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Tavaroa Mchedlishvili - AI-generated fantasy Character

Tavaroa Mchedlishvili

Elf · Ranger · Level 2 · Criminal

Tavaroa Mchedlishvili

I am cheerful in dangerous places, because fear is easier to manage when treated like a traveling companion.
AC16
HP18/18
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 18 · 30 ft.
AlignmentChaotic GoodGenderMaleAge127 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • Animal HandlingWIS
  • AthleticsSTR
  • DeceptionCHA
  • InsightWIS
  • InvestigationINT
  • NatureINT
  • PerceptionWIS
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Thieves' tools,
One gaming set

Languages

Common,
Elvish,
Thieves' cant,
Goblin

Features

12 features

Bonus action

  • Hunter's Mark

    When Bonus action after casting the spell

    As a bonus action, choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on Wisdom (Perception) or Wisdom (Survival) checks to find it. Concentration, up to 1 hour.

Always on

  • Cure Wounds

    When Action, touch a willing creature

    A creature you touch regains hit points equal to 1d8 plus your spellcasting ability modifier.

  • Favored EnemyLevel 1

    You have advantage on Wisdom (Survival) checks to track your favored enemies, and on Intelligence checks to recall information about them. You also learn one language of your choice spoken by your favored enemies. Favored enemies: humanoids, specifically bandits and corrupt officials.

  • Natural ExplorerLevel 1

    You are particularly familiar with one type of natural environment. 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. You gain other benefits while traveling through your favored terrain, including improved tracking, stealth, navigation, and awareness. Favored terrain: Forest.

  • Fighting Style, DuelingLevel 2

    You adopt a particular style of fighting as your specialty. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

  • SpellcastingLevel 2

    You have learned to use the magical essence of nature to cast spells. Wisdom is your spellcasting ability. You know two ranger spells and have two 1st-level spell slots.

  • DarkvisionElfYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
  • Keen SensesElfYou have proficiency in the Perception skill.
  • Fey AncestryElfYou have advantage on saving throws against being charmed, and magic cannot put you to sleep.
  • TranceElfYou do not need to sleep. Instead, you meditate deeply for 4 hours each day, gaining the same benefit a human does from 8 hours of sleep.
  • Ability Score IncreaseElfYour Dexterity score increases by 2.
  • Criminal ContactCriminal

    You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even across great distances, though you do not know the identity or location of all members of the network.

Spells

2 spells

Spellcasting. Tavaroa Mchedlishvili casts with Wisdom (spell save DC 11, to hit with spell attacks).

1st level (2 slots): ,

Gear

10 items

Weapons

  • 2×
    Shortsword
    One-handed martial melee weapons used for close combat.
  • Longbow
    A sturdy longbow suitable for hunting and combat at range.

Armor

  • Scale mail
    A protective shirt of interlocking metal rings, granting AC 14 plus up to 2 from Dexterity.

Tools

  • Crowbar
    A metal bar useful for prying open doors, chests, and shutters.
  • Gaming set
    A compact gaming set used for gambling and coded communication.
  • Thieves' tools
    Tools for picking locks and disabling traps.

Gear

  • 20×
    Arrows
    Ammunition for the longbow.
  • Dungeoneer's pack
    Includes a backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
  • Dark common clothes with hood
    A set of dark common clothes with a hood.

Purse

  • 15×
    Gold pieces
    Loose starting currency from the criminal background.

Appearance

A tall, lean wood elf male with warm olive skin, long dark-brown hair tied with red thread, and amber-green eyes. His pointed ears are decorated with small copper hoops, and a faded blue tattoo curves from his left wrist toward his elbow. He wears weathered scale mail beneath a moss-green cloak, with two shortswords at his hip and a longbow carried across his back.

Mannerisms

Tavaroa rarely stands with his back to a door. He studies a person's hands before their face, rolls a copper coin across his knuckles when thinking, and lowers his voice whenever he tells the truth.

Personality

I am cheerful in dangerous places, because fear is easier to manage when treated like a traveling companion. I notice overlooked details, protect outsiders, and prefer practical kindness to grand speeches.

Ideals

Freedom. Laws are useful only when they protect people. I will break any rule that exists to shield the powerful from consequences.

Bonds

I will clear my family's name and expose the merchants who destroyed my home.

Flaws

I assume every offer contains a hidden angle, and I sometimes sabotage honest relationships by testing people who have done nothing wrong.

Quirks

Names every stray dog he meets, usually after a type of weather.
Leaves a small twist of red thread on doors he has opened without permission.
Can identify most coins by touch and habitually checks their edges.
Whistles three notes before entering any unfamiliar room.

Background

Tavaroa was born among an elven woodland community that guarded an old road through the hills. His mother taught him to read tracks, birdsong, and weather, while his older cousins taught him less respectable lessons about locks, patrol routes, and moving unseen. Tavaroa discovered that the settlement's merchants were secretly paying bandits to redirect travelers toward ambushes. When he tried to expose them, the merchants framed him for theft and forced him into exile rather than risk scandal. For years he survived as a scout and courier for a loose criminal network, carrying messages through forests, ravines, and border towns. He became skilled at finding fugitives, bypassing guarded roads, and stealing only from those who had already stolen from others. Tavaroa still considers himself a criminal by trade, but not by conscience. He now travels as a ranger because the wild places give him freedom, and because every road hides someone who needs protection from the kind of predators he once served.

“Tavaroa discovered that the settlement's merchants were secretly paying bandits to redirect travelers toward ambushes.”
From their backstory
Background
Criminal

Connections

Species

Elf

Media

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