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Vitha Stonepath - AI-generated fantasy Character

Vitha Stonepath

Goblin · Rogue (Scout) · Level 14 · Outlander

Vitha Stonepath

Quiet, observant, and self-contained, Vitha notices sounds, footprints, weather changes, and exits before she notices conversation.
AC17
HP102/102
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 102 · 35 ft.
AlignmentNeutral GoodGenderFemaleAge32 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Martial weapons with the finesse or ranged property

Tools

Thieves' tools,
Gaming set, dice,
Pan flute

Languages

Common,
Goblin,
Giant

Features

23 features

Bonus action

  • Cunning ActionLevel 2

    When On her turn

    Vitha can use a bonus action to Dash, Disengage, or Hide.

  • Sudden StrikeLevel 13

    When As a bonus action

    Vitha can designate one creature within 30 feet as her prey, gaining extra damage and tracking advantages against it for 1 minute while concentrating.

  • Nimble EscapeGoblinVitha can take the Disengage or Hide action as a bonus action on each of her turns.

Reaction

  • Skirmisher

    When An enemy ends its turn within 5 feet

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

  • Uncanny DodgeLevel 5

    When An attack hits her

    Vitha can use her reaction when an attacker she can see hits her to halve the attack's damage.

  • Scout, SkirmisherLevel 3

    Scout feature. Vitha gains proficiency in Nature and Survival if she does not already have them. She can also move up to half her speed as a reaction when an enemy ends its turn within 5 feet of her, without provoking opportunity attacks.

Always on

  • Sneak AttackLevel 1

    When She hits with an eligible finesse or ranged weapon attack

    Vitha deals an extra 7d6 damage once per turn when Sneak Attack applies.

  • ExpertiseLevel 1

    Vitha can add her proficiency bonus to any ability check that uses one of her proficient skills or thieves' tools. She has expertise in Stealth, Perception, and thieves' tools, and at 6th level gained expertise in Survival.

  • Rogue Subclass FeatureLevel 3

    Vitha gains proficiency in Wisdom saving throws.

  • Ambush MasterLevel 3

    When Vitha rolls initiative and has no superiority over an incapacitated enemy, she has advantage on attack rolls against creatures that have not yet taken a turn in the combat. Her allies also gain advantage on their first attack against each target she hits during the first round.

  • Ability Score ImprovementLevel 4

    Vitha gains an Ability Score Improvement. Her Dexterity increased by 2, reaching 20.

  • ExpertiseLevel 6

    Vitha gains expertise in Survival and one additional proficient skill or thieves' tools. Her Survival expertise is reflected in her skill modifier.

  • Ability Score ImprovementLevel 8

    Vitha gains an Ability Score Improvement. Her Wisdom increased by 2, reaching 18.

  • Superior MobilityLevel 9

    Scout feature. Vitha gains proficiency in Nature and Survival if she does not already have it, and her walking speed increases by 10 feet.

  • Ability Score ImprovementLevel 10

    Vitha gains an Ability Score Improvement. Her Constitution increased by 2, reaching 16.

  • Reliable TalentLevel 11

    Vitha's proficient ability checks cannot be lower than 10 on the d20 before adding modifiers.

  • Ability Score ImprovementLevel 12

    Vitha gains an Ability Score Improvement. Her Intelligence increased by 2, reaching 14.

  • 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 hidden or invisible, provided the creature is not behind total cover.

  • Slippery MindLevel 14

    Vitha gains proficiency in Wisdom saving throws from her Scout training. If she already had this proficiency, this feature would instead grant proficiency in another saving throw, but her goblin scout training and selected skills make Wisdom her applicable Scout save proficiency.

  • DarkvisionGoblinVitha can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • Fury of the SmallGoblinOnce per short or long rest, when Vitha damages a creature with an attack or spell and the creature is larger than her, she can deal extra damage equal to her level.
  • TraitGoblinGoblin language and Common language proficiency.
  • WandererOutlander

    Vitha has an excellent memory for maps, terrain, and landmarks. She can recall the general layout of natural terrain, settlements, and other features around her, and can find food and fresh water for herself and up to five other people each day, provided the land offers them.

Gear

13 items

Weapons

  • Scimitar
    A curved, serrated finesse blade with a cracked leather sheath and faded red cloth wrapping on the grip.
  • Shortbow
    A delicate curved shortbow of wood and sinew, its string darkened with grease against dampness.
  • 2×
    Dagger
    A second slim blade kept for close work and throwing.

Armor

  • Studded leather armor
    Patched studded leather armor altered to fit Vitha's small frame.

Tools

  • Thieves' tools
    Tools for opening locks and disabling mechanical traps.
  • Gaming set, dice
    A carved set of small bone dice used for gambling and reading the odds of a situation.
  • Pan flute
    A simple pan flute used to signal across ravines and caves.

Gear

  • 20×
    Arrows
    Mismatched arrows with barbed steel, rusted, and shredded-feather heads.
  • Burglar's pack
    Pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and other basic travel gear.
  • Hunting trap
    A length of cord, small hooks, and bait used to catch game or secure campsites.
  • Trophy from a slain animal
    A preserved token taken from a defeated predator in the deep caverns.
  • Traveler's clothes
    Plain, durable clothes suitable for travel through wilderness and ruins.

Purse

  • 10×
    Gold pieces
    Coin saved from guiding expeditions and selling maps.

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 skin has a mottled green cast that disappears into shadow. Fine pale scars cross both arms and the left side of her face, including one that cuts through her eyebrow and ends below her cheekbone. Her large amber eyes seem to glow faintly in low light. Long pointed ears twitch at the slightest sound, and her dark hair is cropped short, with several tight braids pressed against her scalp. She wears patched, fitted studded leather armor, reinforced trousers, worn boots, a low-strapped curved shortbow, a battered quiver of mismatched arrows, and a curved serrated dagger with a faded red-wrapped handle. Her belt carries vials, herbs, trap tools, and blackened iron spikes for marking paths. She smells faintly of damp earth and old smoke.

Mannerisms

Vitha pauses before entering any room, listening with one ear angled toward the floor. She speaks in a low, gravelly rasp and rarely wastes words. When nervous, she rolls a black iron spike across her knuckles. When evaluating a person, she studies their boots, hands, and exits before making eye contact.

Personality

Quiet, observant, and self-contained, Vitha notices sounds, footprints, weather changes, and exits before she notices conversation. Her humor is dry and sardonic, usually delivered with such deadpan sincerity that people do not realize they have been insulted until several seconds later. She is practical rather than cruel, protective of the vulnerable, and deeply uncomfortable with grand speeches or unnecessary heroics.

Ideals

Freedom. No creature, clan, crown, or adventuring company has the right to claim ownership over the wild or the people who know how to survive in it.

Bonds

She carries a blackened iron spike from the collapsed caverns where her clanmates died, and she will risk nearly anything to find the lost survivors rumored to have escaped through a sealed lower passage.

Flaws

Vitha assumes every promise has a hidden cost and every safe route conceals a worse one. She is slow to trust anyone who has never slept outdoors, and once she decides someone is careless, she becomes cuttingly dismissive. She also has a dangerous habit of returning to places that nearly killed her, convinced that surviving them once means she has earned the right to understand them.

Quirks

Marks every unfamiliar route with nearly invisible black iron spikes.
Collects arrowheads that failed to kill their targets.
Names particularly dangerous tunnels after the people who underestimated them.
Sleeps with one hand resting on the floor so she can feel movement through stone.
Keeps dried herbs tucked into her braids for luck and to mask her scent.

Background

Vitha was born beneath a mountain where several goblin clans fought over the same maze of caves. Her clan survived by scouting forgotten tunnels, mapping hidden watercourses, and guiding hunters around the territories of things much larger and hungrier than goblins. As a child, she learned that the safest path was rarely the shortest one. She also learned to leave signs only she could read, small scratches in stone, black iron spikes driven into cracks, and arrows whose damaged heads pointed toward danger rather than away from it. When a band of adventurers collapsed the upper caverns while searching for treasure, Vitha was trapped underground with a handful of wounded survivors. She spent nine days finding routes through flooded passages, cultivating mushrooms for food, and leading the survivors past blind predators by sound alone. The scars on her face came from that journey, when a cave lizard nearly tore her open before she killed it with a broken arrow. Afterward, Vitha left the clan, convinced that survival meant more than guarding one burrow. She became a professional guide, infiltrator, and ruin-scout, selling her knowledge to those who respected the wild and sabotaging those who treated it as something to be conquered. She now travels with adventurers because their danger is usually better paid than clan politics, and because every unexplored tunnel still feels like a question waiting for her answer.

“As a child, she learned that the safest path was rarely the shortest one.”
From their backstory
Background
Outlander

Connections

Species

Goblin

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