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Sava Sheshen - AI-generated fantasy Character

Sava Sheshen

Tiefling · Fighter (Battle Master) · Level 4 · Criminal, Guild Bounty Hunter

Sava Sheshen

Quietly observant and stubbornly practical, Sava listens until she can identify the one detail everyone else ignored.
AC16
HP35/35
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 35 · 30 ft.
AlignmentNeutral GoodGenderFemaleAge27 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,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Light crossbows from starting equipment are proficient through martial weapon proficiency rules,
Crossbows and other weapons included in martial weapon proficiency as applicable

Tools

Thieves’ tools,
One gaming set, bone tiles,
Leatherworker’s tools

Languages

Common,
Infernal

Features

16 features

Bonus action

  • Second WindLevel 1

    When Sava is injured on her turn.

    Regain 1d10 + 4 hit points as a bonus action.

Reaction

  • Commander’s StrikeLevel 3

    When A creature within 30 feet makes an attack roll, ability check, or saving throw.

    When a creature within 30 feet makes an attack roll, ability check, or saving throw, expend one superiority die and use a reaction to add the die to that roll. Sava must be able to see or hear the creature.

Always on

  • Disarming AttackLevel 3

    When Sava hits a creature with a weapon attack.

    On a weapon hit, expend one superiority die to force the target to make a Strength check. On a failure, it drops one held object, which lands at its feet.

  • Menacing AttackLevel 3

    When Sava hits a creature with a weapon attack.

    On a weapon hit, expend one superiority die to force the target to make a DC 13 Wisdom saving throw. On a failure, it is frightened until the end of Sava’s next turn.

  • Rallying Precision

    When A visible or audible creature within 30 feet makes a relevant roll.

    Add 1d8 to a failed ability check, attack roll, or saving throw made by a creature within 30 feet, including Sava, when using the appropriate reaction and superiority die.

  • Action SurgeLevel 2

    When Sava needs a sudden burst of speed or force.

    Take one additional action on the current turn.

  • Fighting Style, ArcheryLevel 1

    You adopt a particular style of fighting as your specialty. Sava chose Archery, gaining a +2 bonus to attack rolls made with ranged weapons.

  • Battle MasterLevel 3

    You become a Battle Master and gain superiority dice, three maneuvers, and proficiency with one artisan's tool. Your superiority dice are four d8s, and you regain expended dice after a short or long rest.

  • Student of WarLevel 3

    You gain proficiency with leatherworker's tools, used by Sava to repair straps, scabbards, crossbow cases, and field gear.

  • Ability Score ImprovementLevel 4

    Sava increases Dexterity by 2, raising it from 14 to 16.

  • TraitTieflingDarkvision, 60 feet.
  • TraitTieflingHellish Resistance, resistance to fire damage.
  • Infernal Legacy, knows the thaumaturgy cantripTieflingAt 3rd level, can cast hellish rebuke once per long rest as a 2nd-level spell. At 5th level, can cast darkness once per long rest.
  • TraitTieflingTiefling ability score increase, +2 Charisma and +1 Intelligence.
  • TraitTieflingInfernal bloodline, speaks Common and Infernal.
  • Criminal ContactCriminal, Guild Bounty Hunter

    You have a reliable, though not especially powerful, contact within the Bounty Hunters Guild of Askia. This contact can pass along rumors, identify guild paperwork, confirm whether a contract is legitimate, or arrange discreet introductions in settlements where the BGHA has a presence.

Spells

2 spells

Spellcasting. Sava Sheshen casts with Charisma ( to hit with spell attacks).

Cantrips (at will):

2nd level:

Gear

14 items

Weapons

  • Rapier
    A slender martial blade favored for close control rather than brute force. Damage 1d8 piercing, finesse.
  • Whip
    A long-handled flexible weapon used to catch wrists, weapons, and ankles. Damage 1d4 slashing, finesse, reach.
  • Light crossbow
    A compact ranged weapon. Damage 1d8 piercing, ammunition, loading, two-handed, range 80/320.

Armor

  • Chain mail
    Heavy metal armor worn beneath a weather-stained gray hunting coat. It provides AC 16.

Tools

  • Crowbar
    A sturdy iron bar useful for prying open crates, doors, and stubborn windows.
  • Thieves’ tools
    Used to open locks and disable traps. Sava keeps them hidden in a stitched inner pocket.
  • Leatherworker’s tools
    Used to repair and maintain leather straps, weapon grips, crossbow cases, and harnesses.

Gear

  • 20×
    Crossbow bolts
    Ammunition for the light crossbow.
  • Dungeoneer’s pack
    Includes a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and 50 feet of hempen rope.
  • Dark common clothes with hood
    Dark common clothing with a hood, selected for anonymity rather than style.
  • Belt pouch
    A pouch containing the standard starting wealth from the Criminal background.
  • Gaming set, bone tiles
    A set of weighted bone tiles used for quiet games in guardrooms and guild offices.
  • BGHA novice guild token
    An engraved brass token identifying Sava as a novice member of the Bounty Hunters Guild of Askia.

Purse

  • 15×
    Gold pieces
    Starting funds from the Criminal background.

Appearance

Sava is a lean, copper-skinned tiefling with swept-back black hair, short dark-red horns, and a thin tail usually wrapped once around her left thigh when she is standing still. Her work has weathered her hands, leaving the knuckles dry and pale from rope burn, rain, and cheap soap. She wears well-maintained chain mail beneath a faded gray hunting coat. Within a minute of meeting her, most people notice that she rarely looks at faces first. Her eyes go to exits, hands, windows, and the nearest object heavy enough to become a weapon. A small brass guild token hangs from her collar, polished more often than her boots.

Mannerisms

Sava silently counts doors and windows whenever she enters a room. When thinking, she rubs her guild token with her thumb and whispers the last word of another person's sentence before answering. She keeps her voice low even during arguments, forcing others to lean closer.

Personality

Quietly observant and stubbornly practical, Sava listens until she can identify the one detail everyone else ignored. She is patient with frightened witnesses, suspicious of confident officials, and unexpectedly gentle with animals. Her humor is dry, usually delivered as a factual observation at the worst possible moment.

Ideals

Accountability. A warrant is not justice, and a lawful signature does not make cruelty righteous. I bring people in alive whenever the truth gives me a choice.

Bonds

The Bounty Hunters Guild of Askia gave me a chance when respectable people would not. I will protect its honest members, even if I have to expose those who have corrupted it.

Flaws

I assume every official document has been altered until I personally verify the seal, ink, witness, and motive. This makes me slow to trust, quick to accuse, and occasionally impossible to work with.

Quirks

She names every crossbow she uses, but refuses to name her rapier.
She folds warrants into precise fourths and stores them by the direction of the issuing magistrate’s signature.
She leaves a small pinch of salt beside an unlocked door when she believes someone escaped through it.
She cannot resist correcting people who call a pursuit a hunt, because hunts end when the quarry dies.
She feeds stray dogs before questioning their owners.

Background

Sava Sheshen grew up in the rain-shadow alleys beneath Askia's old aqueducts, where every family knew which doors opened for coin and which opened only for trouble. Her mother repaired harnesses for caravan guards, while her uncle copied warrants for the Bounty Hunters Guild of Askia. Sava learned early that a fugitive was rarely caught by the strongest person in the room. More often, they were found because someone noticed a fresh candle stub, a muddy hem, or a lie repeated with the wrong detail. She joined the BGHA as a clerk's runner, then began accompanying senior hunters on searches that were supposed to be simple and never were. Her first independent contract involved locating a deserter accused of murder. Sava found him hiding in a flooded grain cellar and discovered that the supposed victim was alive, the warrant had been altered, and the real culprit was a guild client trying to settle an inheritance dispute. Rather than deliver the deserter, she brought both men and the altered warrant back to Askia. The guild accepted the result but not the insubordination, marking her as a novice hunter under review. She now takes low-ranking contracts, carries a crossbow she dislikes using, and studies every warrant as if it might be a trap. Her ambition is not fame. It is to become the kind of hunter whose word can stop a bad execution before the rope is tied.

“Her mother repaired harnesses for caravan guards, while her uncle copied warrants for the Bounty Hunters Guild of Askia.”
From their backstory
Background
Criminal, Guild Bounty Hunter

Connections

Species

Tiefling

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