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Kethra Tun-Stalker - AI-generated fantasy Character

Kethra Tun-Stalker

Half-Orc · Ranger (Gloomstalker) · Level 20 · Outlander

Kethra Tun-Stalker

Kethra is quiet and watchful, a product of surviving the sunless Marshes of Tun.
AC17
HP184/184
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 184 · 30 ft.
AlignmentNeutral GoodGenderFemaleAge28
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AthleticsSTR
  • InsightWIS
  • IntimidationCHA
  • PerceptionWIS
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Flute

Languages

Common,
Orc,
Sylvan

Features

20 features

Action

  • Extra AttackLevel 5

    You can attack twice whenever you take the Attack action.

Bonus action

  • VanishLevel 14

    Use the Hide action as a bonus action. Cannot be tracked by nonmagical means.

Always on

  • Favored EnemyLevel 1

    Monstrosities, Undead, Elementals. Advantage on Survival and Intelligence checks.

  • Natural ExplorerLevel 1

    Swamp, Forest, Coast. Double proficiency on INT/WIS checks. Cannot be lost. Group travels faster.

  • Fighting Style (Two-Weapon Fighting)Level 2

    Add ability modifier to the damage of second weapon attack.

  • Dread AmbusherLevel 3

    Add WIS to initiative. Gain +10 ft speed on first turn. Extra attack on first turn deals extra 1d8 damage.

  • Umbral SightLevel 3

    Gain Darkvision 60 ft (total 120 ft). You are invisible to creatures relying on darkvision in darkness.

  • Primeval AwarenessLevel 3

    Expend a spell slot to sense certain creature types within 1 mile.

  • Iron MindLevel 7

    Proficiency in Wisdom saving throws. If already proficient, choose INT or CHA.

  • Land's StrideLevel 8

    Move through nonmagical difficult terrain without extra movement cost.

  • Hide in Plain SightLevel 10

    Spend 1 minute to create camouflage for a +10 bonus to Stealth checks.

  • Stalker's FlurryLevel 11

    Once on each of your turns when you miss with a weapon attack, you can make another weapon attack.

  • Shadowy DodgeLevel 15

    When a creature makes an attack roll against you and doesn't have advantage, use reaction to impose disadvantage.

  • Feral SensesLevel 18

    When attacking a creature you can't see, your inability to see it doesn't impose disadvantage.

  • Foe SlayerLevel 20

    Add Wisdom modifier (+5) to attack or damage rolls against favored enemies once per turn.

  • TraitHalf-OrcDarkvision (60 ft.)
  • TraitHalf-OrcMenacing (Proficiency in Intimidation)
  • TraitHalf-OrcRelentless Endurance (Once per long rest, drop to 1 instead of 0 HP)
  • TraitHalf-OrcSavage Attacks (Extra damage die on melee critical hits)
  • WandererOutlander

    Excellent memory for maps and geography, and you can always find food and fresh water for yourself and up to five other people each day.

Spells

7 spells

Spellcasting. Kethra Tun-Stalker casts with Wisdom (spell save DC 19, to hit with spell attacks).

1st level (4 slots): ,

2nd level (3 slots): ,

3rd level (3 slots):

4th level (3 slots): no spells

5th level (2 slots): ,

Gear

6 items

Weapons

  • Magical Longbow +2
    A sleek, black-wood bow that pulses with a faint violet light.
  • 2×
    Magical Shortsword +1 (Matched Pair)
    Elegantly curved blades that vibrate slightly in the presence of monstrosities.

Armor

  • Masterwork Studded Leather (Black)
    Shadow-steeped leather reinforced with midnight-colored metal studs.

Gear

  • Cloak of the Displacer Beast
    Causes light to shimmer, making the wearer appear to be standing a few inches away from their actual location.
  • Quiver of Ehlonna
    Contains sixty arrows and your matched shortswords.
  • Explorer's Pack
    Essential gear for survival in the wild.

Appearance

Kethra is an imposing Orc of unusual build, standing tall but with a lithe, corded muscularity that favors agility over raw bulk. Her skin is a rich, dark emerald green, significantly deeper in hue than most of her kind, and marked by various scars from swamp predators. She wears black masterwork studded leather that absorbs light, and her form is constantly blurred by the shifting, iridescent fur of her displacer beast cloak. Two curved shortswords are cross-strapped to her back next to a longbow crafted from black heartwood.

Mannerisms

She constantly scans the ceiling and upper corners of any room she enters, as if looking for a tactical advantage or a hidden threat.

Personality

Kethra is quiet and watchful, a product of surviving the sunless Marshes of Tun. She speaks in concise, utilitarian sentences and has little patience for the formalities of land-based aristocrats. To her crew on the Gilded Wave, she is a silent guardian, often found perched in the highest rigging or lurking in the bow's deepest shadows. She trusts her instincts above all else and possesses a dry, dark sense of humor that only emerges after a successful hunt.

Ideals

Loyalty. The crew is the only pack that matters. I will give my life to ensure the Gilded Wave stays afloat.

Bonds

Captain Valeraine Thorne pulled me from the mud and gave me a purpose. I owe her a debt that can never be fully repaid.

Flaws

I am deeply uncomfortable in bright sunlight and crowded cities, often becoming irritable or withdrawing entirely when I cannot find a dark corner.

Quirks

She sharpens her swords whenever the ship is docked.
She prefers sleeping in the cargo hold over a bunk.
She keeps a collection of dried marsh flowers in her pocket.

Background

Born in the oppressive, humid depths of the Marshes of Tun, Kethra learned early that survival was a gift earned daily. Unlike the heavier, more aggressive orcs of the mountains, her lineage adapted for the treacherous bog, developing leaner frames and a preternatural ability to vanish in the mist. For years, she lived as a lone ghost of the swamp, hunting creatures that many would consider nightmares. Her solitary life ended when a skirmish with a pack of swamp horrors left her cornered and bleeding near the coast, where the magical warship Gilded Wave had anchored for repairs. It was Captain Valeraine Thorne who saw potential in the green-skinned stalker. As the captain and her crew fended off the remaining creatures, Kethra refused to yield even while gasping for breath. Recognizing a kindred spirit in the Orc's relentless survival instinct, Thorne offered her a place on the Gilded Wave. Since that day, Kethra has served as the ship's primary scout and nocturnal defender, using the deck of the magical vessel as her new hunting ground. She has found a strange, maritime family among the crew, though her heart remains tethered to the quiet darkness she once called home.

“For years, she lived as a lone ghost of the swamp, hunting creatures that many would consider nightmares.”
From their backstory
Background
Outlander

Connections

Species

Half-Orc

Media

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