Iker Sato
Iker Sato
Sheet
AC 18 · HP 67 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
19 featuresBonus action
- Second WindLevel 1
On his turn, Iker can use a bonus action to regain 1d10 + 8 hit points. He must finish a short or long rest before using this feature again.
- Know Your EnemyLevel 3
Iker can use a bonus action to study a creature he can see within 30 feet, learning whether it has proficiency in a saving throw, and whether it is superior, equal, or inferior to him regarding Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. He must finish a short or long rest before using this feature again.
Always on
- Disarming Attack
When After hitting a creature with a weapon attack
When Iker hits a creature with a weapon attack, he can expend one superiority die to attempt to disarm it. He adds the die to the attack's damage, and the target must make a DC 15 Strength saving throw or drop one item of Iker's choice that it is holding.
- Menacing Attack
When After hitting a creature with a weapon attack
When Iker hits a creature with a weapon attack, he can expend one superiority die to frighten the target. He adds the die to the attack's damage, and the target must make a DC 15 Wisdom saving throw or become frightened of Iker until the end of his next turn.
- Trip Attack
When After hitting a creature with a weapon attack
When Iker hits a creature with a weapon attack, he can expend one superiority die to knock the target down. He adds the die to the attack's damage, and if the target is Large or smaller, it must make a DC 15 Strength saving throw or fall prone.
- Fighting Style: ArcheryLevel 1
Choose one Fighting Style. Iker gains a +2 bonus to attack rolls made with ranged weapons.
- Action SurgeLevel 2
Iker can take one additional action on his turn. He must finish a short or long rest before using this feature again. Beginning at 17th level, he can use it twice between rests, but he is not yet at that level.
- Combat SuperiorityLevel 3
Iker gains superiority dice, which are d8s. He has four superiority dice, and a die is expended when used. He regains all expended dice when he finishes a short or long rest. His maneuver save DC is 15.
- ManeuversLevel 3
Iker learns three maneuvers: Disarming Attack, Menacing Attack, and Trip Attack. He can use one maneuver when he hits with a weapon attack, adding the superiority die to the attack's damage and applying the maneuver's additional effect.
- Extra AttackLevel 5
Iker can attack twice, instead of once, whenever he takes the Attack action on his turn.
- Ability Score ImprovementLevel 4
Iker increases his Strength by 1 and his Constitution by 1, raising Strength to 17 and Constitution to 14 before the second ability improvement.
- Ability Score ImprovementLevel 6
Iker increases his Strength by 1, raising it to 18. He also increases his Dexterity by 1, raising it to 16.
- Indomitable Might of the Mind: Martial Archetype FeatureLevel 7
Iker has advantage on saving throws against being frightened. If he is frightened when he begins his turn, he can repeat the saving throw, ending the effect on a success.
- Ability Score IncreaseHumanStrength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma each increase by 1.
- SizeHumanMedium.
- SpeedHuman30 feet.
- LanguagesHumanCommon and one additional language, Basque.
- VersatileHumanHumans adapt readily to military service, guild work, and unfamiliar cultures.
- Military RankSoldier
Iker retains the respect and practical authority associated with his former military service. Soldiers, veterans, and allied officers recognize his rank and may offer him shelter, limited assistance, or access to military camps and information, provided he does not abuse that trust.
Gear
11 itemsWeapons
- LongswordA practical martial weapon with a broad, serviceable blade, carried in a worn leather scabbard.
- LongbowA compact longbow used for pursuit, warning shots, and ending fights before they become close-quarters struggles.
Armor
- ShieldA reinforced steel shield marked with a faded BGHA registration number.
- Chain MailProtective linked steel armor maintained with obsessive care despite its age.
Gear
- 20×ArrowsArrows carried in a leather quiver.
- Insignia of RankA worn military insignia from Iker's former unit.
- Trophy from a Fallen EnemyA small trophy taken from a defeated enemy, kept as a reminder that every target was once dangerous.
- Bone DiceA set of dice used for camp games, wagers, and questioning nervous suspects.
- Common ClothesA set of common travel clothes suitable for patrols, inns, and guild offices.
- Belt PouchA pouch containing the savings of a career soldier and bounty hunter.
Purse
- 10×Starting CoinCoins and small valuables totaling 10 gp.
Appearance
Iker Sato is a compact, broad-shouldered human with weather-browned skin, close-cropped black hair, and a quiet, watchful expression. He stands with most of his weight settled over the balls of his feet, as if every room might suddenly become a street pursuit. His hands are especially noticeable, thick-knuckled and permanently rough from reins, weapon grips, camp work, and years of fastening manacles. He wears well-maintained chain mail beneath a faded blue-gray surcoat, with a battered leather bounty ledger secured at his belt.
Mannerisms
When waiting, Iker balances lightly on the balls of his feet and keeps his shield hand relaxed near his belt. He rolls a coin across his knuckles while thinking, then stops it abruptly when he has reached a decision. He speaks in short, practical sentences and uses a person's full name when he is angry.
Personality
Iker is patient, observant, and difficult to impress. He prefers quiet conversations, clean contracts, and targets who can be taken alive. He notices exits, hands, and who in a room is watching whom. Beneath his controlled manner is a dry sense of humor that appears at inconvenient moments, usually when everyone else is too tense to appreciate it.
Ideals
Accountability. A warrant is not permission to be cruel. Those who carry authority must be judged more harshly than those who merely fear it.
Bonds
The Bounty Hunters Guild of Askia gave me a second life, and I will not let its name be sold to killers wearing badges. I also keep a folded service roster containing the names of the soldiers who once trusted me to bring them home.
Flaws
I assume that anyone who resists questioning is hiding something, and I can become coldly procedural when compassion would serve better. Once I decide that someone is dangerous, I am slow to revise my judgment.
Quirks
Background
Iker Sato learned early that a wanted person rarely looks like a villain when encountered alone. They look tired, frightened, angry, or ordinary. He served as a scout and patrol sergeant in Askia's border forces, where his work involved tracking deserters, smugglers, and raiders through bad country. He became known for bringing people in alive, not from softness, but because a living prisoner could answer questions and a dead one could not. After leaving formal service, Iker joined the Bounty Hunters Guild of Askia, the BGHA, and discovered that many bounty hunters were better at chasing prey than judging contracts. He began accepting work hunting hunters who violated guild law, abandoned contracts, or turned legitimate warrants into private vendettas.
“He became known for bringing people in alive, not from softness, but because a living prisoner could answer questions and a dead one could not.”
- Background
- Soldier
Connections
Species
Human
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