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Corvin Vale - AI-generated fantasy Character

Corvin Vale

Human · Ranger (Hunter) · Level 7 · Criminal

Corvin Vale

Quietly observant, dryly witty, and hard to surprise.
AC15
HP54/54
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 54 · 40 ft.
AlignmentNeutral GoodGenderMaleAge29
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • InsightWIS
  • InvestigationINT
  • NatureINT
  • PerceptionWIS
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Daggers,
Scimitar,
Shortsword,
Longbow,
Lightly and rapiers?,
Finesse and light martial weapons from criminal training are already covered by class proficiencies.,
Thieves' tools are not a weapon proficiency.

Tools

Thieves’ Tools

Languages

Common,
Elvish,
Undercommon

Features

17 features

Action

  • Extra AttackLevel 5

    You can attack twice instead of once when you take the Attack action on your turn.

Always on

  • Marked Shot

    When When you hit a creature with a weapon attack while Hunter’s Mark is active.

    On a hit, the target takes the weapon’s normal damage plus Hunter’s Mark extra damage if it is the marked quarry. When the quarry is missing Hit Points, Colossus Slayer can add 1d8 damage once per turn.

  • Trailrunner's Pace

    When When you are traveling or repositioning in the wild.

    Move through hard terrain with practiced ease, then climb or swim as fast as you can walk because of Roving.

  • Ghost in the Brush

    When When you need to sneak, scout, or act first in a dangerous situation.

    Use Cunning methods of approach through stealth and observation, aided by expertise in Stealth and the Alert feat.

  • Weapon MasteryLevel 1

    You know two kinds of weapons well enough to use their mastery properties. After each Long Rest, you can change which two weapon kinds you have mastered.

  • SpellcastingLevel 1

    You can channel primal magic. You prepare 7 Ranger spells, you always have Hunter’s Mark prepared, and you regain spell slots on a Long Rest. Wisdom is your spellcasting ability.

  • Favored EnemyLevel 1

    You always have Hunter’s Mark prepared. You can cast it twice without expending a spell slot, and you regain all expended uses on a Long Rest.

  • Deft ExplorerLevel 2

    You gain Expertise in one skill proficiency of your choice. You also know two languages of your choice.

  • Fighting StyleLevel 2

    You gain a Fighting Style feat of your choice. This character has chosen Archery, giving a +2 bonus to attack rolls with ranged weapons.

  • Ranger SubclassLevel 3

    You gain a Ranger subclass. This character is a Hunter.

  • RovingLevel 6

    Your Speed increases by 10 feet while you are not wearing Heavy armor, and you gain a Climb Speed and Swim Speed equal to your Speed.

  • Hunter’s LoreLevel 3

    While a creature is marked by your Hunter’s Mark, you know whether it has any Immunities, Resistances, or Vulnerabilities, and you know what they are.

  • Defensive TacticsLevel 7

    You gain Defensive Tactics. This character has chosen Escape the Horde, which means Opportunity Attacks have Disadvantage against you. You can change this choice after a Short or Long Rest.

  • TraitHumanResourceful, gain Heroic Inspiration whenever you finish a Long Rest.
  • TraitHumanSkillful, gain proficiency in one skill of your choice.
  • Versatile, gain an Origin feat of your choiceHumanThis character has chosen Skilled.
  • AlertCriminal

    Alert. You gain the benefits of the Alert origin feat, and you are always one step ahead of trouble. Your training as a criminal also left you fluent in the habits of alleys, locks, and back doors.

Spells

8 spells

Spellcasting. Corvin Vale casts with Wisdom (spell save DC 11, to hit with spell attacks).

1st level (4 slots): , , , ,

2nd level (3 slots): , ,

Gear

15 items

Weapons

  • Scimitar
    A curved blade for close work.
  • Shortsword
    A backup blade.
  • Longbow
    Primary ranged weapon.
  • 2×
    Dagger
    Two daggers from a criminal life, kept as backup blades.

Armor

  • Studded Leather Armor
    Light armor with a stealth-friendly build.

Tools

  • Thieves’ Tools
    Tools used to open locks and bypass traps.
  • Crowbar
    A sturdy pry bar useful for forced entry and repairs.

Gear

  • 20×
    Arrows
    Ammunition for the longbow.
  • Quiver
    Carries arrows and keeps them dry.
  • Druidic Focus
    A small sprig used as a druidic focus for ranger magic.
  • Explorer’s Pack
    Travel gear for wilderness movement and survival.
  • 2×
    Pouch
    Small carrying sacks for contraband, coin, and supplies.
  • Traveler’s Clothes
    Plain clothes suited to traveling unnoticed.

Purse

  • 7×
    Gold Pieces
    Gold pieces from starting equipment.
  • 16×
    Gold Pieces
    Gold pieces from criminal background.

Appearance

A lean human with weather-tanned skin, sharp gray eyes, and dark hair worn tied back in a short runner’s knot. He favors a studded leather coat cut for movement, a hooded cloak with many hidden pockets, and a well-kept longbow slung beside a worn shortsword. Old knife scars mark his knuckles and forearms, and he always seems to be watching windows, alley mouths, and treelines at once.

Mannerisms

He scans exits before sitting down, counts windows without meaning to, and unconsciously positions himself where he can see the door. When he is thinking, he taps two fingers against the hilt of his shortsword like he is testing a lock. He speaks softly, but always precisely, as if every word should fit through a keyhole.

Personality

Quietly observant, dryly witty, and hard to surprise. Corvin treats kindness like a discipline, not a mood, and he is most comfortable when he has a perimeter to watch. He distrusts easy promises, but once someone has earned his confidence, he is fiercely loyal and unexpectedly gentle.

Ideals

Redemption. A person is not defined by the worst thing they have done. Whatever he was in the past, he can still choose to stand between the innocent and the people who would prey on them.

Bonds

He keeps a stolen signet ring from the night everything changed, not for its value, but because it is the only proof he has left that the fire was no accident. He sends part of every bounty or honest wage to the widow who once hid him from the city watch. He has also sworn never to abandon a child, runaway, or small-time crook if there is still a chance to pull them back from the edge.

Flaws

He still thinks like a fence and a thief when he is tired, which means he can become suspicious, secretive, and unwilling to trust a straightforward offer of help. He has a habit of taking the burden onto himself first, then asking for forgiveness later, even when the smarter choice is to ask for aid. If a plan reminds him of the old crew, the old fire, or the people he failed to save, his temper becomes cold and reckless.

Quirks

He never enters a room without noting where the shadows fall.
He polishes his arrows before important conversations, as if that might keep the truth sharp.
He cannot resist inspecting every lock he passes, even if he has no intention of opening it.
He leaves one coin on windowsills for luck, then pretends he does not believe in luck.

Background

Born in the crowded side-streets of a river city, this human learned early that honest work rarely fed a hungry family. He started as a lookout and messenger for a petty burglary ring, then became the one sent through rooftops, market stalls, and moonlit alleys when a lock had to be opened or a guard had to be distracted. He was good at it, not because he loved crime, but because he could read a chase the way other people read a map. That life ended the night a job went wrong and a fire spread through the quarter he called home. While the crew vanished into the dark, he stayed behind to guide strangers out of smoke-choked streets and to pull children from collapsing beams. In the months after, he left the city for the borderlands, where his talents became something better used. Now he hunts the violent, the predatory, and the corrupt, tracking them through brush, ruin, and bad intentions alike. He still knows how thieves think, but he uses that knowledge to keep others from becoming their victims.

“He was good at it, not because he loved crime, but because he could read a chase the way other people read a map.”
From their backstory
Background
Criminal

Connections

Species

Human

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