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Mahir Dastan - AI-generated fantasy Character

Mahir Dastan

Half-Elf · Ranger (Hunter) · Level 3 · Criminal

Mahir Dastan

Mahir is courteous, observant, and almost unnervingly patient.
AC16
HP24/24
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 24 · 30 ft.
AlignmentNeutral EvilGenderMaleAgeThirty-two 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
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Shortswords,
Longbows,
Hand crossbows,
Longswords,
Rapiers,
Shortbows,
Longbows,
All other martial weapons

Tools

Thieves' tools,
One type of gaming set

Languages

Common,
Elvish,
Infernal,
Thieves' Cant

Features

13 features

Action

  • Primeval AwarenessLevel 3

    Mahir can use an action and expend a spell slot to focus his awareness on a region, learning whether aberrations, celestials, dragons, elementals, fey, fiends, or undead are present within one mile, or six miles in favored terrain. This feature does not reveal their location or number.

Always on

  • Colossus Slayer

    When Once on each of Mahir's turns when he hits a wounded creature with a weapon attack.

    When Mahir hits a creature with a ranged weapon attack, he deals an additional 1d8 damage if the target is below its hit point maximum.

  • Favored EnemyLevel 1

    Choose a type of favored enemy. Mahir is especially familiar with humanoids, specifically bandits, mercenaries, and organized criminals. He has advantage on Wisdom (Survival) checks to track them and Intelligence checks to recall information about them.

  • Natural ExplorerLevel 1

    Choose a favored terrain. Mahir favors forests, gaining benefits related to navigation, tracking, stealth, and travel while in that terrain.

  • Fighting Style, ArcheryLevel 2

    Mahir chooses Archery, gaining a +2 bonus to attack rolls made with ranged weapons.

  • SpellcastingLevel 2

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

  • Hunter's Prey, Colossus SlayerLevel 3

    Mahir chooses Colossus Slayer. Once on each of his turns, when he hits a creature with a weapon attack, that creature takes an extra 1d8 damage if it is below its hit point maximum.

  • TraitHalf-ElfDarkvision, 60 feet
  • TraitHalf-ElfFey Ancestry, advantage on saving throws against being charmed
  • TraitHalf-ElfMagic cannot put Mahir to sleep
  • TraitHalf-ElfSkill Versatility, proficiency in two additional skills
  • TraitHalf-ElfCan speak, read, and write Common and Elvish, plus one additional language
  • 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 over great distances, though you cannot guarantee the contact's safety or secrecy.

Spells

3 spells

Spellcasting. Mahir Dastan casts with Wisdom (spell save DC 13, to hit with spell attacks).

1st level (3 slots): , ,

Gear

9 items

Weapons

  • 2×
    Shortsword
    A matched pair of short blades suitable for close fighting and concealment.
  • Longbow and arrows
    A longbow with a quiver containing twenty arrows.

Armor

  • Scale mail
    Light and flexible armor reinforced with hardened leather plates.

Tools

  • Crowbar
    A sturdy iron bar useful for prying open containers and doors.
  • Gaming set
    A set of marked bone tiles used for games of chance.
  • Thieves' tools
    A small leather case containing picks, tension tools, and narrow probes.

Gear

  • Explorer's pack
    A pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
  • Dark common clothes with hood
    A dark set of ordinary clothing with a deep hood.

Purse

  • 15×
    Gold pieces
    Coins saved from smuggling work and criminal jobs.

Appearance

A lean half-elf man with warm brown skin, dark auburn hair worn close at the sides, and a narrow braid tucked behind one ear. His pointed ears are modestly sized, and his amber-brown eyes rarely settle on a person's face for long. He moves with a quiet, asymmetrical gait, favoring his left side as though always making room for an unseen companion. His fingers repeatedly check the position of the leather cord around his right wrist, a habit that becomes more obvious when he is lying.

Mannerisms

Mahir stands slightly turned rather than squarely facing people, keeping his left side open and his right hand near his wrist cord. He speaks softly enough that others lean toward him, then watches what they reveal while doing so. Before entering any room, he counts the exits under his breath.

Personality

Mahir is courteous, observant, and almost unnervingly patient. He remembers small vulnerabilities, such as who limps, who drinks too quickly, and who looks toward the door when a certain name is spoken. He dislikes shouting and prefers making people feel that they have reached his desired conclusion on their own.

Ideals

Control. Freedom belongs to the person who knows the routes, the exits, and the leverage. Trust is only another word for surrendering control.

Bonds

He owes his freedom to the criminal contact who forged his escape papers, and he intends to repay that debt by ruining the official who first framed his family.

Flaws

He assumes everyone has a price, and when he cannot find one, he assumes they are simply hiding it better than he is.

Quirks

Keeps a private count of doors, windows, and possible escape routes.
Leaves a single copper coin at abandoned campsites, never explains why.
Names birds and stray dogs after people who have betrayed him.
Sleeps with his boots aligned toward the nearest exit.

Background

Mahir Dastan was born between two worlds and learned early that belonging was a luxury other people could afford. His human mother kept accounts for a caravan house, while his elven father served as a guide through wooded borderlands. When the caravan house collapsed under debts and accusations of theft, Mahir discovered that ledgers could be more dangerous than blades. He began altering manifests, hiding contraband in legitimate shipments, and selling route information to whichever buyer paid first. His talent for reading tracks made him especially useful when stolen goods had to cross country without attracting attention. A failed exchange left Mahir with a choice between prison and the service of a local criminal network. He chose the network, then quietly arranged for the guards who knew his name to receive false evidence against one another. Since then, he has worked as a smuggler, scout, and occasional bounty hunter. He became a ranger not from reverence for nature, but because wilderness provides better hiding places than cities and because a patient hunter can make a death look like an accident. Mahir now travels with adventurers when their goals overlap with his own, treating every friendship as an investment and every trail as a ledger of debts.

“His human mother kept accounts for a caravan house, while his elven father served as a guide through wooded borderlands.”
From their backstory
Background
Criminal

Connections

Species

Half-Elf

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