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Taz - AI-generated fantasy Character

Taz

Elf, Wood Elf lineage · Ranger (Hunter) · Level 5 · Artisan

Taz

Taz is observant, dryly funny, and quietly generous.
AC16
HP43/43
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 43 · 35 ft.
AlignmentChaotic GoodGenderMaleAge27 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Painter’s Supplies,
Weaver’s Tools,
Leatherworker’s Tools

Languages

Common,
Elvish,
Gnomish,
Sylvan

Features

19 features

Action

  • Twin-Volley Assault

    When Taz takes the Attack action

    Taz can make a second weapon attack whenever he takes the Attack action.

  • Extra AttackLevel 5

    You can attack twice instead of once whenever you take the Attack action on your turn.

Bonus action

  • Hunter’s Mark

    When A creature enters pursuit range or reveals a distinctive trail

    As a Bonus Action, mark one creature you can see within range. Until the spell ends, your weapon attacks deal an extra 1d6 damage to the target when the spell applies. Taz can cast this spell without a slot three times per Long Rest.

  • Knife-Edge Follow-Through

    When Taz makes a qualifying Light weapon attack

    A Nick mastery attack with the scimitar can be made as part of the Attack action rather than requiring a Bonus Action, when the weapon mastery rules apply.

Always on

  • Colossus Slayer

    When Taz hits an already-wounded creature

    Once per turn, a weapon hit against a creature missing Hit Points deals an extra 1d8 damage.

  • SpellcastingLevel 1

    You can cast Ranger spells using Wisdom as your spellcasting ability. You have six prepared Ranger spells, and Hunter’s Mark is always prepared. You can cast Hunter’s Mark without a spell slot three times per Long Rest, regaining all uses when you finish a Long Rest.

  • Favored EnemyLevel 1

    Hunter’s Mark is always prepared for you. When you cast it with a spell slot, it uses the normal spell rules. While a creature is marked, your attacks deal an extra 1d6 damage to it when the spell applies.

  • Weapon MasteryLevel 1

    You can use the mastery properties of two proficient weapon types. Taz uses Longbow for Slow and Scimitar for Nick. You can change these choices after finishing a Long Rest.

  • Deft ExplorerLevel 2

    You gain Expertise in one skill proficiency. Taz has Expertise in Stealth. You also learn two additional languages of your choice.

  • Fighting StyleLevel 2

    You gain the Archery Fighting Style, granting a +2 bonus to attack rolls made with ranged weapons.

  • Hunter SubclassLevel 3

    You gain the Hunter subclass. Taz can read the strengths and weaknesses of a creature marked by Hunter’s Mark, including its Immunities, Resistances, and Vulnerabilities.

  • Hunter’s PreyLevel 3

    Colossus Slayer. Once per turn when Taz hits a creature with a weapon attack, the attack deals an extra 1d8 damage if the target is missing any Hit Points.

  • Ability Score ImprovementLevel 4

    You gain the Ability Score Improvement feat. Taz increased Dexterity by 2, raising it to 18.

  • TraitElf, Wood Elf lineageDarkvision, range 60 feet.
  • Elven Lineage, Wood ElfElf, Wood Elf lineageSpeed increases to 35 feet, and Taz knows the Druidcraft cantrip. At character level 3, he always has Longstrider prepared and can cast it once without a spell slot per Long Rest. At character level 5, he always has Pass without Trace prepared and can cast it once without a spell slot per Long Rest.
  • Fey AncestryElf, Wood Elf lineageAdvantage on saving throws made to avoid or end the Charmed condition.
  • Keen SensesElf, Wood Elf lineageProficiency in Insight.
  • TranceElf, Wood Elf lineageTaz does not need to sleep, cannot be put to sleep by magic, and can finish a Long Rest in 4 hours while remaining conscious.
  • CrafterArtisan

    Crafter. Taz is proficient with Painter’s Supplies, Weaver’s Tools, and Leatherworker’s Tools. He receives a 20 percent discount when buying nonmagical items and can craft items with proficient tools in 20 percent less time. His artisan’s work also serves as a practical way to earn trust, trade information, and gain access to communities.

Spells

10 spells

Spellcasting. Taz casts with Wisdom (spell save DC 14, to hit with spell attacks).

Cantrips (at will):

1st level (4 slots): , , , , , ,

2nd level (2 slots): ,

Gear

16 items

Weapons

  • Scimitar
    Curved one-handed blade with a broad chopping edge
  • Shortsword
    Slim secondary curved blade worn beside the scimitar
  • Longbow
    Golden recurve longbow

Armor

  • Studded Leather Armor
    Studded leather armor, tailored in white leather and reinforced beneath the coat

Tools

  • Painter’s Supplies
    Fine brushes, pigments, palette knives, portable mixing cup, and folding easel components
  • Weaver’s Tools
    Tools for repairing the woven patterns in his coat and painting banners
  • Leatherworker’s Tools
    Tools for shaping and repairing leather armor, bracers, and quivers

Gear

  • 20×
    Arrows
    Arrows suitable for the longbow
  • Quiver
    Leather quiver worn over the shoulder
  • Druidic Focus
    Small carved snowy-icy focus used as a druidic focus
  • Explorer’s Pack
    Bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and rope
  • Abacus
    Used to measure pigment, thread, and trade goods
  • Merchant’s Scale
    Used for weighing pigments, gems, and small merchandise
  • 2×
    Pouches
    Contains spare charcoal, small paints, and personal keepsakes
  • Traveler’s Clothes
    Durable traveling clothes beneath the white hunter’s coat

Purse

  • 25×
    Gold Pieces
    Unspent coin from his apprenticeship and recent commissions

Appearance

Taz is a young mixed-skinned wood elf with a lean, athletic build, short curly black hair, and dark brown alert eyes. His face is open and visible, carrying a quietly defiant expression that becomes sharper whenever someone gives an order without explaining why. He smells faintly of linseed oil, cold pine resin, and bowstring wax, a scent he has stopped noticing. His gaze rarely rests on the speaker in a crowded room. Instead, it moves to hands, exits, windows, and the spaces between people. He wears a long snow-white hunter’s coat covered in subtle woven patterns, a small shoulder capelet, fitted sea-blue leather bracers, sturdy travel boots, and a pointed white leather tricorn-style hat. A golden recurve longbow rests at his side, with a leather quiver over one shoulder and paired curved blades at his belt. Faint blue tracking sigils glimmer across his gloves and coat hem.

Mannerisms

Taz rolls an arrow between the fingers of his off hand while thinking. When entering a new place, he silently counts doors, windows, and people carrying weapons. He often answers an insult by studying the speaker’s clothing as if considering how difficult it would be to repaint.

Personality

Taz is observant, dryly funny, and quietly generous. He prefers useful kindness to dramatic affection, repairing a stranger’s strap or painting a warning sign before admitting he cares. He is comfortable with long silences and becomes more talkative when discussing pigments, weather, or the hidden geometry of a trail. He dislikes being treated as fragile because of his youth and dislikes being treated as ancient because of his elven blood.

Ideals

Beauty is evidence. A careful image, a repaired object, or a trail preserved for the next traveler proves that someone chose not to let the world become careless.

Bonds

A remote mountain village shelters the last surviving members of his father’s traveling guild. Taz sends them coin, pigments, and hard-won trade contacts. He also carries a small carved icy focus made from the first tree his mother taught him to paint, and he will risk almost anything to recover the guild’s stolen pattern-book, which contains maps disguised as textile designs.

Flaws

Taz cannot leave a damaged thing alone. A torn banner, cracked bow, broken promise, or badly painted sign can pull him into a conflict he knows is strategically foolish. He is also suspicious of anyone who praises his talent before asking what he wants, because he assumes admiration is usually a leash.

Quirks

He paints tiny blue arrows on stones to mark safe routes, then removes them once the danger has passed.
He names each new brush after the first thing he paints with it.
He keeps one perfectly clean white glove for formal negotiations and one permanently stained glove for fieldwork.
He sketches the hands of people he trusts, never their faces.
He can identify several kinds of snow by the sound it makes beneath a boot.

Background

Taz grew up between two kinds of forest. His elven mother belonged to a quiet woodland enclave that recorded seasons through woven banners and painted trail stones. His human father traveled from settlement to settlement, repairing coats, restoring signboards, and selling small landscapes to people who wanted proof that the wilderness could be beautiful without being tame. Taz inherited both traditions. He learned to read a trail as a composition of shapes and colors, then learned to alter that composition with paint, thread, and carefully placed decoys. His first hunting coat was white because his father insisted that a visible maker should never hide behind his work. Taz later added the blue bracers and tracking sigils himself.

“His elven mother belonged to a quiet woodland enclave that recorded seasons through woven banners and painted trail stones.”
From their backstory
Background
Artisan

Connections

Species

Elf, Wood Elf lineage

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