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Samira Vala - AI-generated fantasy Character

Samira Vala

Human · Rogue 7 / Pugilist 13 (Inquisitive) · Level 20 · Entertainer

Samira Vala

Warm, magnetic, and impossible to ignore, Samira treats every room like an arena and every stranger like a potential member of her audience.
AC15
HP197/197
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 197 · 30 ft.
AlignmentChaotic GoodGenderFemaleAge31 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

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Improvised weapons,
Unarmed Strikes,
Pugilist weapons

Tools

Disguise kit,
Hand drum,
Thieves' tools

Languages

Common,
Thieves' Cant

Features

40 features

Action

  • Pugilist: Extra AttackLevel 5

    You can attack twice whenever you take the Attack action.

Bonus action

  • One-Two Punch

    When Bonus Action

    Make two Unarmed Strikes as a Bonus Action by expending 1 Moxie Point.

  • Stick and Move

    When Bonus Action

    As a Bonus Action, make an Unarmed Strike and Dash or Disengage by expending 1 Moxie Point.

  • Brace Up

    When Bonus Action

    As a Bonus Action, roll 1d12 and gain Temporary Hit Points equal to the roll plus 17.

  • Rogue: Cunning ActionLevel 2

    You can use a Bonus Action to Dash, Disengage, or Hide.

  • Inquisitive: Eye for DetailLevel 3

    You can use a Bonus Action to make a Wisdom, Perception, or Investigation check to spot a hidden creature or object, or to determine whether you can hear a hidden creature.

  • Inquisitive: Insightful FightingLevel 3

    As a Bonus Action, make a Wisdom, Insight check contested by a creature's Charisma, Deception check. On a success, you can use Sneak Attack against that creature even without Advantage for 1 minute, provided you do not have Disadvantage.

  • Pugilist: FisticuffsLevel 1

    You can use a Bonus Action to make an Unarmed Strike. Your Unarmed Strike or improvised weapon can deal 1d12 damage instead of its normal damage. Improvised weapons count as having the Sap mastery property for you. These benefits require light or no armor, no shield, and only Pugilist weapons.

  • Pugilist: Dig DeepLevel 4

    As a Bonus Action, gain Resistance to Bludgeoning, Piercing, and Slashing damage and ignore Exhaustion levels below 6 for 10 minutes. Once per Long Rest unless you gain 1 Exhaustion to restore it.

  • Pugilist: Dig DeeperLevel 13

    As a Bonus Action, gain the benefits of Dig Deep for 1 minute and use School of Hard Knocks twice per turn. At level 20, usable twice per Long Rest.

  • Rogue: Stroke of LuckLevel 20

    When you score a Critical Hit, you can make one Unarmed Strike as a Bonus Action.

Reaction

  • Rogue: EvasionLevel 7

    When you fail a Dexterity saving throw against an effect that allows half damage on a success, you can use your Reaction to take no damage on a success and half damage on a failure.

  • Pugilist: Bloodied But UnbowedLevel 2

    When damaged, you can use a Reaction to regain all expended Moxie Points. If Bloodied, you also gain 52 Temporary Hit Points. Once used, this feature requires a Short or Long Rest.

Always on

  • Rogue: ExpertiseLevel 1

    You are proficient with light armor, simple weapons, hand crossbows, longswords, rapiers, and shortswords. You have four Expertise choices. Expertise doubles your proficiency bonus for selected skills or tools. Samira has Expertise in Acrobatics, Athletics, Insight, and Stealth.

  • Rogue: Sneak Attack, 4d6Level 1

    Once per turn, you can deal an extra 4d6 damage when you hit with an attack that uses Dexterity or a finesse or ranged weapon, if you have Advantage or an eligible ally is adjacent to the target.

  • Rogue: Thieves' CantLevel 1

    You gain proficiency with thieves' tools and can use them to disarm traps and open locks.

  • Entertainer TrainingLevel 1

    You gain proficiency with a disguise kit and one musical instrument. You can earn a modest living by performing and usually find free lodging and food from appreciative audiences.

  • Inquisitive: Ear for DeceitLevel 3

    When you make a Charisma check to lie, treating a d20 roll of 7 or lower as an 8. This applies after modifiers.

  • Pugilist: Iron ChinLevel 1

    While wearing light or no armor and not wielding a shield, your base Armor Class equals 12 plus your Constitution modifier.

  • Pugilist: MoxieLevel 2

    You have 13 Moxie Points, regained on a Short or Long Rest. You know Brace Up, One-Two Punch, and Stick and Move.

  • Pugilist: Swagger StreakLevel 2

    When you fail a Strength, Dexterity, Constitution, or Charisma check, you can expend 1 Moxie Point and add 1d12 to the check. If it still fails, the point returns, and this feature cannot be used again until a Short or Long Rest.

  • Pugilist: Heavy HitterLevel 3

    When you hit with an Unarmed Strike, you can deal damage and also Grapple or Shove the target.

  • Pugilist: GroundworkLevel 3

    You can use your Unarmed Strike to Grapple or Shove. You can expend 1 Moxie Point to impose Disadvantage on the target's saving throw or ability check against your grapple or shove DC. When you hit without using a mastery property, you can Grapple and Shove as part of the same attack.

  • Pugilist: Muscle MassLevel 3

    You gain Expertise in Athletics. When you start your turn Grappling one or more creatures, each Grappled creature takes 1d12 plus 3 Bludgeoning damage. When you hit with an Unarmed Strike without using a mastery property, you can Grapple and Shove as part of the same attack.

  • Pugilist: Ability Score ImprovementLevel 4

    You gain an Ability Score Improvement. Samira increases Strength by 2, raising it to 18 before later human and feat adjustments.

  • Pugilist: HaymakerLevel 5

    When making an Unarmed Strike or Pugilist weapon attack, expend 1 Moxie Point. On a hit, regain the point and deal maximum damage with that attack.

  • Pugilist: Moxie-Fueled FistsLevel 6

    Your Unarmed Strikes and improvised weapons can deal Force damage instead of their normal damage type.

  • Pugilist: Down But Not OutLevel 7

    When using Bloodied But Unbowed while Bloodied, add 4 plus your Exhaustion level to Unarmed Strike and Pugilist weapon damage for 1 minute. Once per Long Rest.

  • Pugilist: School of Hard KnocksLevel 9

    Once per turn, when you hit with an Unarmed Strike or Pugilist weapon, deal an extra 1d12 damage, or forgo it to make the next attack against the creature deal maximum damage or to give the creature Disadvantage against creatures other than you.

  • Pugilist: HerculeanLevel 10

    Your Strength score is doubled when determining carrying capacity. Unarmed Strikes are Critical Hits against objects. Your jump distance is doubled.

  • Pugilist: Shake It OffLevel 10

    At the start of your turn, you can remove one Exhaustion level or end Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Restrained, or Stunned. Once per Long Rest unless you take 1 Exhaustion to restore it.

  • Pugilist: HeavyweightLevel 11

    When using Grapple or Shove, you count as one size larger. You do not spend extra movement moving a creature your size or smaller that you have Grappled.

  • Pugilist: UnbreakableLevel 14

    You have Advantage on Strength, Dexterity, and Constitution saving throws. You can expend 1 Moxie Point to reroll a failed saving throw, using the new roll.

  • Pugilist: PugnaciousLevel 15

    When rolling Initiative, remove one Exhaustion level and regain uses of Down But Not Out, Dig Deep, and Shake It Off. Once per Long Rest.

  • TraitHumanAbility scores increase by 1 in Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
  • TraitHumanMedium size.
  • TraitHumanWalking speed of 30 feet.
  • TraitHumanOne additional language, represented here by Levantine Arabic.
  • TraitHumanHuman versatility grants broad adaptability and cultural fluency.
  • By Popular DemandEntertainer

    She can always find a place to perform, usually an arena, tavern, festival ground, or traveling show. By performing, she can secure modest food and lodging for herself and her companions, and she is recognized by people who appreciate athletic spectacle.

Gear

12 items

Weapons

  • Rapier
    A rapier kept for formal duels and emergencies.
  • Shortbow and arrows
    A shortbow with quiver and twenty arrows.
  • 2×
    Dagger
    Two daggers concealed in her costume or boots.

Armor

  • Leather armor
    A light leather jacket worn during travel and entrances.

Tools

  • Disguise kit
    A disguise kit used for theatrical roles and covert work.
  • Musical instrument, hand drum
    A musical instrument used for entrances and crowd work.
  • Thieves' tools
    Thieves' tools for locks and traps.

Gear

  • Ring gear
    Reinforced ring gear suitable for athletic performances and unarmed combat.
  • Burglar's pack
    A burglar's pack containing a backpack, ball bearings, string, bell, candles, crowbar, hammer, pitons, hooded lantern, oil, tinderbox, rations, and waterskin.
  • Costume
    A costume from an appreciative audience member.
  • Favor from an admirer
    A small favor from a former admirer.

Purse

  • 25×
    Gold pieces
    Gold pieces saved from performances and adventuring.

Appearance

A tall, powerfully built human woman with a buxom, heavily muscled physique and sharply defined six-pack abs. She has straight dark brown hair cut with bangs that fall past her eyes, a strong expressive face, and several facial piercings, including a small ring through one nostril and studs along one eyebrow. Her professional ring gear is flamboyant but practical, made from reinforced leather and metallic chain links, with a dramatic open-backed cut and a thong-like rear design suited to movement. Her hands and forearms are covered in old bruises, calluses, and small scars from years of brawling, grappling, and theatrical combat.

Mannerisms

She rolls her shoulders before speaking, taps two fingers against her sternum when making a promise, and narrates her own attacks in a low theatrical voice. Before a fight, she always asks an opponent whether they are ready to give the audience a good show.

Personality

Warm, magnetic, and impossible to ignore, Samira treats every room like an arena and every stranger like a potential member of her audience. She is generous with food, praise, and second chances. Beneath her swagger is a patient observer who notices who is frightened, who is lying, and who is being ignored.

Ideals

The crowd deserves the truth. Power should belong to the people willing to stand up, take the hit, and keep fighting.

Bonds

The old traveling troupe that raised her is still being exploited by a wealthy promoter who forged their contracts and seized their arena. Samira intends to expose him publicly, ruin his reputation, and buy the troupe their freedom. She also carries her mother's battered costume needle as a good-luck charm.

Flaws

She cannot resist turning a dangerous confrontation into a performance, even when silence would be wiser. She is fiercely protective of underdogs but has a temper that makes her easy to bait. Deep down, she fears that without an audience, she is only the violence everyone expected her to become.

Quirks

She gives opponents elaborate stage names before fighting them.
She collects ticket stubs from every arena where she has won.
She names particularly effective grappling holds after taverns.
She never enters through the main door when a dramatic window or balcony is available.

Background

Samira Vala grew up in a crowded human district where tavern shows, street contests, and traveling wrestling troupes were the only reliable routes out of poverty. Her mother repaired costumes for performers, while her father worked as a stagehand and occasional strongman. Samira learned early that a convincing entrance could win a crowd before the first punch was thrown. She also learned that performers were often cheated by managers, gamblers, and local toughs, so she became adept at slipping backstage, reading a room, and quietly taking back what had been stolen. Her fists earned her a living, but her eyes and instincts made her dangerous in ways her opponents rarely noticed.

“Her mother repaired costumes for performers, while her father worked as a stagehand and occasional strongman.”
From their backstory
Background
Entertainer

Connections

Species

Human

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