a +2 bonus to attack rolls made with ranged weapons.

  • Extra AttackLevel 5

    Aldrin can attack twice, instead of once, whenever he takes the Attack action on his turn.

  • Land's StrideLevel 8

    Moving through nonmagical difficult terrain costs Aldrin no extra movement. He can pass through nonmagical plants without being slowed or damaged, and he has advantage on saving throws against magically created or manipulated plants.

  • Hide in Plain SightLevel 10

    Aldrin can spend 1 minute creating camouflage for himself. While camouflaged, he gains a +10 bonus to Dexterity (Stealth) checks while remaining motionless and gains the benefits of being hidden until he moves or takes an action or reaction.

  • Feral SensesLevel 18

    Aldrin can see invisible creatures within 30 feet, provided they are not successfully hidden from him.

  • Foe SlayerLevel 20

    Once on each of his turns, Aldrin can add his Wisdom modifier to the attack roll or damage roll of an attack against a favored enemy. He can choose to apply the bonus after seeing the roll but before its effects are determined.

  • Ability Score ImprovementLevel 4

    At ranger levels 4, 8, 12, 16, and 19, Aldrin gains an Ability Score Improvement. His final ability scores reflect the specified character build and species bonuses.

  • Additional Favored EnemyLevel 14

    Aldrin chooses one additional favored enemy type and one associated language.

  • Hunter's Prey, Colossus SlayerLevel 3

    As a Hunter, Aldrin chooses Colossus Slayer. Once per turn, when he hits a creature with a weapon attack, the attack deals an extra 1d8 damage if the creature is below its hit point maximum.

  • Defensive Tactics, Multiattack DefenseLevel 7

    As a Hunter, Aldrin chooses Multiattack Defense. When a creature hits him with an attack, he gains a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

  • Superior Hunter's Defense, EvasionLevel 15

    As a Hunter, Aldrin chooses Superior Hunter's Defense, gaining Evasion. When subjected to an effect allowing a Dexterity saving throw for half damage, he takes no damage on a success and half damage on a failure.

  • TraitElfDarkvision, 60 feet.
  • TraitElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put Aldrin to sleep.
  • TraitElfTrance, Aldrin meditates deeply for 4 hours instead of sleeping.
  • TraitElfWood Elf Fleet of Foot, walking speed is 35 feet.
  • TraitElfWood Elf Mask of the Wild, Aldrin can attempt to hide when lightly obscured by natural phenomena.
  • TraitElfWood Elf ability score increase, Dexterity +2 and Wisdom +1.
  • WandererOutlander

    Aldrin has an excellent memory for maps, terrain, and landmarks. He can find food and fresh water for himself and up to five other people each day, provided the land offers natural resources. He is also familiar with the customs, settlements, and wilderness of the regions he has traveled.

Spells

12 spells

Spellcasting. Aldrin Thane casts with Wisdom (spell save DC 16, to hit with spell attacks).

1st level (4 slots): , , ,

2nd level (3 slots): , , , ,

3rd level (3 slots): ,

4th level (3 slots):

5th level (1 slot): no spells

Gear

11 items

Weapons

  • 2×
    Shortsword
    Martial melee weapon, 1d6 piercing damage, finesse, light.
  • Longbow
    Martial ranged weapon, 1d8 piercing damage, ammunition, heavy, two-handed, range 150/600.

Armor

  • Scale mail
    Medium armor providing an Armor Class of 14 + Dexterity modifier, maximum Dexterity bonus of +2.

Gear

  • 20×
    Arrows
    Ammunition for the longbow.
  • Dungeoneer's pack
    Includes a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
  • Staff
    A simple wooden staff used for walking, marking trails, and defense.
  • Hunting trap
    A spring-loaded trap capable of restraining a creature that triggers it.
  • Trophy
    A trophy taken from a defeated animal or monster, such as a claw, tooth, or hide.
  • Traveler's clothes
    Rugged clothing suitable for long travel.
  • Belt pouch
    Money pouch containing ten gold pieces.

Purse

  • 10×
    Gold pieces
    Starting currency from Aldrin's background equipment.

Appearance

Aldrin is a tall, lean wood elf with weathered bronze skin, long ash-blond hair, and keen green eyes flecked with gold. A thin scar crosses his left eyebrow, and his hands are marked by years of bowstring burns, climbing, and wilderness travel. He wears battered scale mail beneath a dark green cloak, with a carved yew longbow across his back and two finely balanced shortswords at his hips.

Mannerisms

Aldrin pauses before entering any doorway, studying the air and floor as if expecting the room to leave tracks. He speaks softly, rarely wastes words, and habitually positions himself where he can see both an exit and the highest nearby ground.

Personality

Quietly observant and fiercely compassionate, Aldrin prefers practical help to grand speeches. He is patient with frightened animals, suspicious of pompous officials, and unexpectedly playful around children. He treats every journey as a lesson in attention, believing that carelessness is the wilderness's most common predator.

Ideals

Freedom. No crown, council, church, or ancient tradition has the right to decide who may walk beneath the open sky. The strong should defend the freedom of those who cannot defend themselves.

Bonds

He carries a small iron key recovered from the ruins of the village where his younger sister vanished. He will cross any distance and defy any authority to protect isolated settlements from raiders, monsters, and tyrants.

Flaws

Aldrin is slow to forgive betrayal and quicker than he should be to assume that civilization will fail the vulnerable. He sometimes pursues a personal quarry long after the practical danger has passed, even when doing so places companions at risk.

Quirks

Names every campfire and apologizes to trees before cutting branches.
Keeps a written tally of every village he has guided to safety.
Can identify most birds by their alarm calls but imitates only owls.
Places a small stone beside the trail whenever someone in his party dies.

Background

Aldrin Thane was born beneath the ancient boughs of a woodland that bordered the realms of elves, humans, and things far less civilized. His parents were wardens of the forest paths, and from childhood he learned to read broken branches, bird calls, and the subtle language of wind through leaves. When a marauding warband burned several frontier villages, Aldrin abandoned the safety of his grove and began guiding refugees through the wilderness. He discovered that the wild was not merely a place to survive, but a living network of roads, warnings, and hidden sanctuaries.

“When a marauding warband burned several frontier villages, Aldrin abandoned the safety of his grove and began guiding refugees through the wilderness.”
From their backstory
Background
Outlander

Connections

Species

Elf

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