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CROW - AI-generated fantasy Character

CROW

Kenku · Ranger · Level 1 · Urchin

CROW

Quietly observant and fiercely protective, Crow notices exits, hidden hands, and changes in tone before he notices introductions.
AC16
HP11/11
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 11 · 30 ft.
AlignmentNeutral GoodGenderMaleAge24 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
  • ReligionWIS
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Disguise kit,
Forgery kit,
Thieves' tools

Languages

Common,
Auran,
Goblin

Features

9 features

Always on

  • Favored EnemyLevel 1

    Crow has chosen humanoids, specifically goblins, as his favored enemies. He has advantage on Wisdom (Survival) checks to track them and on Intelligence checks to recall information about them. He also speaks Goblin.

  • Natural ExplorerLevel 1

    Crow has chosen forest as his favored terrain. When traveling for an hour or more in forest terrain, he gains the benefits of doubled travel pace, remains alert to danger, has advantage on navigation checks, and can forage for twice as much food. When tracking other creatures, he also learns their exact number, sizes, and how long ago they passed.

  • Expert ForgeryKenkuCrow can duplicate the handwriting and craftwork of another creature, provided he has seen an example of the original.
  • Kenku TrainingKenkuCrow is proficient in two of the following skills: Deception, Insight, Investigation, Perception, and Sleight of Hand. He has chosen Investigation and Perception.
  • MimicryKenkuCrow can mimic sounds he has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check contested by Crow's Charisma (Deception) check.
  • LanguagesKenkuCommon and Auran.
  • SizeKenkuMedium.
  • SpeedKenku30 feet.
  • City SecretsUrchin

    Crow knows the secret patterns and shortcuts of cities, allowing him and companions to find passages through urban areas that others would miss. He can move twice as fast through a city when traveling alone or with a small group.

Spells

Spellcasting. CROW casts with Wisdom (spell save DC 7, to hit with spell attacks).

Gear

8 items

Weapons

  • 2×
    Shortsword
    A pair of light, finesse martial weapons used for close combat.
  • Longbow
    A martial ranged weapon with a quiver of ammunition.

Armor

  • Scale Mail
    Medium armor made of interlocking metal scales. Crow's Dexterity bonus is limited to +2 while wearing it.

Tools

  • Forgery Kit
    A small collection of charcoal, wax, fine paper, and copied seals used to reproduce documents and markings.
  • Thieves' Tools
    A small set of tools for bypassing simple locks and traps.

Gear

  • 20×
    Arrows
    A quiver containing twenty arrows.
  • Explorer's Pack
    A pack containing a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.

Purse

  • Pouch of Coins
    A pouch containing 10 gp.

Appearance

CROW is a lean, compact kenku with glossy black feathers that fade to charcoal around his neck and shoulders. His bright amber eyes are constantly alert, and a narrow strip of faded red cloth is tied around one leg, its fibers worn smooth from years of use. He wears carefully maintained scale mail beneath a weather-stained green cloak, with two shortswords at his hip and a longbow wrapped in dark leather. He smells faintly of pine resin, lamp oil, and roasted chestnuts, a scent he has grown so accustomed to that he never notices it. His voice is assembled from remembered sounds, including cartwheels, kettle whistles, barking dogs, and fragments of other people's speech.

Mannerisms

Crow tilts his head sharply when listening, taps two claws against his bow when thinking, and answers important questions in a voice borrowed from someone he trusts. He often tests a room by making one quiet, unfamiliar sound and watching who reacts.

Personality

Quietly observant and fiercely protective, Crow notices exits, hidden hands, and changes in tone before he notices introductions. He is cautious with strangers but tender toward hungry children, frightened animals, and anyone who reminds him of the streets. He prefers practical solutions, speaks in clipped phrases, and uses carefully selected borrowed voices to express emotions he has difficulty putting into words.

Ideals

Mercy. No one should be abandoned simply because they were born poor, strange, or powerless. If Crow can open a path, he must leave it open for someone else.

Bonds

He is determined to find the missing street orphan whose name was the last thing he heard before fleeing the thieves' gang. He also protects abandoned children and hungry travelers whenever he encounters them.

Flaws

Crow is suspicious of generosity and assumes every kindness hides a bargain. He also cannot resist investigating a locked door, secret passage, or suspicious sound, even when caution would be wiser. When frightened, he sometimes repeats the voice of the person he blames instead of speaking in his own chosen words.

Quirks

He collects distinctive sounds and gives each one a private name.
He sleeps with one claw hooked through his bowstring.
He leaves small polished stones near safe campsites as markers for lost travelers.
He imitates the sound of a kettle beginning to boil whenever he wants companions to pay attention.

Background

CROW was raised among the chimney nests and market roofs of a crowded riverside city, where kenku children survived by watching, listening, and remembering. He learned which shopkeepers left bruised fruit outside, which watchmen could be distracted by a thrown pebble, and which alleys stayed dry during the rain. His first teachers were not people but sounds, the scrape of a baker's shutter, the bell of a night patrol, the particular cough of a fence who bought stolen goods. He became an expert at slipping through locked courtyards and copying seals well enough to make a hungry child's message look official. When a gang of young thieves began using him as a decoy, Crow escaped into the surrounding woodland with only a stolen bow, a ragged green cloak, and the name of a missing street orphan repeating in his memory. A patient hunter found him there and taught him to read tracks, recognize dangerous plants, and protect the vulnerable before protecting himself. Crow now travels as a ranger, guiding people through wild country and hunting those who prey on the weak. He still remembers every sound connected to the city he left behind, and he hopes one day to return with enough skill and courage to find the lost children who never had the chance to escape.

“He became an expert at slipping through locked courtyards and copying seals well enough to make a hungry child's message look official.”
From their backstory
Background
Urchin

Connections

Species

Kenku

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