Tavar

Physical Description –

A wiry Herregon with lean muscle and long limbs built for speed. His fur is sun-bleached at the edges, and he wears a tattered explorer’s hat pulled low over one eye. A well-maintained rapier hangs at his hip, and he’s always fidgeting with a compass or checking the wind. His gear is travel-worn but carefully kept, and there’s a constant sense of motion about him, even when still.

Personality and Motivation –

Tavar is a practical person who is seeking a better life that the one he was destined for in the Herlend armed forces, after realizing that he had reached a station that no Herregon was permitted to go beyond. After finding the riders as distasteful as Herdlend, and the life as a city enforcer uncomfortable and unrewarding, he has decided to try his luck as a second rate adventurer. he is no coward, but has the sense to realize that by taking a back seat to other glory seekers, he can find a life that is only 1 step down at a fraction of the risk.

Fighting Strategy –

Tavar prefers to avoid a fight, but when pressed, he uses hit-and-run tactics weaving between enemies and obstacles to strike quickly and get out. He prefers dueling isolated targets with his rapier, using his speed to maintain control of the battlefield. If there's a trap or enemy path to sniff out, he's already halfway there (or taking the long way around).

Sats

  • Armor Class: 16 (Studded Leather + DEX)
  • Hit Points: 47 (2d10 + 3d10 + 10)
  • Speed: 35ft.
  • Initiative Bonus: +4

Saving Throws:

  • Str +2,
  • Dex +6

Skills and attack bonus:

  • Stealth +6,
  • Perception +4,
  • Survival +4,
  • Athletics +2,
  • Acrobatics +6,
  • Insight +4

Equipment:

  • Rapier
  • Studded Leather Armor
  • Explorer’s Hat (worn and patched—gives +1 to Survival checks in extreme weather)
  • Herbal salve pouch (basic ranger field kit: balm, compass, snare wire, flint)
  • Signal whistle, two smoke flares
  • Minor Magic Item: Courier’s Medallion (once per day, cast longstrider on self as a free action)

Traits:

  • Rabbit Hop (Recharge 4–6): As a bonus action, jump 15 feet without provoking opportunity attacks.
  • Natural Explorer (Desert & Grassland): Terrain never slows group’s travel; can move stealthily at normal pace.

Actions:

  1. Multi Attack. As an action, Tavar can make 2 attacks with his rapier or longshot rifle.
  2. Sneak Attack. Any attack that meets sneak attack conditions deals an additional 3d6 damage, once per turn.
  3. Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8 + 6 piercing damage.
  4. Long Shot. Ranged Weapon Attack: +8 to hit, range 80/200ft, one target. Hit: 2d6 +6 piercing. Misfire score of 2.
  5. Targeted Shot. when he hits a target with sneak attack, Tavar can choose to disarm, knock prone, reduce the targets speed by half, or impose disadvantage on the targets next saving throw.
  6. Second Wind (1/Short Rest): Regain 1d10 + 5 HP as a bonus action.
  7. Action Surge (1/Short Rest): Take one additional action on Tavar's turn.