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Tarn - AI-generated fantasy Character

Tarn

Wood Elf · Ranger · Level 1 · Outlander

Tarn

Tarn is reserved, practical, and unexpectedly gentle with frightened people and wounded animals.
AC16
HP12/12
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 12 · 35 ft.
AlignmentNeutral GoodGenderMaleAgeAbout 125 years old, a young adult by elven standards
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
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Longsword,
Shortsword,
Shortbow,
Longbow

Tools

One musical instrument, pan flute

Languages

Common,
Elvish,
Giant

Features

10 features

Always on

  • Favored EnemyLevel 1

    You have particular skill at hunting one type of creature. Choose beasts as your favored enemy. You have advantage on Wisdom (Survival) checks to track them, as well as on Intelligence checks to recall information about them. You also learn one language of your choice, Giant, associated with your favored enemy.

  • Natural ExplorerLevel 1

    You are especially familiar with one type of natural environment. Choose forest. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill in which you are proficient. While traveling for an hour or more in your favored terrain, you gain benefits including difficult terrain not slowing your group, your group not becoming lost except by magical means, remaining alert while engaged in other activities, moving stealthily at a normal pace, finding twice as much food, and tracking other creatures while learning their exact number, sizes, and how long ago they passed.

  • DarkvisionWood ElfYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though you cannot discern color in darkness.
  • Keen SensesWood ElfYou have proficiency in the Perception skill.
  • Fey AncestryWood ElfYou have advantage on saving throws against being charmed, and magic cannot put you to sleep.
  • TranceWood ElfElves do not need to sleep. They meditate deeply for 4 hours each day and gain the same benefit a human does from 8 hours of sleep.
  • Elf Weapon TrainingWood ElfYou are proficient with the longsword, shortsword, shortbow, and longbow.
  • Fleet of FootWood ElfYour base walking speed is 35 feet.
  • Mask of the WildWood ElfYou can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
  • WandererOutlander

    You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided the land offers such resources.

Gear

10 items

Weapons

  • 2×
    Shortsword
    Light melee weapon, 1d6 piercing damage, finesse, light
  • Longbow
    Martial ranged weapon, 1d8 piercing damage, ammunition, heavy, two-handed, range 150/600
  • Staff
    A long wooden staff useful for walking and defense

Armor

  • Scale mail
    Medium armor, AC 14 plus Dexterity modifier to a maximum of +2

Tools

  • Hunting trap
    A portable trap for catching small or medium creatures

Gear

  • 20×
    Arrows
    Ammunition for the longbow
  • Explorer's pack
    Includes bedroll, mess kit, tinderbox, torches, rations, waterskin, and other travel gear
  • Trophy
    A trophy from an animal he hunted, a polished antler tine wrapped in green cord
  • Traveler's clothes
    Plain, durable clothing suited to travel

Purse

  • Pouch of gold
    Starting currency from the Outlander background

Appearance

A lean wood elf with tawny-brown skin, dark copper hair cut close at the sides, and steady gray-green eyes. He wears weathered scale mail beneath a green-gray cloak, with a longbow kept within easy reach and two shortswords balanced at his hips. He moves with a quiet, forward-leaning gait, favoring neither side, but rarely stands fully still. His weight shifts subtly from foot to foot as though listening to the ground, and he instinctively leaves people a little more space than most expect.

Mannerisms

Tarn pauses before entering any room to study exits, airflow, and the position of everyone inside. When listening, he tilts his chin slightly toward the speaker without making much eye contact. He keeps one hand near his bowstring when anxious, though he never draws without cause.

Personality

Tarn is reserved, practical, and unexpectedly gentle with frightened people and wounded animals. He speaks in short, direct sentences and has little patience for ornamental promises. In unfamiliar places he watches before acting, but once he decides someone is in danger, hesitation disappears. He is more comfortable sharing silence beside a campfire than joining a crowded celebration.

Ideals

Mercy. The strong are measured by who they protect when protection is inconvenient. No border, custom, or old grievance matters more than a life in immediate danger.

Bonds

The forest band that raised him is his true family. He carries their antler token and will risk himself to find any member who may still be alive.

Flaws

He distrusts walls, crowded rooms, and anyone who speaks too smoothly. When frightened for someone else's safety, he becomes controlling and may choose a dangerous path without giving others a chance to object.

Quirks

Counts the visible steps between a doorway and the nearest cover.
Keeps small feathers and seed pods in the pockets of his cloak, each taken from a place where someone survived.
Names unfamiliar trails after the first bird he hears there.

Background

Tarn grew up among a wood elf hunting band that followed old game trails through deep forests and high green valleys. His first lessons were not in killing, but in noticing: a snapped fern, a birdcall answered too late, the direction smoke leaned in the morning wind. He learned to travel lightly, sleep beneath poor shelter, and bring strangers safely through country that had no roads. His people valued patience, but Tarn always had a blunt streak, preferring a plain warning to a graceful lie. Years ago, a hard winter drove starving hill folk into the forest. Some of Tarn's kin wanted them driven away, fearing that desperation would become violence. Tarn instead guided the refugees through the mountains to safer ground, losing the trail of his own hunting band in the process. He has wandered ever since, serving as a pathfinder, hunter, and quiet guardian for those who cannot read the land. He still carries a small antler token from his old band, and he hopes one day to find them again, not to ask forgiveness, but to show them that mercy did not make him weak.

“His first lessons were not in killing, but in noticing: a snapped fern, a birdcall answered too late, the direction smoke leaned in the morning wind.”
From their backstory
Background
Outlander

Connections

Species

Wood Elf

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