Tarin Vale
Tarin Vale
Sheet
AC 14 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- DeceptionCHA
- InsightWIS
- InvestigationINT
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
11 featuresAlways on
- ExpertiseLevel 1
You gain Expertise in two of your skill proficiencies. Your Proficiency Bonus is doubled for checks with those skills.
- Sneak AttackLevel 1
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. You do not need Advantage if at least one ally is within 5 feet of the target, that ally is not Incapacitated, and you do not have Disadvantage on the attack roll.
- Thieves' CantLevel 1
You know Thieves' Cant and one other language of your choice.
- Weapon MasteryLevel 1
You can use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows. You can change the chosen weapons whenever you finish a Long Rest.
- Creature TypeHumanHumanoid
- SizeHumanMedium or Small, chosen by the player
- SpeedHuman30 feet
- ResourcefulHumanYou gain Heroic Inspiration whenever you finish a Long Rest.
- SkillfulHumanYou gain proficiency in one skill of your choice.
- VersatileHumanYou gain an Origin feat of your choice.
- AlertCriminal
Alert. Add your Proficiency Bonus to Initiative rolls, and you can swap your Initiative with a willing ally in the same combat.
Gear
10 itemsWeapons
- 2×DaggerLight melee weapons, each can be thrown and used with finesse.
- ShortswordA one-handed finesse melee weapon with a steady, reliable edge.
- ShortbowA ranged weapon for ambushes and rooftop escapes.
Armor
- Leather ArmorLight armor that grants AC 11 + Dexterity modifier while worn.
Tools
- Thieves' ToolsA set of tools for picking locks and disabling traps.
Gear
- 20×ArrowAmmunition for the shortbow.
- QuiverContainer for arrows.
- Burglar's PackA pack suited to breaking into guarded places.
- Criminal KitTwo blades, a crowbar, two pouches, traveling clothes, and hard-won cash from a criminal life.
Purse
- 8×Gold PiecesStarting coin from rogue training.
Appearance
A lean human man with quick gray eyes, a narrow face, and dark hair kept cropped short so it will not catch on a hood or hand. He dresses in well-worn traveler’s clothes layered over light leather armor, with a crow-feather charm tied to one wrist and a faint scar along the left cheek from a bad alley deal. He moves like a cat that has learned to dislike cages, alert, balanced, and ready to vanish into the nearest shadow.
Mannerisms
He never stands with his back to a door if he can help it, and his eyes always map exits before they study faces. When he lies, he scratches the side of his jaw with two fingers. When he is thinking, he rolls a coin across his knuckles with unsettling smoothness.
Personality
Sharper than he looks and kinder than he pretends, Tarin speaks with dry wit, watches everyone twice before trusting them, and tries to leave every place a little safer than he found it. He hates bullies, loves a clever plan, and has a soft spot for anyone the world labels disposable.
Ideals
Freedom. No one should be owned, extorted, or trapped by birth, debt, or fear. The strong have a duty to break the chains they are handed, and when the law protects the guilty, a thief can be more honorable than a magistrate.
Bonds
He carries a brass signet ring stolen from the crew that raised him, not as a trophy, but as a reminder that he owes the city one honest act for every lie he once told in its streets. He protects street orphans and runaway apprentices whenever he can, because someone once did the same for him.
Flaws
Tarin cannot resist meddling when he sees cruelty, even when caution would keep him alive. He trusts his own read on people too quickly, then spends days pretending he never misjudged them. When cornered emotionally, he jokes, steals, or disappears instead of admitting he is afraid.
Quirks
Background
Tarin Vale grew up in the cramped lower wards of a river city, where coin changed hands faster than promises and every door had a lock worth testing. He started as a lookout for a small crew of smugglers, quick enough to spot patrols, clever enough to notice which guard was corruptible, and stubborn enough to keep the weaker kids in the alleys from getting shaken down. What began as survival became a craft. He learned to read footsteps on wet stone, to lift a key without a sound, and to put a blade between a bully and a victim before the bully realized the game had changed. The night Tarin broke from the crew, he did not leave because the law suddenly found him. He left because the boss ordered a fire set in a tenement to erase witnesses, and Tarin chose to steal the lantern instead. Since then he has survived by his wits, his hands, and an inconvenient habit of helping the people his old life taught him to ignore. He still knows the codes, the hidden routes, and the names that open back doors, but now he uses them to expose predators, topple rackets, and make sure the desperate get one more chance than they were supposed to have.
“The night Tarin broke from the crew, he did not leave because the law suddenly found him.”
- Background
- Criminal
Connections
Species
Human
Media
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