Sava Kerek
Sava Kerek
Sheet
AC 16 · HP 88 · 35 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
27 featuresAction
- Extra AttackLevel 5
You can make two attacks instead of one whenever you take the Attack action on your turn.
- Dread AmbusherLevel 3
At the start of your first turn in combat, your walking speed increases by 10 feet. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. The first time each attack hits on that turn, the target takes an extra 1d8 weapon damage.
Bonus action
- Black Road Step
When While in darkness or heavy concealment
Sava moves through darkness without being seen by creatures relying on darkvision, then hides as a bonus action.
- SpellcastingLevel 2
You can use a bonus action to expend a spell slot and gain a bonus to weapon damage against a favored enemy, and you can cast ranger spells using Wisdom.
- VanishLevel 10
You can use the Hide action as a bonus action on your turn.
Always on
- Paid in Full
When When a marked enemy is within longbow range
Sava makes a longbow attack against a creature she can see. On a hit, the target takes 1d8 plus 5 piercing damage, plus 10 damage from Sharpshooter if she chooses to take its penalty, and possibly an additional 1d6 from Hunter's Mark.
- Opening Volley
When On her first turn in combat
Sava makes three longbow attacks during the first round of combat, using Dread Ambusher for the additional attack. She can also make a fourth attempt if one of the attacks misses, using Stalker's Flurry.
- Quiet Company
When When the group must cross guarded terrain
Sava casts Pass without Trace, guiding allies through difficult ground with almost no sound.
- Favored EnemyLevel 1
You have advantage on Wisdom checks related to tracking your favored enemies and on Intelligence checks to recall information about them. You have chosen two types of humanoid as favored enemies, bandits and cultists. You also know one language associated with each, Thieves' Cant and Infernal.
- Natural ExplorerLevel 1
You gain benefits when traveling through your favored terrain, including difficult terrain not slowing your group, remaining alert to danger, and finding food and water for yourself and others. You have chosen forests and mountains as favored terrains.
- Fighting StyleLevel 2
You adopt Archery as your fighting style, gaining a +2 bonus to attack rolls made with ranged weapons.
- Favored Enemy ImprovementLevel 6
You gain an additional favored enemy, undead, and an associated language, Celestial.
- Natural Explorer ImprovementLevel 6
You gain an additional favored terrain, coast. Difficult terrain no longer slows your group while traveling through your favored terrains, and you gain other exploration benefits there.
- Land's StrideLevel 8
Moving through nonmagical difficult terrain costs no extra movement. You can pass through nonmagical plants without being slowed or damaged by them, and you have advantage on saving throws against magically created or manipulated plants.
- Ability Score ImprovementLevel 8
You gain an additional Ability Score Improvement, used to increase Dexterity by 1 and Wisdom by 1.
- Ability Score ImprovementLevel 12
You gain an additional Ability Score Improvement, used to increase Dexterity by 2.
- Umbral SightLevel 3
You are adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature relying on darkvision to see you.
- Iron MindLevel 7
You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws.
- Stalker's FlurryLevel 11
Once on each of your turns, when you miss with a weapon attack, you can make another weapon attack as part of the same action.
- Feral SensesLevel 14
You can no longer be tracked by nonmagical means unless you choose to leave a trail. You can also pass without trace while traveling alone if you choose.
- TraitWood ElfDarkvision, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitWood ElfKeen Senses, you have proficiency in the Perception skill.
- TraitWood ElfFey Ancestry, you have advantage on saving throws against being charmed, and magic cannot put you to sleep.
- TraitWood ElfTrance, you do not need to sleep and can finish a long rest in 4 hours of meditation.
- TraitWood ElfFleet of Foot, your base walking speed is 35 feet.
- TraitWood ElfMask of the Wild, you can attempt to hide when lightly obscured by natural phenomena.
- Mercenary LifeMercenary Veteran
You know the mercenary companies and soldiers-for-hire who operate throughout the region. You can find the company you served with, its allies, or other veterans, and you can secure temporary lodging and modest assistance from them, provided you have not become a liability.
Spells
7 spellsSpellcasting. Sava Kerek casts with Wisdom (spell save DC 15, to hit with spell attacks).
1st level (4 slots): , ,
2nd level (3 slots): , ,
3rd level (3 slots):
4th level (2 slots): no spells
Gear
11 itemsWeapons
- 2×ShortswordA finely balanced one-handed blade, plain enough to avoid attracting attention.
- LongbowA compact longbow of dark yew, reinforced for travel and damp weather.
Armor
- Leather armorLight armor made from supple cured hide, maintained with wax and fishing grease.
Tools
- Gaming setA battered set of bone knucklebones used for gambling and reading a person's patience.
Gear
- 20×ArrowsStraight-fletched arrows carried in a hardened leather quiver.
- Explorer's packA pack containing bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and rope.
- Mercenary uniformA faded red-and-gray coat bearing the old insignia of the Red Kestrel Company.
- Insignia of rankA bronze company badge with the insignia nearly worn away.
- Riding horseA stout traveling horse trained to remain calm around weapons and shouting.
- Saddlebags and tackA practical saddle, bridle, and tack for long-distance travel.
Purse
- 10×Purse of goldCoins saved from contracts and kept separate from ordinary spending money.
Appearance
Sava is a lean wood elf with weather-browned skin, close-cropped dark hair, and a long, practical braid tied with a strip of faded red cloth. She dresses for movement in patched leather armor beneath a gray-green cloak, with a longbow kept within easy reach and a pair of worn shortswords at her hips. Her most distinctive feature is her attention. Within moments of meeting someone, she has quietly noted every door, window, weapon, and empty chair in the room. Her voice is low and dry, with a faintly lilting cadence, but when danger approaches her speech becomes clipped and nearly breathless. When rattled, she stops breathing for a heartbeat before speaking, as if waiting for the world to settle into a firing line.
Mannerisms
She checks the nearest exit before sitting, rests two fingers against her bowstring when thinking, and repeats the final word of a person's sentence under her breath when deciding whether to trust them. Before a fight, she exhales slowly through her nose. If she cannot hear that breath, she considers herself too angry to act.
Personality
Sava is observant, economical, and outwardly unimpressed by heroics. She treats competence as a form of kindness and distrusts anyone who describes a dangerous plan as easy. Around tired soldiers, teamsters, and other working people, she becomes unexpectedly warm, sharing food and dry jokes without making a performance of generosity. She rarely raises her voice. The quieter she becomes, the more serious the situation usually is.
Ideals
A contract is a promise made in public. If the powerful can break promises without consequence, then the only honest currency left is the protection we give one another.
Bonds
The surviving veterans of the Red Kestrel Company are her family. She keeps their names in a small ledger and sends a portion of every payment to those who cannot work.
Flaws
She assumes every employer is lying about one important part of the job, and she is usually right just often enough to make the habit impossible to break. She can abandon a cause without warning if she believes its leaders have spent the lives of others carelessly. When frightened for someone she loves, she becomes controlling, cold, and brutally practical.
Quirks
Background
Sava Kerek grew up among the border roads where caravans, armies, and thieves all used the same bridges. Her mother kept accounts for a traveling trade company, while her father repaired bowstrings and wagon harnesses. Sava learned early that a contract was only as good as the person standing beside you when the rain came down and the arrows started. She joined the Red Kestrel Company at nineteen, not from love of war, but because it paid on time and had a reputation for bringing its people home. The company eventually took a contract protecting a noble convoy through a disputed forest. Their employer altered the terms after the first ambush, sending the Kestrels into a fight they had not been paid or equipped to handle. Sava survived by leading six exhausted soldiers through a flooded ravine while the rest of the company held the road. She returned to find the employer had blamed the dead for the failure and withheld their wages. Sava took the contract ledger, burned the noble's seal, and walked away with the surviving veterans. Now she works as a ranger-for-hire, choosing contracts carefully and charging more for promises than for blood. She still searches for the scattered members of the Red Kestrel Company, especially those who may have believed she abandoned them.
“Her mother kept accounts for a traveling trade company, while her father repaired bowstrings and wagon harnesses.”
- Background
- Mercenary Veteran
Connections
Species
Wood Elf
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