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Salli Korte - AI-generated fantasy Character

Salli Korte

Human · Wizard (School of Evocation) · Level 3 · Soldier

Salli Korte

Salli is observant, dryly humorous, and quietly protective.
AC10
HP14/14
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 10 · HP 14 · 30 ft.
AlignmentNeutral GoodGenderFemaleAge27 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Weapons

Simple weapons,
Martial weapons

Tools

One type of gaming set,
Vehicles, land

Languages

Common,
Finnish-inspired regional dialect

Features

21 features

Always on

  • Minor Illusion

    When Action

    You create a harmless sensory effect within range, such as a sound, a small flame, a faint odor, or a visual mark that lasts for up to 1 minute.

  • Fire Bolt

    When Action

    You launch a mote of fire at a creature or object within range. On a hit, it takes 1d10 fire damage, and a flammable object can ignite.

  • Prestidigitation

    When Action

    You chill or warm a tiny nonmagical object, create a harmless sensory effect, or light or snuff a small flame.

  • Guidance

    When Action

    You touch a willing creature and grant it advantage on one ability check of its choice before the spell ends.

  • False Life

    When Action

    You touch a willing creature, granting it temporary hit points equal to 1d4 plus your spellcasting ability modifier for 1 hour.

  • Feather Fall

    When Reaction

    A creature you touch gains a flying speed of 60 feet for up to 10 minutes, requiring concentration.

  • Protection from Evil and Good

    When Action

    A creature you touch gains a bonus to saving throws and can end the spell early to avoid falling unconscious at 0 hit points, requiring concentration.

  • Burning Hands

    When Action

    You unleash a 15-foot cone of fire. Creatures in the area make Dexterity saving throws, taking 3d6 fire damage on a failure or half as much on a success.

  • Fog Cloud

    When Action

    You create a 20-foot-radius sphere of fog centered within range. The area is heavily obscured, requiring concentration.

  • Darkness

    When Action

    You create a 20-foot cube of magical darkness that can be moved with an object, requiring concentration.

  • Flaming Sphere

    When Action

    You create a 20-foot-radius sphere of flame centered within range. Creatures make Dexterity saving throws, taking 3d8 fire damage on a failure or half as much on a success, requiring concentration.

  • Enhance Ability

    When Action

    A creature you touch gains advantage on Strength checks and saving throws, and its carrying capacity doubles, requiring concentration.

  • SpellcastingLevel 1

    You can cast wizard spells using Intelligence as your spellcasting ability. You have a spellbook containing your known wizard spells, and you can prepare a number of wizard spells equal to your Intelligence modifier plus your wizard level.

  • Arcane RecoveryLevel 1

    Once per day when you finish a short rest, you can recover expended spell slots with a combined level equal to half your wizard level, rounded up. No recovered slot can be 6th level or higher.

  • Arcane Tradition, School of EvocationLevel 2

    You choose the School of Evocation as your arcane tradition. Evocation emphasizes the study and shaping of elemental forces.

  • Sculpt SpellsLevel 2

    When you cast an evocation spell that affects other creatures you can see, you can choose a number of them equal to 1 plus the spell's level. Chosen creatures automatically succeed on their saving throws against the spell and take no damage if they would normally take half damage on a successful save.

  • Ability Score IncreaseHumanYour Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma scores each increase by 1.
  • SizeHumanMedium.
  • SpeedHumanYour walking speed is 30 feet.
  • LanguagesHumanYou can speak, read, and write Common and one extra language of your choice.
  • Military RankSoldier

    You have a military rank from your career as a soldier. Soldiers loyal to your former organization recognize your authority and may defer to you, provide access to simple military facilities, or offer assistance when they are not endangered by doing so.

Spells

12 spells

Spellcasting. Salli Korte casts with Intelligence (spell save DC 10, to hit with spell attacks).

Cantrips (at will): , , ,

1st level (4 slots): , , , ,

2nd level (2 slots): , ,

Gear

9 items

Weapons

  • Quarterstaff
    A versatile wooden staff used as both a weapon and an arcane focus substitute when appropriate.

Tools

  • Gaming set
    A small set of carved wooden dice and counters used for wagering and passing time in camp.

Gear

  • Component pouch
    A small leather case containing the mundane and costly components needed for wizard spells.
  • Scholar's pack
    A pack containing parchment, ink, pens, sealing wax, a small knife, lamp oil, candles, food, and other scholarly necessities.
  • Spellbook
    A leather-bound spellbook containing the wizard's starting spells and carefully annotated field observations.
  • Insignia of rank
    A bronze military insignia showing her former rank and unit.
  • Trophy from a fallen enemy
    A broken arrowhead taken from the battlefield where her unit held a winter pass.
  • Common clothes
    A plain but well-maintained set of civilian clothing suitable for travel.

Purse

  • 10×
    Gold pieces
    Money saved from military pay and issued upon discharge.

Appearance

A human woman of average height with a compact, capable build shaped by military drills rather than heavy strength. Her dark brown hair is cut short around the ears, with one narrow braid bound by blue thread. Her gray-green eyes are alert and habitually scan doorways, windows, and rooftops. She wears a weathered navy traveling coat over a plain tunic, a soldier's insignia pinned inside the collar, and carries a quarterstaff marked with small geometric notches that record important dates.

Mannerisms

Salli checks the nearest exit whenever she enters a room, taps her thumb against her fingers while calculating, and pauses before speaking as if arranging her words into columns.

Personality

Salli is observant, dryly humorous, and quietly protective. She prefers useful conversation to small talk, but she remembers everyone's preferred meal, marching pace, and sleeping arrangements. She respects competence in any form and is more comfortable around people who admit what they do not know.

Ideals

Preparation. Courage is useful, but preparation is what gives courage a chance to matter.

Bonds

She carries the unit insignia of the soldiers who survived the winter retreat, and she intends to find the names of every missing member of that company.

Flaws

She cannot leave an unsolved pattern alone, even when pursuing it is tactically foolish. Salli also treats emotional vulnerability as a logistical weakness and tends to issue advice when someone actually needs sympathy.

Quirks

She gives every campfire a name based on its behavior.
She writes important observations in the margins of her spellbook upside down, so they can be read while the book is held open in her lap.
She counts steps between landmarks and becomes visibly annoyed when someone moves a familiar object.
She keeps one carved wooden die from her old gaming set in her pocket and rolls it before making difficult choices.

Background

Salli Korte grew up in a human river town where the roads mattered more than ancestry. Her mother kept ledgers for a ferry company, while her father repaired survey instruments for the local garrison. Salli learned early that maps, measurements, and written orders could move people as surely as force. When border raiders attacked the town, she enlisted at seventeen, first as a signal runner and later as a field clerk attached to an artillery unit. She was not the strongest soldier in the company, but she remembered every route, every supply count, and every officer's preferred way of receiving bad news. Her talent for magic emerged during a winter retreat. Trapped in a ravine with wounded soldiers and dwindling firewood, Salli opened her battered field manual and unconsciously shaped a burst of flame into a narrow channel, warming the injured without scorching them. The battlemage who witnessed it arranged for her to study at a provincial academy. Salli left the army with the rank of corporal and a spellbook filled with practical magic, determined to learn why the world obeys patterns that soldiers, merchants, and kings so often ignore. She now adventures because every expedition is a moving problem to solve, and because she still believes knowledge is most valuable when it gets people home alive.

“Her mother kept ledgers for a ferry company, while her father repaired survey instruments for the local garrison.”
From their backstory
Background
Soldier

Connections

Species

Human

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