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Seraph - AI-generated fantasy Character

Seraph

Tabaxi · Ranger (Hunter) · Level 3 · Urchin

Seraph

Seraph is alert, skeptical, and unexpectedly tender with anyone he decides is one of his own.
AC16
HP28/28
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 28 · 30 ft.
AlignmentChaotic GoodGenderMaleAge24
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • AthleticsSTR
  • InvestigationINT
  • PerceptionWIS
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Longbows,
Shortswords,
Longswords,
Rapiers,
Scimitars,
Shortbows,
Daggers,
Darts,
Slings,
Quarterstaffs,
Light crossbows,
Hand crossbows,
Heavy crossbows,
Maces,
Spears,
Battleaxes,
Glaives,
Greatswords,
Halberds,
Lances,
Mauls,
Morningstars,
Tridents,
War picks,
Warhammers,
Whips,
Clubs,
Javelins,
Net,
Unarmed strikes,
Natural weapons, including Cat's Claws

Tools

Thieves' tools

Languages

Common,
Tabaxi,
Elvish

Features

15 features

Action

  • Feline Agility

    When When Seraph needs an explosive burst of speed

    As an action, Seraph can double his speed until the end of the current turn, and he has advantage on Dexterity saving throws until then. He can use this trait once, and it refreshes when he has not moved 0 feet on one of his turns.

Bonus action

  • Hunter's Mark

    When When Seraph wants to focus down a dangerous target

    As a bonus action, Seraph marks a creature and deals extra damage to it when he hits with weapon attacks, making him especially effective against a chosen foe.

Always on

  • Colossus SlayerLevel 3

    When When Seraph hits a creature that is below full hit points

    Once per turn, Seraph can deal extra damage to a wounded enemy with Colossus Slayer.

  • Deft Explorer, Ranger ProficienciesLevel 1

    At 1st level, you gain proficiency with light armor, medium armor, shields, simple weapons, and martial weapons.

  • Favored Enemy, Natural ExplorerLevel 1

    Choose one favored terrain. You are particularly familiar with that terrain, and your experience there grants benefits while traveling and exploring. Seraph favors urban spaces turned wild at the edges, though in strict 2014 rules this feature is represented here as his chosen favored terrain: urban outskirts and city-adjacent wilderness.

  • Fighting Style, ArcheryLevel 2

    You adopt a fighting style. Seraph uses Archery, gaining a +2 bonus to attack rolls you make with ranged weapons.

  • SpellcastingLevel 2

    You can draw on the magical essence of nature to cast ranger spells. You know three 1st-level ranger spells at 3rd level and use Wisdom as your spellcasting ability.

  • Ranger Archetype, HunterLevel 3

    At 3rd level, you choose a ranger archetype. Hunter gives you Hunter's Prey, and Seraph chooses Colossus Slayer, which lets him deal extra damage once per turn to a creature below its hit point maximum.

  • Primeval AwarenessLevel 3

    You can sense the presence of powerful unnatural enemies within 1 mile of you, or up to 6 miles in favored terrain, though not their location.

  • TraitTabaxiDarkvision 60 ft.
  • TraitTabaxiCat's Claws, your claws are natural weapons and deal 1d4 slashing damage.
  • TraitTabaxiCat's Talent, you have proficiency in Perception and Stealth.
  • TraitTabaxiFeline Agility, you can double your speed for one turn, then must move 0 feet on a turn to use it again.
  • LanguagesTabaxiCommon and Tabaxi.
  • City SecretsUrchin

    You know the secret patterns and flow of cities. You can find passage through any urban area, and you can usually locate shelter, food, and people who know what is really happening in the streets.

Spells

3 spells

Spellcasting. Seraph casts with Wisdom (spell save DC 12, to hit with spell attacks).

1st level (3 slots): , ,

Gear

7 items

Weapons

  • Longbow
    Martial ranged weapon
  • 2×
    Shortsword
    Martial melee weapon
  • Knife
    Small blade carried from childhood in the alleys

Armor

  • Scale Mail
    Medium armor, AC 14 plus Dexterity modifier up to 2, imposing stealth disadvantage

Tools

  • Knife
    Small blade carried from childhood in the alleys

Gear

  • 20×
    Arrows
    Ammunition for longbow
  • Dungeoneer's Pack
    Explorer's gear with bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope

Purse

  • 10×
    Gold Pieces
    Pouch of coins

Appearance

Seraph is a lean, amber-furred tabaxi with dark charcoal stripes, bright green eyes, and a long tail that never seems to stop moving. He wears fitted scale mail over dark travel clothes, with a worn longbow slung across his back and twin shortswords riding low at his hips. His whiskers are carefully groomed, but his armor and gear are scuffed from hard travel and harder nights.

Mannerisms

Seraph speaks in a low, quick purr when amused, and his ears twitch toward every new sound. He circles people unconsciously while talking, like a cat measuring distance before a pounce. When thinking, he taps one claw against his teeth, and when suspicious, his tail goes perfectly still.

Personality

Seraph is alert, skeptical, and unexpectedly tender with anyone he decides is one of his own. He prefers rooftops to roads, shortcuts to ceremony, and action to argument. He treats every problem like a trail to be tracked, and every lie like a scent that can be followed back to its source.

Ideals

Freedom. No wall, law, or gang should decide who gets to live safely. People deserve room to choose their own path, and Seraph will tear at any chain that tries to own a life.

Bonds

He still returns, whenever he can, to the district where he grew up, and he protects the old rooftops, hidden courtyards, and street kids who live there as if they were a sacred grove. He carries a small copper charm from the scout who taught him to hunt, and he will not let that mentor's name be forgotten.

Flaws

Seraph hates being cornered and can become reckless when he feels trapped, even if a smarter retreat would save everyone. He trusts underdogs too quickly, and he sometimes assumes he alone can shoulder a burden that should be shared. When angered, his tongue turns sharp, and his pride makes it hard for him to apologize first.

Quirks

Never sits with his back to a door or a window.
Automatically counts exits in any room.
Can identify most people by their footsteps before seeing their faces.
Collects shiny buttons, lost keys, and odd street tokens in a pouch.

Background

Seraph was born in the high rafters of a sprawling river city, where the alleyways were as important to him as any jungle trail. As a kitten he learned to climb gutters, pick locks, and vanish into crowds before anyone noticed the stolen crust of bread in his paws. He survived by reading footsteps, watching patrol routes, and trusting the people most others overlooked, street children, dockworkers, and beggar-saints who traded secrets like coin. He learned early that a city could be hunted just like a forest, and that predators wore velvet as often as claws. When a gang pressed too hard on the neighborhood that fed him, Seraph found a bow in the hands of an aging border scout who had taken shelter in the slums after a failed campaign. The scout taught him how to track in rain-slick streets, how to strike first from the shadows, and how to read a target by breathing, not just by sight. Seraph took to the lessons with a hunter's joy, blending his tabaxi quickness with patient observation. Now he ranges beyond the walls as much as within them, chasing threats that prey on the helpless, and following rumors that always seem to lead him back into some new labyrinth of intrigue.

“As a kitten he learned to climb gutters, pick locks, and vanish into crowds before anyone noticed the stolen crust of bread in his paws.”
From their backstory
Background
Urchin

Connections

Species

Tabaxi

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