Seshin Adeyemi
Seshin Adeyemi
Sheet
AC 19 · HP 36 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
16 featuresBonus action
- Rally
When As a bonus action, while an ally can hear you
Spend one superiority die to give an ally within 30 feet temporary hit points equal to the roll as a bonus action.
- Rally and Distracting StrikeLevel 3
You can use a bonus action to expend one superiority die and gain a number of temporary hit points equal to the number rolled. When a creature you can see within 30 feet makes an attack roll against a target other than you, you can use your reaction and expend one superiority die to impose disadvantage on that attack, adding the die roll to the target's AC against the attack.
- Martial Versatility, Martial Adept TrainingLevel 4
When you use the Attack action on your turn, you can make one additional weapon attack as a bonus action. You can use this feature once, and regain its use after a short or long rest.
Always on
- Trip AttackLevel 3
When When you hit a creature with a weapon attack
Spend one superiority die to add the die to the weapon damage. The target makes a Strength saving throw or falls prone.
- Distracting Strike
When When you hit a creature with a weapon attack
When you hit a creature, spend one superiority die. The next ally who attacks that target before your next turn adds the die roll to their damage.
- Second WindLevel 1
When As a bonus action on your turn
Recover 1d10 + 4 hit points.
- Fighting Style, DefenseLevel 1
You adopt a particular style of fighting as your specialty. When wearing armor, you gain a +1 bonus to AC.
- Student of WarLevel 3
You gain proficiency with one type of artisan's tools of your choice.
- Combat SuperiorityLevel 3
You learn three maneuvers of your choice. You have four superiority dice, which are d8s. You regain all expended dice when you finish a short or long rest. Your maneuver save DC is 10.
- Martial Archetype, Battle MasterLevel 3
You choose a martial archetype that grants features at 3rd and 7th level. Seshin follows the Battle Master archetype.
- TraitHalf-ElfDarkvision, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitHalf-ElfFey Ancestry, you have advantage on saving throws against being charmed, and magic cannot put you to sleep.
- TraitHalf-ElfSkill Versatility, you gain proficiency in two skills of your choice, Stealth and Perception.
- TraitHalf-ElfYour walking speed is 30 feet.
- TraitHalf-ElfYou can speak, read, and write Common and Elvish, and one additional language of your choice.
- Guild MembershipGuild Bounty Hunter
You are a recognized member of the Bounty Hunters Guild of Askia. Guild halls and affiliated agents can provide basic lodging, local rumors, notice-board contracts, and limited assistance in identifying fugitives. The guild will not protect you from the law or from consequences caused by your own misconduct.
Gear
12 itemsWeapons
- LongswordA practical longsword with a basket hilt, used for controlled captures rather than executions.
- Light crossbowA light crossbow for warning shots, distance work, and situations where closing in would be foolish.
Armor
- Chain mailA suit of linked steel armor, maintained with oil and a small wire brush.
- ShieldA broad iron-banded shield bearing the faded blue mark of the Bounty Hunters Guild of Askia.
Tools
- CrowbarA battered crowbar used for doors, crates, and occasionally making a point during an interrogation.
- Thieves' toolsTools for bypassing simple locks and restraints.
- Gaming set, knucklebonesA set of marked knucklebones used for gambling and for reading the habits of suspects.
Gear
- 20×Crossbow boltsIron-tipped bolts for the light crossbow.
- Dungeoneer's packA pack containing bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Bounty ledgerA charcoal notebook containing names, routes, descriptions, and questions that have not yet been asked.
- Guild sashA blue guild sash identifying her as a licensed member of the Bounty Hunters Guild of Askia.
Purse
- 15×Gold piecesLoose payment kept separate from guild contract money.
Appearance
Seshin is a lean half-elf woman with sun-browned bronze skin, long dark hair threaded with pale cord, and alert hazel eyes. Years spent crossing Askia's salt roads have roughened her palms, dried the skin around her knuckles, and left a permanent dusting of pale grit along the hems of her clothes. She speaks in a low, breathy voice with a soft sibilant lilt, but when startled her words come out in a quick, controlled whisper. She wears a dark blue guild sash beneath her armor, visible only when she wants someone to know who is asking questions.
Mannerisms
Seshin lightly taps the pommel of her longsword whenever she is sorting facts in her head. She lowers her voice when angry, smiles without showing her teeth when suspicious, and pauses before answering any question that begins with the words, 'Surely you know.'
Personality
Seshin is observant, patient, and quietly compassionate. She asks practical questions before emotional ones, keeps promises with almost stubborn precision, and has a dry sense of humor that appears only after she has decided someone is safe. She dislikes grand speeches but remembers exactly how people take their tea, which roads they avoid, and what names they refuse to say aloud.
Ideals
A person is more than the price written beside their name. Skill means knowing when to bring someone in, and when to give them a chance to walk away.
Bonds
The Bounty Hunters Guild of Askia gave Seshin a second chance and a name worth defending. She is determined to uncover what happened to her former guild mentor, who disappeared after accepting a contract involving a noble family's sealed records.
Flaws
She assumes every generous offer hides a contract, and she can become so focused on proving a detail that she misses the emotional truth of a situation. When frightened, she grows quieter instead of asking for help, which makes allies think she is calm when she is actually close to panic.
Quirks
Background
Seshin was raised between two kinds of people who rarely trusted one another, her elven mother worked as a map-copyist for caravan houses, while her human father repaired harnesses and wagon locks in the river district of Askia. She learned early that a missing person was rarely just missing. Someone had failed to pay, someone had lied about a road, or someone had decided that a stranger's life was cheaper than a mule. Seshin became useful by noticing the small things, an altered buckle, a bootprint filled with fresh dust, a witness who answered too quickly. At twenty-six, she joined the Bounty Hunters Guild of Askia after tracking a debtor through three market towns without drawing a blade. Her first official capture was a spice broker who had framed his own clerk, and the case taught her the lesson that still governs her work, the person named on a notice is not always the guilty party. Now, as a novice hunter, Seshin takes contracts that more experienced guild members consider tedious, runaway apprentices, stolen documents, vanished witnesses, and debtors who may have been coerced. She wants to earn a full guild chain, but not by becoming the kind of hunter who stops seeing people once a price is attached to them.
“She learned early that a missing person was rarely just missing.”
- Background
- Guild Bounty Hunter
Connections
Species
Half-Elf
Media
0 imagesNo images yet.
Turn Seshin Adeyemi into a sheet
A high-res, share-ready sheet you can post or print.