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Selaur Meskhani - AI-generated fantasy Character

Selaur Meskhani

Half-Elf · Ranger (Hunter) · Level 4 · Criminal

Selaur Meskhani

Selaur is observant, patient, and more compassionate than he wants fellow guild members to know.
AC16
HP29/29
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 29 · 30 ft.
AlignmentNeutral GoodGenderMaleAge27 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

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Thieves' tools,
Gaming set, knucklebones

Languages

Common,
Elvish,
Dwarvish,
Undercommon

Features

14 features

Always on

  • Colossus Slayer

    When Once on each of Selaur's turns, when he hits a creature that is below its hit point maximum with a weapon attack.

    Selaur deals an extra 1d8 damage once per turn when he hits a wounded creature with a weapon attack.

  • Favored EnemyLevel 1

    Selaur has advantage on Wisdom (Survival) checks to track aberrations, monstrosities, or humanoids, and on Intelligence checks to recall information about them. He has chosen humanoids, specifically criminals and fugitives, as his favored enemy category.

  • Natural ExplorerLevel 1

    Selaur is especially familiar with urban and hilly terrain. In favored terrain, his group has improved travel, tracking, stealth, and navigation capabilities as described by the ranger rules.

  • Fighting Style: ArcheryLevel 2

    Selaur adopts the Archery fighting style, gaining a +2 bonus to attack rolls made with ranged weapons.

  • SpellcastingLevel 2

    Selaur can cast ranger spells using Wisdom as his spellcasting ability. He knows three 1st-level ranger spells and has three 1st-level spell slots.

  • Primeval AwarenessLevel 3

    Selaur can spend one minute using natural materials and his senses to learn information about aberrations, celestials, dragons, elementals, fey, fiends, and undead within one mile, or within six miles in favored terrain.

  • Hunter's Prey: Colossus SlayerLevel 3

    Once on each of Selaur's turns, when he hits a creature with a weapon attack, he can deal an extra 1d8 damage if the target is below its hit point maximum.

  • Ability Score ImprovementLevel 4

    Selaur increases his Dexterity score by 2, raising it from 16 to 18.

  • TraitHalf-ElfDarkvision, 60 feet.
  • TraitHalf-ElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put Selaur to sleep.
  • TraitHalf-ElfSkill Versatility, proficiency in two additional skills, Sleight of Hand and Medicine.
  • TraitHalf-ElfIncreased Ability Scores, +2 Charisma and +1 Dexterity and +1 Wisdom.
  • TraitHalf-ElfLanguages, Common, Elvish, and two additional languages, Dwarvish and Undercommon.
  • Criminal ContactCriminal

    Selaur has a reliable and trustworthy contact within the Bounty Hunters Guild of Askia and among local informants. He knows how to exchange messages discreetly, identify coded notices, and obtain information through underworld channels.

Spells

3 spells

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

1st level (3 slots): , ,

Gear

12 items

Weapons

  • Longbow
    A compact recurved bow with a repeatedly rewrapped grip, suitable for hunting and ranged combat.
  • 2×
    Shortswords
    A pair of balanced shortswords, one plain and one marked with a small guild tally notch.

Armor

  • Leather armor
    A fitted set of worn but carefully repaired leather armor, chosen for quiet movement through alleys and woodland.

Tools

  • Crowbar
    A small metal crowbar used for doors, crates, and occasionally making a point during negotiations.
  • Thieves' tools
    A set of thieves' tools concealed in a stitched inner pocket.

Gear

  • 20×
    Arrows
    A quiver containing twenty arrows.
  • Explorer's pack
    A pack containing bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and fifty feet of hempen rope.
  • Dark common clothes with hood
    A dark set of common clothes with a hood, patched at the cuffs and elbows.
  • Gaming set, knucklebones
    A set of bone knucklebones used for gambling and coded signals.
  • Belt pouch
    A small pouch containing starting coin.
  • BGHA novice guild cord
    A red-and-brass cord identifying Selaur as a novice member of the Bounty Hunters Guild of Askia.

Purse

  • 15×
    Gold pieces
    Starting currency from the criminal background.

Appearance

Selaur Meskhani is a lean half-elf with warm olive skin, dark copper hair worn in a loosely tied braid, and alert gray-green eyes. He wears a well-maintained leather jerkin over a faded blue shirt, with several careful repairs at the elbows and cuffs. His boots are plain, practical, and polished far more often than the rest of his clothing. A red-and-brass BGHA guild cord is wrapped twice around his left wrist. Within a minute of meeting him, most people notice the smell of pine resin, oiled leather, and bitter mint tea clinging to him. His bow is old, but its grip has been rewrapped so many times that it looks almost soft.

Mannerisms

Selaur studies a person's hands before their face, briefly touches the BGHA cord when weighing a decision, and taps the fingers of his left hand in groups of three when anxious. He speaks softly until someone lies, then becomes precise and almost painfully polite.

Personality

Selaur is observant, patient, and more compassionate than he wants fellow guild members to know. He prefers gathering three small facts to trusting one impressive story. He is quietly funny when relaxed, especially about his own inexperience, but becomes intensely focused when someone is being threatened by an unfair accusation.

Ideals

Justice should be verified, not merely announced. A bounty is a question, not a verdict, and every target deserves to be found before being judged.

Bonds

The Bounty Hunters Guild of Askia gave Selaur his first honest chance, and he will protect its reputation even when its officers make mistakes. He also keeps one copied page from the falsified ledger that changed his life, intending to find the magistrate who ignored the original evidence.

Flaws

Selaur becomes suspicious when people are overly kind, assuming there must be a hidden contract behind the kindness. He also has a habit of accepting difficult jobs for too little money because he cannot bear to leave a genuinely frightened person without help.

Quirks

Keeps written descriptions of suspects even when he has memorized their faces.
Names his arrows after places where he has completed contracts.
Carries bitter mint tea leaves in a waxed pouch and offers them to nervous witnesses.
Counts doors, windows, and stairways whenever he enters a building.
Treats the guild's novice badge as if it were a sacred family heirloom.

Background

Selaur Meskhani was raised around the covered markets and steep stone lanes of Askia, where his elven mother repaired travel clothes and his human father copied warrants for minor magistrates. He learned early that the difference between a wanted criminal and a desperate person was often no more than the quality of the paper bearing their name. His first work involved carrying messages between clerks, bailiffs, and people who preferred not to be seen entering either office. He became useful because he remembered faces, noticed exits, and rarely asked a question until he already knew half the answer. At nineteen, Selaur followed a missing debtor into the hill country and discovered that the man had been framed by a merchant who wanted his land. Selaur returned with the debtor alive, the merchant's falsified ledgers, and a bruised opinion of official justice. The Bounty Hunters Guild of Askia accepted him as a novice after that case, though veteran hunters still consider him more clerk than hunter. He has since taken small contracts involving escaped prisoners, stolen goods, and one remarkably stubborn goat. Selaur wants to earn a full guild badge without becoming the kind of hunter who treats every bounty notice as permission to stop thinking.

“His first work involved carrying messages between clerks, bailiffs, and people who preferred not to be seen entering either office.”
From their backstory
Background
Criminal

Connections

Species

Half-Elf

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