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Ashir Keslan - AI-generated fantasy Character

Ashir Keslan

Half-Elf · Fighter (Battle Master) · Level 12 · Soldier

Ashir Keslan

Ashir is observant, dryly humorous, and comfortable around people much older than himself.
AC16
HP136/136
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 136 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge28 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
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

All armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

One type of gaming set,
Vehicles, land,
Calligrapher's supplies

Languages

Common,
Elvish,
Goblin,
Orc

Features

17 features

Bonus action

  • Second WindLevel 1

    Ashir can regain hit points equal to 1d10 + 12 as a bonus action. He can use this feature once per short or long rest.

Always on

  • Precision Attack

    When After making a weapon attack roll, before knowing whether it hits

    When Ashir makes a weapon attack, he can expend a superiority die to add the die to the attack roll, potentially turning a miss into a hit.

  • Menacing Attack

    When When hitting with a weapon attack

    When Ashir hits with a weapon attack, he can expend a superiority die to add the die to the damage roll. The target must make a DC 19 Wisdom saving throw or become frightened of Ashir until the end of his next turn.

  • Trip Attack

    When When hitting with a weapon attack

    When Ashir hits with a weapon attack, he can expend a superiority die to add the die to the damage roll. The target must make a DC 19 Strength saving throw or fall prone.

  • Fighting Style, ArcheryLevel 1

    Ashir can draw or stow a weapon when he would normally be able to draw or stow only one. He gains a +2 bonus to attack rolls with ranged weapons.

  • Action SurgeLevel 2

    Ashir can take one additional action on his turn. He can use this feature once per short or long rest, and can use it twice between rests beginning at 17th level.

  • Combat SuperiorityLevel 3

    Ashir chooses three Battle Master maneuvers: Precision Attack, Menacing Attack, and Trip Attack. He can use four d10 superiority dice per short or long rest. His maneuver save DC is 19. He gains proficiency with calligrapher's supplies.

  • Battle MasterLevel 3

    Ashir gains proficiency in calligrapher's supplies and learns to identify the methods and discipline of other trained warriors. His Battle Master training also grants him three maneuvers and four superiority dice, as described in Combat Superiority.

  • Extra AttackLevel 5

    Ashir can make two weapon attacks whenever he takes the Attack action.

  • IndomitableLevel 9

    Ashir can reroll a failed saving throw. He must use the new roll and cannot use this feature again until he finishes a long rest.

  • Ability Score Improvement, SharpshooterLevel 12

    Ashir gains the Sharpshooter feat. He ignores disadvantage from attacking at long range, his ranged attacks ignore half and three-quarters cover, and he can take a -5 penalty to a ranged attack roll to gain +10 damage if the attack hits.

  • TraitHalf-ElfDarkvision, Ashir can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • TraitHalf-ElfFey Ancestry, Ashir has advantage on saving throws against being charmed, and magic cannot put him to sleep.
  • TraitHalf-ElfSkill Versatility, Ashir gains proficiency in two skills, Insight and Medicine.
  • TraitHalf-ElfAbility Score Increase, Charisma increases by 2, Dexterity increases by 1, and Wisdom increases by 1.
  • TraitHalf-ElfLanguages, Ashir can speak, read, and write Common, Elvish, and one additional language, Orc.
  • Military RankSoldier

    Ashir retains his military rank and can invoke the authority of his former organization to exert influence over soldiers, recognize military personnel and installations, and gain access to military camps or assistance when appropriate.

Gear

12 items

Weapons

  • Light crossbow
    A light crossbow with a well-balanced stock, suitable for scouting and skirmishing.
  • Longsword
    A martial melee weapon used as a backup when enemies close the distance.

Armor

  • Chain mail
    A serviceable suit of chain mail, maintained carefully but marked by numerous campaign repairs.
  • Shield
    A compact wooden shield bearing no heraldry, used when he expects close combat.

Gear

  • Dark leather coat
    A long black leather coat reinforced with hidden stitching and worn smooth at the collar from years of use.
  • 20×
    Crossbow bolts
    Bolts carried in a leather case beneath his coat.
  • Insignia of rank
    A military insignia from his former mercenary company.
  • Broken enemy blade
    A trophy taken from a fallen enemy, kept as a reminder rather than a boast.
  • Bone dice
    A set of bone dice used to settle watches, rations, and arguments.
  • Traveler's clothes
    A pouch containing the accumulated pay of a veteran scout.
  • Mercenary signal whistle
    A brass signal whistle polished bright except for a thumb-worn groove along its side.

Purse

  • 10×
    Gold pieces
    Coin from previous contracts and current pay.

Appearance

Ashir Keslan is a lean, long-limbed half-elf man with the fine-boned features and subtly pointed ears of his wood elf heritage. His long brown hair is slicked back with oil, though loose strands often fall across his forehead during a fight. He wears a dark leather coat over practical mercenary clothing, with a crossbow case slung beneath one arm. His voice is quiet and conversational, almost lazy, but when danger appears his breathing becomes slow and measured, as though he is counting heartbeats. He always carries an old brass signal whistle, polished bright everywhere except for the thumb-worn groove along its side.

Mannerisms

Ashir watches exits and hands before faces. He rolls his brass whistle between his fingers when thinking, taps twice on any table before sitting, and speaks more softly when he is angry. In battle, he counts enemy movements under his breath in an almost soothing rhythm.

Personality

Ashir is observant, dryly humorous, and comfortable around people much older than himself. He prefers listening to boasting, asks apparently casual questions that reveal what others are hiding, and is fascinated by unfamiliar customs, weapons, and military traditions. He seems relaxed in dangerous situations, but his calm is deliberate rather than fearless.

Ideals

Freedom. No banner, lord, temple, or cause owns a person forever. Everyone deserves the right to walk away, even if Ashir sometimes has to fight to create that chance.

Bonds

The old mercenary band that raised him is his true family. He still carries their brass signal whistle and quietly watches over surviving veterans, even when he pretends he is only collecting a debt. He also owes a dangerous favor to the retired captain who first trusted him with command of a scouting team.

Flaws

Ashir treats loyalty as a currency and assumes every kindness has a hidden price. He avoids direct commitments until circumstances force him to choose, then resents anyone who reminds him that indecision was also a choice. When frightened, he becomes charming, evasive, and almost impossible to pin down.

Quirks

He gives every unfamiliar weapon a quiet nickname before using it.
He remembers the names of stable hands, cooks, and sentries long after forgetting nobles.
He whistles three descending notes when he is trying not to show concern.
He keeps his crossbow meticulously clean but lets his boots remain visibly dusty.

Background

Ashir Keslan grew up between two worlds and belonged fully to neither. His human father served as a quartermaster for a border garrison, while his wood elf mother came from a wandering woodland community that distrusted permanent armies. Ashir learned early to observe before speaking, to remember every face in a room, and to understand that battles are usually decided by what someone notices before the first blade is drawn. He joined a mercenary company as a teenager, not because he loved war, but because older soldiers seemed to know how the world worked. He became their eyes, carrying messages, scouting roads, watching officers, and learning which promises were worth more than coin.

“He joined a mercenary company as a teenager, not because he loved war, but because older soldiers seemed to know how the world worked.”
From their backstory
Background
Soldier

Connections

Species

Half-Elf

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