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Vitha Stonepath - AI-generated fantasy Character

Vitha Stonepath

Goblin · Rogue (Scout) · Level 14 · Outlander

Vitha Stonepath

Quiet, observant, and intensely practical, Vitha notices exits, loose stones, unusual smells, and changes in the wind before she notices conversation.
AC17
HP115/115
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 115 · 30 ft.
AlignmentNeutral GoodGenderFemaleAge31 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

Tools

Thieves' tools,
One type of artisan's tools or one musical instrument, selected as disguise kit

Languages

Common,
Goblin,
Thieves' Cant

Features

23 features

Bonus action

  • Cunning ActionLevel 2

    When Bonus action on her turn.

    Vitha uses a bonus action to Dash, Disengage, or Hide.

  • TraitGoblinNimble Escape, Vitha can take the Disengage or Hide action as a bonus action.

Reaction

  • Uncanny DodgeLevel 5

    When When an attack hits Vitha.

    Vitha uses her reaction to halve the damage from an attack she can see.

  • Skirmisher

    When When a nearby enemy ends its turn.

    Vitha moves up to half her speed without provoking opportunity attacks when an enemy ends its turn within 5 feet of her.

Always on

  • Sneak Attack

    When Once per turn when attacking with advantage or when an enemy is adjacent to one of Vitha's allies.

    Vitha makes one weapon attack with a finesse or ranged weapon and deals an extra 7d6 damage once per turn when the attack qualifies for Sneak Attack.

  • Ambush Strike

    When First attack during the first round against a creature that has not acted.

    Vitha moves silently through difficult terrain and uses superior positioning to begin combat with advantage against creatures that have not yet acted.

  • ExpertiseLevel 1

    Vitha can add her proficiency bonus twice to two chosen proficient skills, Perception and Stealth. She can also add her proficiency bonus twice to Nature and Survival through her Scout feature.

  • Sneak Attack, 7d6Level 1

    Once per turn, Vitha deals an extra 7d6 damage when she hits with a finesse or ranged weapon attack and has advantage on the attack, or when an eligible enemy is adjacent to one of her allies.

  • Thieves' CantLevel 1

    Vitha knows Thieves' Cant, a secret mixture of coded language, signs, and symbols used by rogues.

  • Scout, SurvivalistLevel 3

    Vitha gains proficiency with Nature and Survival. Her proficiency bonus is doubled for checks using those skills.

  • Scout, SkirmisherLevel 3

    When an enemy ends its turn within 5 feet of Vitha, she can use her reaction to move up to half her speed without provoking opportunity attacks.

  • Scout, Ambush MasterLevel 3

    Vitha has advantage on initiative rolls. In addition, the first attack she makes during the first round of combat against a creature that has not yet acted has advantage.

  • EvasionLevel 7

    When an effect allows Vitha to make a Dexterity saving throw for half damage, she instead takes no damage on a successful save and half damage on a failed save.

  • Ability Score ImprovementLevel 10

    Vitha can increase two ability scores by 2, or one ability score by 2 and another by 1, subject to the normal maximum of 20. Her current ability scores reflect her chosen manual advancement.

  • Reliable TalentLevel 11

    Vitha can add half her proficiency bonus to any ability check that does not already include her proficiency bonus.

  • BlindsenseLevel 14

    Vitha gains blindsense out to 10 feet. If she can hear a creature within that range, she knows its location, even if it is invisible or hidden from her.

  • Slippery MindLevel 14

    Vitha has proficiency in Wisdom saving throws.

  • TraitGoblinDarkvision, Vitha can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light, though she sees only in shades of gray.
  • TraitGoblinFury of the Small, once per short or long rest, Vitha can deal extra damage equal to her level to a creature larger than her when she damages it with an attack or spell.
  • TraitGoblinGoblin ancestry grants +2 Dexterity and +1 Constitution under the 2014 rules profile.
  • TraitGoblinVitha's size is Small.
  • TraitGoblinVitha's walking speed is 30 feet.
  • WandererOutlander

    Vitha has an excellent memory for maps and geography. She can always recall the general layout of terrain, settlements, and natural features she has seen, and she can find food and fresh water for herself and up to five other people each day, provided the land offers those resources.

Gear

11 items

Weapons

  • Shortbow
    A light martial ranged weapon suitable for ambushes and scouting.
  • 2×
    Dagger
    A finesse melee weapon with a curved, serrated blade.

Armor

  • Studded leather armor
    Armor assembled from scavenged pieces and reinforced with metal studs.

Tools

  • Thieves' tools
    Tools for picking locks and disabling traps.
  • Hunting knife
    A small knife used for cutting cord, preparing food, and making trail marks.
  • Hunting trap
    A hunting trap used to catch small game or deter pursuers.

Gear

  • 20×
    Arrows
    Arrows for her shortbow.
  • Burglar's pack
    A burglar's pack containing a backpack, 1,000 ball bearings, 10 feet of string, a bell, five candles, a crowbar, a hammer, 10 pitons, a hooded lantern, two flasks of oil, five days of rations, tinderbox, and a waterskin.
  • Wooden staff
    A staff used while traveling through rough terrain.
  • Trophy from an animal
    A trophy from a beast she survived in the wilderness.

Purse

  • Belt pouch with 10 gp
    A pouch containing coins earned through guiding, scouting, and adventuring.

Appearance

Vitha stands just over three feet tall, lean and wiry, with taut muscle shaped by years of scouting through caverns and wilderness. Her weathered slate-gray-green skin is marked by pale scars, including one that cuts through her eyebrow and ends below her cheekbone. Large amber eyes give her an unnervingly predatory gaze in darkness. Her long pointed ears twitch at every unfamiliar sound. Her dark hair is cropped short, with a few tight braids pressed against her scalp. She wears patched studded leather armor, reinforced trousers, worn boots, and a scavenged chest piece altered to fit her small frame. A curved bow rests low across her back, while a serrated dagger wrapped in faded red cloth hangs at her hip. Her belt carries herbs, vials, trapmaking tools, and blackened iron spikes used to mark safe paths.

Mannerisms

Vitha speaks rarely and in a low, gravelly rasp. She pauses before entering any room to listen, touches the nearest wall when navigating unfamiliar ground, and answers obvious questions with dry, deadpan observations. When anxious, she silently counts exits and presses one thumb against the scar over her eyebrow.

Personality

Quiet, observant, and intensely practical, Vitha notices exits, loose stones, unusual smells, and changes in the wind before she notices conversation. Her dry wit is sharp but understated, appearing as a flat remark at exactly the wrong moment. Beneath her guarded exterior is a patient protector who is far more comfortable carrying someone through danger than accepting gratitude afterward.

Ideals

Freedom. No creature should be trapped by birth, borders, tunnels, or the ambitions of people who have never had to flee through the dark.

Bonds

The black iron spikes on her belt mark a hidden network of safe routes used by displaced goblins, escaped prisoners, and lost travelers. She will risk almost anything to keep those paths secret and open.

Flaws

Vitha assumes that anyone who offers kindness is either setting a trap or expecting repayment with interest. She is stubbornly reluctant to ask for help, even when injured, and she cannot resist taking a better route simply because someone else declared the obvious route safe.

Quirks

Leaves blackened iron spikes at important trail junctions.
Collects unusual arrowheads and remembers where each was found.
Sleeps with one hand touching a wall or packed earth.
Names dangerous routes after the people who survived them.
Insists that ravens are better conversationalists than adventurers.

Background

Vitha was born among a wandering goblin clan that lived beneath a chain of ruined hills, where the old tunnels connected to forgotten mines, monster nests, and the occasional surface road. The clan survived by moving before larger predators found them. Vitha became their pathfinder early, learning to read cave drafts, animal spoor, broken webs, and the subtle differences between a natural shadow and a waiting ambush. Her scars came from a failed expedition into a collapsed dwarf outpost, where she dragged three younger goblins to safety while a cave bear tore through the party. She never speaks of the ones who did not return, except when placing a black iron spike at a crossroads. Years later, a band of adventurers found Vitha guiding refugees through the same hills. Rather than drive her away, they hired her as a scout. She learned the habits of roads, castles, and people, discovering that civilized folk were simply monsters who used more paperwork. Her talent for slipping unseen, striking from concealment, and disappearing into difficult terrain made her an exceptional rogue. As a Scout, she specializes in reconnaissance, wilderness survival, and turning an enemy's confidence into an opening. She now travels to ensure that no one is trapped by the same dangers that shaped her childhood, though she insists that rescue work is merely an efficient way to acquire better equipment.

“The clan survived by moving before larger predators found them.”
From their backstory
Background
Outlander

Connections

Species

Goblin

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