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Shusha Szentli - AI-generated fantasy Character

Shusha Szentli

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

Shusha Szentli

Shusha is warm, theatrical, observant, and fiercely protective.
AC16
HP197/197
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 197 · 30 ft.
AlignmentChaotic GoodGenderFemaleAge29 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingSTR
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistorySTR
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionWIS
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor

Weapons

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

Tools

Thieves' tools,
Disguise kit,
Forgery kit,
One musical instrument, drum

Languages

Common,
Infernal

Features

43 features

Bonus action

  • Bonus Unarmed Strike

    When After taking the Attack action or whenever a bonus action is available

    As a bonus action, make one Unarmed Strike.

  • One-Two Punch

    When Bonus action

    Make two Unarmed Strikes as a bonus action by spending 1 Moxie Point.

  • Brace Up

    When Bonus action

    As a bonus action, spend 1 Moxie Point to gain temporary hit points equal to 1d8 plus 17.

  • Stick and Move

    When Bonus action

    As a bonus action, spend 1 Moxie Point to make an Unarmed Strike and Dash or Disengage.

  • Cunning ActionLevel 2

    Use a bonus action to Dash, Disengage, or Hide.

  • Ear for Deceit and Eye for DetailLevel 3

    As a bonus action, make a Wisdom (Insight) check contested by a creature's Charisma (Deception) check. On a success, learn whether the creature is lying, and gain advantage on Wisdom (Insight) checks against it for 1 minute. You also gain proficiency with disguise kits and forgery kits, and can identify the nature of a hidden creature or object with careful observation.

  • FisticuffsLevel 1

    Mastery of unarmed combat and improvised weapons. While unarmed or wielding only Pugilist weapons, wearing light or no armor, and not using a shield, Shusha can make an Unarmed Strike as a bonus action, deal 1d8 damage with Unarmed Strikes or Pugilist weapons, and use Sap mastery with improvised weapons.

  • 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 restored by gaining 1 Exhaustion.

  • Dig DeeperLevel 13

    As a bonus action, gain all Dig Deep benefits for 1 minute and use School of Hard Knocks twice per turn. At Pugilist level 13, usable once per long rest.

Reaction

  • Uncanny DodgeLevel 5

    When When hit by an attack

    Use a reaction to halve damage from an attack that hits her, if she can see the attacker.

  • Bloodied But UnbowedLevel 2

    When damaged, use a reaction to regain all expended Moxie Points. If Bloodied, also gain 52 temporary hit points. Once per short or long rest.

  • Meat ShieldLevel 6

    While grappling a creature, gain half cover against attacks from creatures she is not grappling. When such a creature misses her, spend a reaction and 1 Moxie to redirect the same attack against a creature she is grappling.

Always on

  • Heavy HitterLevel 3

    When On an Unarmed Strike hit

    When hitting with an Unarmed Strike, apply damage and Grapple or Shove.

  • Stop and Drop

    When On an Unarmed Strike hit

    When hitting with an Unarmed Strike without using a mastery property, apply both Grapple and Shove.

  • School of Hard KnocksLevel 9

    When Once per turn on hit

    Once per turn, add 1d12 damage to an Unarmed Strike hit or apply Endanger or Provoke instead.

  • Rogue ProficienciesLevel 1

    Proficient with light armor, simple weapons, hand crossbows, longswords, rapiers, and shortswords. Also proficient with thieves' tools. Multiclass weapon proficiencies are retained, though Shusha carries no weapons.

  • Sneak Attack, 4d6Level 1

    Once per turn, deal an extra 4d6 damage when hitting with a finesse or ranged weapon attack. Shusha normally cannot use Sneak Attack with her unarmed strikes unless another feature or rule permits it.

  • Roguish Archetype, InquisitiveLevel 3

    Gain the Inquisitive rogue archetype.

  • Ability Score ImprovementLevel 4

    Increase two ability scores by 2 each, or one by 2 and another by 1, or take a feat. Shusha's advancement includes increases that bring her final Dexterity to 20 and supports her other exceptional physical abilities.

  • ExpertiseLevel 6

    Choose two proficient skills for Expertise. Shusha has Expertise in Athletics, Deception, Investigation, Perception, Sleight of Hand, and Insight through her rogue and pugilist training.

  • Slippery MindLevel 7

    You gain proficiency in Wisdom saving throws.

  • Iron ChinLevel 1

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

  • MoxieLevel 2

    Gain 13 Moxie Points, regained on a short or long rest. Shusha knows Brace Up, One-Two Punch, and Stick and Move.

  • Swagger StreakLevel 2

    When failing a Strength, Dexterity, Constitution, or Charisma check, expend 1 Moxie to add 1d8. If the check still fails, regain the point, and this feature cannot be used again until a short or long rest.

  • Pugilist Ability Score ImprovementLevel 4

    Increase two ability scores by 2 each, or take a qualifying feat. Her advancements raise her Constitution and Charisma while preserving her specialized physical profile.

  • Extra AttackLevel 5

    Attack twice whenever taking the Attack action.

  • HaymakerLevel 5

    When attacking with an Unarmed Strike or Pugilist weapon, expend 1 Moxie to swing wildly. On a hit, the attack deals maximum damage and the Moxie is regained.

  • Moxie-Fueled FistsLevel 6

    Unarmed Strike and improvised weapon damage can deal Force damage instead of its normal type.

  • Down But Not OutLevel 7

    When using Bloodied But Unbowed while Bloodied, add 4 plus current Exhaustion levels to Unarmed Strike and Pugilist weapon damage for 1 minute. Once per long rest.

  • HerculeanLevel 10

    Strength counts as doubled for carrying capacity, Unarmed Strikes critically hit objects, and jump distance is doubled.

  • Shake It OffLevel 10

    At the start of a turn, remove one Exhaustion level or end Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Restrained, or Stunned. Once per long rest unless restored by gaining 1 Exhaustion.

  • UnbreakableLevel 14

    Advantage on Strength, Dexterity, and Constitution saving throws. Expend 1 Moxie after failing a saving throw to reroll it.

  • 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.

  • Pugilist Subclass, Squared CircleLevel 3

    Choose the Squared Circle Pugilist subclass, specializing in theatrical grappling, ring control, and turning opponents into living shields.

  • GroundworkLevel 3

    When starting a turn grappling one or more creatures, deal 1d8 plus Strength modifier bludgeoning damage to each grappled creature. Shusha can spend 1 Moxie to impose disadvantage on a save or check against her Grapple or Shove DC. When hitting with an Unarmed Strike without using a mastery property, she can Grapple and Shove together.

  • Muscle MassLevel 3

    Gain Athletics proficiency and Expertise in Athletics.

  • HeavyweightLevel 11

    When using Grapple or Shove, count as one size larger. Moving a grappled creature of her size or smaller does not cost extra movement.

  • Ability Score IncreaseHuman+1 to all six ability scores, applied to the provided base scores.
  • Extra LanguageHumanOne additional language, Infernal.
  • Extra SkillHumanAthletics.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • By Popular DemandEntertainer

    By popular demand, Shusha can always find a place to perform, usually by presenting herself as a wrestler, strongwoman, comedian, or living spectacle. In settlements where she has performed before, common folk recognize her and are inclined to provide modest food, lodging, or introductions. She can also secure such support from new audiences with a successful performance.

Gear

8 items

Tools

  • Thieves' Tools
    A compact set of lockpicks and fine tools used for opening locks and disarming traps.
  • Disguise Kit
    A disguise kit containing cosmetics, wigs, clothing pieces, and small physical props.
  • Forgery Kit
    A kit of pigments, false documents, sealing wax, and writing materials for creating convincing forgeries.
  • Drum
    A hand drum used for entrance music, crowd rhythms, and the occasional intimidation routine.

Gear

  • Burglar's Pack
    A pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, rope, and similar adventuring supplies.
  • Professional Ring Gear
    A colorful, reinforced ring costume with chain-linked sections, designed for dramatic movement and practical grappling.
  • Brass Ring Bell
    A broken brass bell from her childhood troupe's wrestling ring.

Purse

  • Pouch of Coins
    A belt pouch containing 25 gp, representing retained earnings from recent performances.

Appearance

A powerful, buxom human woman with an exceptionally muscular physique, a prominent six-pack, broad shoulders, and a rounded, athletic build. She wears very scanty professional ring gear made from crimson and ivory leather, with decorative chains connecting the separate pieces without restricting movement. Her straight black hair falls past her shoulders, with blunt straight bangs hanging just above and partly across her eyes. Silver facial piercings accent her brow, lower lip, and one nostril. Her hands and knuckles are heavily callused, and old bruises and small scars mark her shoulders, ribs, and forearms. She carries herself like someone who expects every room to become an arena.

Mannerisms

She rolls her shoulders before speaking, taps two fingers against her sternum when making a promise, and addresses hostile strangers as if announcing them to a crowd. When thinking, she silently counts exits and watches people's hands instead of their faces.

Personality

Shusha is warm, theatrical, observant, and fiercely protective. She treats every conversation like a performance, but her attention is razor sharp beneath the jokes and grand gestures. She loves underdogs, noisy taverns, handmade costumes, and opponents who can take a clean loss with dignity. She is generous with strangers who show courage and merciless toward people who use status, money, or fear to control others.

Ideals

The show must be honest. Strength is meant to protect people who cannot fight back, and every bully deserves the chance to lose in front of witnesses.

Bonds

The traveling troupe that raised her is her family, and she will risk almost anything to protect performers from exploitation. She keeps a broken brass bell from the troupe's old wrestling ring and refuses to let anyone use it for a fixed match.

Flaws

She cannot resist answering an insult with a challenge, especially when an audience is present. Shusha is also dangerously confident that she can improvise her way out of any trap, and she sometimes confuses being admired with being trusted.

Quirks

Names each major wrestling maneuver after a local dish or festival.
Collects admission tokens, ticket stubs, and broken pieces of rigged arena equipment.
Practices intimidating eye contact with mirrors while brushing her hair.
Refers to suspicious strangers as 'the opening act.'
Keeps a running tally of how many people underestimate her strength.

Background

Shusha Szentli grew up among traveling human performers who moved from fairground to fairground, sleeping beneath painted wagons and earning meals through music, acrobatics, and feats of strength. She discovered early that applause was not merely praise, it was protection. When cruel spectators or dishonest promoters tried to exploit the troupe, Shusha learned to answer with a quick grin, a quicker shove, and an instinct for spotting the lie hidden inside a compliment. Her first ring was a tavern floor, her first crowd was a room full of gamblers, and her first victory came when she turned a chair, a tablecloth, and an arrogant bruiser into a sequence the audience still tells stories about. As her reputation grew, Shusha developed a professional wrestling persona built around theatrical entrances, impossible lifts, and dramatic reversals. Beneath the showmanship, she became an inquisitive investigator who studies opponents as carefully as she studies crowds. She notices who claps too late, who refuses to look at the exits, and who smiles when someone else is hurt. A string of fixed matches led her to uncover a scheme involving wealthy patrons, kidnapped performers, and rigged arena deaths. She dismantled the operation publicly, but several conspirators escaped. Now she travels as both champion and investigator, using the ring to expose bullies, protect vulnerable performers, and hunt the people who still believe every fight can be bought.

“She discovered early that applause was not merely praise, it was protection.”
From their backstory
Background
Entertainer

Connections

Species

Human

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