Jori Niskanen
Jori Niskanen
Sheet
AC 18 · HP 36 · 25 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
15 featuresAction
- Extra AttackLevel 5
You can make two attacks, instead of one, whenever you take the Attack action on your turn.
Bonus action
- Second WindLevel 1
On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once used, this feature requires a short or long rest to recharge.
Always on
- Disarming Attack
When When you hit with a weapon attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target. Add the die to the attack's damage roll, and the target must succeed on a DC 13 Strength saving throw or drop one item of your choice that it is holding.
- Menacing Attack
When When you hit with a weapon attack
When you hit a creature with a weapon attack, you can expend one superiority die to frighten the target. Add the die to the attack's damage roll, and the target must succeed on a DC 13 Wisdom saving throw or be frightened of you until the end of your next turn.
- Trip Attack
When When you hit with a weapon attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. Add the die to the attack's damage roll, and the target must succeed on a DC 13 Strength saving throw or be knocked prone.
- Fighting Style: DuelingLevel 1
You adopt a particular style of fighting as your specialty. You gain a +2 bonus to damage rolls when wielding a melee weapon in one hand and no other weapons, and you gain a +2 bonus to ranged weapon attack rolls. This character uses the Dueling style when wielding a one-handed melee weapon and shield.
- Action SurgeLevel 2
You can take one additional action on your turn. Once used, this feature requires a short or long rest to recharge.
- Battle Master: Combat SuperiorityLevel 3
You learn three maneuvers of your choice, fueled by four superiority dice, which are d8s. You regain all expended dice when you finish a short or long rest. Your maneuvers are Disarming Attack, Menacing Attack, and Trip Attack. Your maneuver save DC is 13.
- Battle Master: Student of WarLevel 3
You gain proficiency with smith's tools. You learn about creatures, organizations, and places through military or tactical training and practical fieldwork.
- Ability Score Improvement: AlertLevel 4
You gain a feat. This character has the Alert feat. You gain a +5 bonus to initiative, cannot be surprised while conscious, and other creatures do not gain advantage on attack rolls against you as a result of being unseen by you.
- LuckyStout HalflingWhen you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
- BraveStout HalflingYou have advantage on saving throws against being frightened.
- Halfling NimblenessStout HalflingYou can move through the space of any creature that is of a size larger than yours.
- Stout ResilienceStout HalflingYou have advantage on saving throws against poison, and you have resistance against poison damage.
- Guild MembershipBounty Hunter's Guild Member
Guild Membership. Askia's Bounty Hunter's Guild recognizes your credentials and provides access to guildhalls, public notices, legal mediation, and ordinary lodging or information from fellow members. The guild will not conceal criminal conduct, but it will help establish the legitimacy of an authorized contract.
Gear
9 itemsWeapons
- LongswordA one-handed martial weapon chosen for close capture work. Jori uses it with his shield and Dueling fighting style.
- Light crossbowA compact ranged weapon useful for warning shots and pursuing targets across open ground.
Armor
- Chain mailHeavy interlocking metal armor, worn over padded clothing.
- ShieldA steel-banded wooden shield bearing the brass knot of the BHGA. Grants +2 AC when wielded.
Gear
- 20×Crossbow boltAmmunition for the light crossbow.
- Dungeoneer's packA reinforced pack containing rope, pitons, rations, tinder, and other field necessities.
- ManaclesIron restraints used for lawful captures.
- Common clothesPlain durable clothing suitable for travel and guild work.
Purse
- 15×Gold piecesA small purse containing the remainder of Jori's starting funds.
Appearance
A broad-shouldered stout halfling with weather-browned skin, compact strength, and thick dark hair cut close around the ears. He wears a weathered chain shirt beneath a patched brown coat, a round shield marked with the brass knot of the Bounty Hunter's Guild of Askia, and practical boots fitted with extra heel leather. His most noticeable feature is not a wound but the way he waits, balanced on the balls of his feet with his weight subtly forward, as if every pause might become a pursuit. His voice is low and slightly rough, and he takes a small breath through his nose before answering difficult questions.
Mannerisms
Before speaking, Jori takes a quiet breath through his nose and glances once toward the nearest exit. When waiting, he leans slightly forward with one heel raised. He taps the edge of his shield twice whenever he is mentally counting possibilities.
Personality
Jori is patient with frightened witnesses, terse with boastful suspects, and unexpectedly gentle with animals. He treats every investigation like a practical puzzle, preferring small physical facts over dramatic testimony. Though still a novice, he takes contracts seriously and dislikes people who treat bounty hunting as an excuse for cruelty.
Ideals
Due Process. A contract is not justice by itself. The truth of the case matters more than the size of the reward.
Bonds
The Bounty Hunter's Guild of Askia gave me honest work when I had little else, and I will not let its name be stained by lazy hunters or crooked contracts. I also owe a debt to the innocent man I once arrested under a forged warrant.
Flaws
I become suspicious when a problem seems too simple, and I can turn reasonable caution into needless delay. I also struggle to admit that I am frightened, so I sometimes sound cold or officious when I am actually asking for help.
Quirks
Background
Jori Niskanen grew up among freight yards and river stairs in a hard-working halfling quarter of Askia, where people learned early to tell the difference between a missing person, a runaway, and someone who had been made to disappear. His mother kept account books for caravaners, while Jori spent his youth carrying messages, checking wagon seals, and noticing which strangers asked too many questions. He had no taste for the grand stories told by retired adventurers, but he did have a stubborn talent for finding what other people overlooked. He joined the Bounty Hunter's Guild of Askia after locating a debt-runner hidden inside a grain barge, solving the case by noticing that one sack had been tied with a sailor's knot instead of a miller's knot. The guild accepted him as a novice, and he now works under contract with more confidence than experience. Jori prefers live captures, clear warrants, and payment schedules written in ink. His first serious failure came when he trusted a forged guild seal and delivered the wrong man to a corrupt magistrate. Since then, he has carried a habit of checking every document twice, and he keeps a private list of people who deserve an apology, a warning, or a second chance.
“He had no taste for the grand stories told by retired adventurers, but he did have a stubborn talent for finding what other people overlooked.”
- Background
- Bounty Hunter's Guild Member
Connections
Species
Stout Halfling
Media
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