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Sahsha Seker - AI-generated fantasy Character

Sahsha Seker

Human · Fighter 7 / Pugilist 13 (Champion) · Level 20 · Entertainer

Sahsha Seker

Sahsha is warm, boisterous, and intensely attentive to the emotional temperature of a room.
AC15
HP184/184
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 184 · 30 ft.
AlignmentChaotic GoodGenderFemaleAge32 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingSTR
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • InvestigationINT
  • MedicineWIS
  • NatureWIS
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Improvised weapons,
Unarmed Strikes

Tools

Disguise kit,
One musical instrument, hand drum

Languages

Common,
One additional language of choice

Features

44 features

Action

  • Action SurgeLevel 2

    When On your turn.

    Spend 1 Moxie Point to use a second action on the same turn.

Bonus action

  • Bonus Unarmed Strike

    When While unarmed or wielding only pugilist weapons and meeting Fisticuffs restrictions.

    Make one Unarmed Strike as a bonus action.

  • One-Two Punch

    When While meeting Fisticuffs restrictions.

    Spend 1 Moxie Point to make two Unarmed Strikes as a bonus action.

  • Stick and Move

    When While meeting Fisticuffs restrictions.

    Spend 1 Moxie Point to make an Unarmed Strike and Dash or Disengage.

  • Brace Up

    When While meeting Fisticuffs restrictions.

    Spend 1 Moxie Point to gain 1d10 + 16 temporary hit points for 10 minutes.

  • Second WindLevel 1

    Sahsha can use a bonus action to regain hit points equal to 1d10 + 7 fighter levels. Once used, this feature recharges after a short or long rest.

  • FisticuffsLevel 1

    While unarmed or wielding only pugilist weapons, wearing light or no armor, and not wielding a shield, Sahsha can make an Unarmed Strike as a bonus action. Her Fisticuffs die is 1d10. Improvised weapons count as having the Sap mastery property for her.

  • Dig DeepLevel 4

    As a bonus action, she can gain resistance to bludgeoning, piercing, and slashing damage and ignore exhaustion levels below 6 for 10 minutes. Once used, it recharges after a long rest, unless she gains 1 exhaustion to restore it.

  • Dig DeeperLevel 13

    As a bonus action, she can gain Dig Deep's benefits for 1 minute and use School of Hard Knocks twice per turn. It can be used twice before a long rest at level 20.

  • Tavern Brawler featHumanProficient with improvised weapons, can use a d4 for improvised weapon damage, can grapple as a bonus action after hitting with an Unarmed Strike or improvised weapon, and can reroll 1s on damage dice for unarmed strikes and improvised weapons.

Reaction

  • Bloodied But UnbowedLevel 2

    When she takes damage, Sahsha can use a reaction to regain all expended Moxie Points. If Bloodied, she also gains 52 temporary hit points. Once used, this recharges after a short or long rest.

Always on

  • Heavy HitterLevel 3

    When When an Unarmed Strike hits.

    Use both damage and Grapple or Shove when hitting with an Unarmed Strike.

  • Fighting Style, Unarmed FightingLevel 1

    When choosing a fighting style, Sahsha learned Unarmed Fighting. Her unarmed strikes deal 1d8 bludgeoning damage when not using a weapon or shield, and she deals 1d4 bludgeoning damage to a creature grappled by her at the start of her turn.

  • Improved CriticalLevel 3

    Sahsha scores a critical hit on a weapon attack roll of 19 or 20.

  • Fighter Weapon TrainingLevel 1

    She gains proficiency with all simple and martial weapons, though she chooses to fight without weapons.

  • Fighter Armor TrainingLevel 1

    Sahsha gains proficiency with light, medium, and heavy armor, and shields, although her preferred style uses no armor and no shield.

  • Extra AttackLevel 5

    Sahsha can make one additional attack whenever she takes the Attack action, for a total of three attacks with that action at fighter level 7.

  • Fighter Saving Throw ProficienciesLevel 1

    She gains proficiency in Strength and Constitution saving throws from fighter training.

  • Remarkable AthleteLevel 7

    Sahsha can add her proficiency bonus to initiative rolls.

  • Muscle MassLevel 3

    She gains proficiency in Athletics and expertise in Athletics through Muscle Mass. Her Athletics modifier is +9.

  • Iron ChinLevel 1

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

  • MoxieLevel 2

    She has 13 Moxie Points, regained after a short or long rest. She knows Brace Up, One-Two Punch, and Stick and Move.

  • Swagger StreakLevel 2

    When she fails a Strength, Dexterity, Constitution, or Charisma check, she can spend 1 Moxie Point to roll her Fisticuffs die and add it to the check. If the check still fails, the point is regained, and the feature cannot be used again until a short or long rest.

  • Pugilist Subclass, GroundworkLevel 3

    She gains the Groundwork pugilist subclass.

  • Ability Score ImprovementsLevel 4

    Sahsha gains an Ability Score Improvement. Her four Ability Score Improvements were used to raise Dexterity to 18, Constitution to 16, Charisma to 18, and to gain the Tavern Brawler feat.

  • HaymakerLevel 5

    When she makes an Unarmed Strike or attack with a pugilist weapon, Sahsha can spend 1 Moxie Point. On a hit, the attack deals maximum damage, and the point is regained.

  • Moxie-Fueled FistsLevel 6

    Her Unarmed Strikes and improvised weapon attacks can deal force damage instead of their normal damage type.

  • Down But Not OutLevel 7

    When she uses Bloodied But Unbowed while Bloodied, she can add +3 to damage from Unarmed Strikes and pugilist weapons for 1 minute. Once used, it recharges after a long rest.

  • School of Hard KnocksLevel 9

    Once per turn, she can deal an extra 1d12 damage with an Unarmed Strike or pugilist weapon attack, or forgo it to make the next hit against the target deal maximum damage or to give the target disadvantage attacking creatures other than her.

  • HerculeanLevel 10

    Her Strength score counts as doubled for carrying capacity, her Unarmed Strikes are critical hits against objects, and her jump distance is doubled.

  • Shake It OffLevel 10

    At the start of her turn, Sahsha can remove one exhaustion level or end blindness, charm, deafness, fright, paralysis, poison, restraint, or stun. Once used, it recharges after a long rest, unless she gains 1 exhaustion to restore it.

  • UnbreakableLevel 14

    Sahsha has advantage on Strength, Dexterity, and Constitution saving throws. When she fails any saving throw, she can spend 1 Moxie Point to reroll it and must use the new result.

  • PugnaciousLevel 15

    When she rolls initiative, she can remove one exhaustion level and regain uses of Down But Not Out, Dig Deep, and Shake It Off. Once used, it recharges after a long rest.

  • GroundworkLevel 3

    When she starts her turn grappling one or more creatures, she deals 1d10 + 3 bludgeoning damage to each grappled creature without an action. She can impose disadvantage on saves or checks against her grapple or shove DC by spending 1 Moxie Point. When she hits with an Unarmed Strike without using a mastery property, she can both grapple and shove the target.

  • Meat ShieldLevel 6

    While grappling a creature, Sahsha has half cover against attacks from creatures she is not grappling. When such a creature misses her, she can spend 1 Moxie Point to force the same attack against a creature she is grappling.

  • HeavyweightLevel 11

    When using Grapple or Shove with an Unarmed Strike, Sahsha counts as one size larger. She does not spend extra movement to move a creature she grapples if it is her size or smaller.

  • Entertainer TrainingLevel 1

    As an entertainer, Sahsha is comfortable in front of crowds and can usually find food, lodging, and an audience by performing.

  • Ability Score IncreaseHuman+1 to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • TraitHumanOne extra language of choice.
  • VersatileHumanGain one extra skill proficiency of choice. Sahsha chose Persuasion.
  • TraitHumanHuman adaptability and determination.
  • By Popular DemandEntertainer

    By popular demand, Sahsha can usually find a place to perform, earn modest lodging and food, and attract an audience wherever she travels. Fellow performers recognize her as one of their own and may provide shelter or information.

Gear

8 items

Tools

  • Disguise kit
    A disguise kit used for entrances, promotional performances, and traveling under a stage name.
  • Hand drum
    A musical instrument inherited from her mother, used to accompany introductions and victory songs.

Gear

  • Wrestling gear
    Tight crimson and ivory wrestling gear, designed for unrestricted movement and stage visibility.
  • Wrestling boots
    Soft reinforced boots suitable for grappling, tumbling, and dramatic ring entrances.
  • Hand wraps
    A set of weighted training wraps and hand wraps.
  • Admirer’s favor
    A favor from an admirer, a braided blue cord bearing a small brass bell.
  • Belt pouch
    A purse containing her accumulated starting funds.

Purse

  • 15×
    Gold pieces
    Coins earned from performances and wrestling exhibitions.

Appearance

Sahsha is a powerfully built human woman with a buxom, athletic frame, broad shoulders, thick arms, a pronounced bubble-shaped posterior, and sharply defined six-pack abdominal muscles. Her sun-browned skin is marked by old bruises, pale scar lines, and small ritual knots of blue thread tied around one wrist. She wears tightly fitted crimson and ivory wrestling gear reinforced with flexible leather panels, knee wraps, elbow wraps, and soft wrestling boots. Her dark hair is braided close to the scalp on one side and left in a heavy, swinging braid on the other. Her expression is bright, challenging, and entirely unafraid.

Mannerisms

Sahsha rolls her shoulders before speaking, taps a steady rhythm on nearby surfaces, and gives opponents a respectful bow before trying to put them through the floor. When excited, she slips into theatrical announcer diction and narrates her own finishing moves.

Personality

Sahsha is warm, boisterous, and intensely attentive to the emotional temperature of a room. She treats every confrontation as a performance, but never mistakes performance for insincerity. She remembers the names of stable hands, cooks, ushers, and children in the crowd, and she praises an opponent's best move before explaining exactly how she plans to defeat them.

Ideals

Courage. A person is not measured by how hard she hits, but by how often she rises and who she helps rise with her.

Bonds

She is devoted to the battered traveling troupe that raised her and sends them a share of every purse. She also protects a small neighborhood gym where poor children learn discipline, grappling, and confidence instead of joining street gangs. The gym's old brass bell hangs from her gear bag, and she refuses to abandon it, even in the most dangerous fight.

Flaws

She cannot resist answering an insult, especially if the insult is delivered in front of an audience. She is also too willing to take a dangerous hit for dramatic effect, even when a quieter solution would be wiser.

Quirks

Names each wrestling maneuver after a snack, local landmark, or embarrassing childhood memory.
Keeps a small brass bell in her gear bag and rings it before accepting a serious challenge.
Collects unusual stools, tankards, and chairs because each one might become a future improvised weapon.
Applauds sincerely when an enemy lands a clever hit.

Background

Sahsha Seker grew up in the back rooms of roadside inns, traveling theaters, and crowded market courts. Her mother sang epics in three languages, while her uncle worked as a stagehand, wrestler, and occasional bouncer. Sahsha learned early that an audience could be won with timing, nerve, and a clean finish. Her first fights were improvised bouts against older performers who taught her how to fall safely, how to read a crowd, and how to turn a table, stool, or dropped tankard into an advantage. By adulthood, she had become the star of a traveling wrestling circuit, known for theatrical entrances, impossible throws, and a refusal to stay down after a beating.

“Her mother sang epics in three languages, while her uncle worked as a stagehand, wrestler, and occasional bouncer.”
From their backstory
Background
Entertainer

Connections

Species

Human

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