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Sareth Sheshan - AI-generated fantasy Character

Sareth Sheshan

Half-Elf · Fighter · Level 1 · Outlander

Sareth Sheshan

Quietly observant and difficult to surprise, Sareth speaks with practical kindness and dislikes wasting words.
AC18
HP12/12
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 12 · 30 ft.
AlignmentNeutral GoodGenderMaleAge32 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • AthleticsSTR
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

All armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

One musical instrument, hand drum

Languages

Common,
Elvish,
Orcish

Features

8 features

Bonus action

  • Second WindLevel 1

    When When Sareth is injured

    As a bonus action, regain 1d10 + 1 hit points. Once used, this feature recharges after a short or long rest.

Always on

  • Fighting Style, DefenseLevel 1

    When During a short rest when spending Hit Dice

    Sareth can reroll a 1 or 2 on a Hit Die spent during a short rest, but must use the new roll.

  • TraitHalf-ElfDarkvision, Sareth can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, but he cannot discern color in darkness.
  • TraitHalf-ElfFey Ancestry, Sareth has advantage on saving throws against being charmed, and magic cannot put him to sleep.
  • TraitHalf-ElfSkill Versatility, Sareth is proficient in two additional skills, Insight and Persuasion.
  • TraitHalf-ElfHalf-Elf Ability Score Increase, Charisma increases by 2, and Strength and Constitution each increase by 1.
  • TraitHalf-ElfSareth can speak, read, and write Common and Elvish, and he knows Orcish as an additional language.
  • WandererOutlander

    Sareth has an excellent memory for maps and geography. He can recall the general layout of terrain, settlements, and natural landmarks, and can find food and fresh water for himself and up to five others each day, provided the land offers such resources.

Gear

11 items

Weapons

  • Longsword
    A one-handed martial weapon selected for reliability and reach in close combat.
  • Light crossbow
    A sturdy ranged weapon with 20 bolts, useful when closing with an enemy is dangerous.

Armor

  • Chain mail
    Heavy armor made of interlocking metal rings. Armor Class 16. It imposes disadvantage on Dexterity (Stealth) checks and requires Strength 13 to avoid a speed reduction.
  • Shield
    A round wooden shield reinforced with iron bands. While wielding it, Sareth gains a +2 bonus to AC.

Tools

  • Hunting trap
    A metal trap designed to catch a Small or larger creature that steps on its pressure plate.

Gear

  • 20×
    Crossbow bolts
    Ammunition for the light crossbow.
  • Dungeoneer's pack
    A pack containing a backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to its side.
  • Staff
    A wooden staff used for walking, testing uncertain ground, and marking trails.
  • Animal trophy
    A token taken from a dangerous wilderness creature Sareth personally hunted.
  • Traveler's clothes
    Practical clothing suited to long travel and uncertain weather.

Purse

  • 10×
    Gold pieces
    Starting currency from Sareth's life as a guide and wanderer.

Appearance

Sareth is a broad-shouldered half-elf with warm brown skin, angular elven features, and long black hair threaded with a few pale strands. His pointed ears are slightly asymmetrical, and a narrow scar crosses his left eyebrow. He wears battered chain mail beneath a moss-green cloak, with a round wooden shield reinforced by iron bands. His dark eyes are watchful and patient, more accustomed to reading tracks and weather than crowded streets.

Mannerisms

Sareth pauses before answering difficult questions, as if listening for distant wind. He checks door hinges, window latches, and the direction of smoke without seeming to notice he is doing it. When nervous, he rubs the rim of his shield with his thumb.

Personality

Quietly observant and difficult to surprise, Sareth speaks with practical kindness and dislikes wasting words. He is patient with frightened people, suspicious of boastful ones, and happiest when given a clear task beneath a wide sky. He has a dry sense of humor that appears only after he has decided someone is trustworthy.

Ideals

No road belongs to any lord. The wild is shared by all, and those who know how to survive have a duty to guide those who do not.

Bonds

He carries his father's brass compass and refuses to abandon anyone who has entrusted their safety to him. He also keeps a strip of blue caravan cloth taken from the wreckage of the last expedition he failed to protect.

Flaws

He assumes that anyone who has never slept outdoors is hiding something. When a plan fails, he becomes stubborn rather than frightened, pushing himself and others past sensible limits.

Quirks

Names every campfire before leaving it, claiming the fire deserves a proper farewell.
Collects unusual stones from places where someone survived against the odds.
Sleeps with one hand resting on his shield strap.
Can identify most birds by their warning calls, but is terrible at imitating them.

Background

Sareth was raised between two worlds and belonged fully to neither. His elven mother served as a healer and mapmaker among a remote woodland community, while his human father guided caravans across the cold grasslands beyond the settled roads. From them, Sareth learned to recognize the warning hush before a storm, the difference between wolf tracks and dog tracks, and the quiet habits that keep a camp alive. He spent his youth moving between forest paths, caravan trails, and lonely watchfires, becoming more comfortable beneath open sky than under any roof. When a band of raiders began preying on the travelers who crossed his father's routes, Sareth joined the local militia to protect the people he knew. He discovered that his strength and endurance made him a dependable shield-bearer, while his knowledge of the wilderness let him anticipate ambushes before they could begin. A disastrous night, when he arrived too late to save a caravan carrying several old friends, convinced him that guarding one road was not enough. Now he travels as a fighter and guide, seeking the raiders' scattered remnants while helping strangers survive the roads that once shaped his family.

“He spent his youth moving between forest paths, caravan trails, and lonely watchfires, becoming more comfortable beneath open sky than under any roof.”
From their backstory
Background
Outlander

Connections

Species

Half-Elf

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