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Marisol Teyek - AI-generated fantasy Character

Marisol Teyek

Human · Rogue / Pugilist (Inquisitive Rogue / Squared Circle Pugilist) · Level 20 · Entertainer

Marisol Teyek

Marisol is exuberant, observant, and fiercely protective.
AC15
HP176/176
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 176 · 30 ft.
AlignmentChaotic GoodGenderFemaleAge29 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor

Weapons

Simple weapons, from Rogue training, though she carries no weapons,
Improvised weapons and Unarmed Strikes through Pugilist training

Tools

Thieves' tools,
Disguise kit,
One musical instrument, typically hand drum

Languages

Common,
Thieves' Cant

Features

40 features

Action

  • Extra AttackLevel 5

    When you take the Attack action on your turn, you can attack twice instead of once.

Bonus action

  • Bonus Unarmed Strike

    When After taking the Attack action or whenever a Bonus Action is available

    She makes one Unarmed Strike as a Bonus Action while unarmed or using only permitted Pugilist weapons.

  • One-Two PunchLevel 2

    When When she needs additional close-range attacks

    She spends 1 Moxie Point to make two Unarmed Strikes as a Bonus Action.

  • Stick and MoveLevel 2

    When When closing distance or escaping a dangerous position

    She spends 1 Moxie Point to make an Unarmed Strike and Dash or Disengage.

  • Brace UpLevel 2

    When When expecting incoming damage

    She can use a Bonus Action to gain Temporary Hit Points from her Fisticuffs die.

  • Dig DeepLevel 4

    When Before a dangerous fight

    She can use Dig Deep to gain physical damage resistance for 10 minutes.

  • FisticuffsLevel 1

    Your fighting style is based on Unarmed Strikes and improvised weapons. While unarmed or wielding only permitted Pugilist weapons, wearing light or no armor, and not using a shield, you can make an Unarmed Strike as a Bonus Action and use a d8 for Unarmed Strike or improvised weapon damage. Improvised weapons count as having Sap mastery for you.

  • Cunning ActionLevel 2

    You can use a Bonus Action to Dash, Disengage, or Hide.

  • Ear for Deceit and Eye for DetailLevel 3

    You can use a Bonus Action to make an Insight check contested by a creature's Deception check. If successful, you learn whether it is affected by an illusion, its true emotional state, or a major deception. You can also use a Bonus Action to study a creature and gain Advantage on Wisdom (Insight) and Charisma (Intimidation) checks against it for 1 minute.

  • Steady EyeLevel 3

    You can use a Bonus Action to make a Dexterity (Stealth) check while lightly obscured by foliage, heavy rain, falling snow, mist, or another natural phenomenon.

Reaction

  • Uncanny DodgeLevel 5

    When When an attack hits her

    She can use a Reaction to halve damage from an attack she can see.

  • Bloodied But Not BowedLevel 2

    When you take damage, you can use a Reaction to regain all expended Moxie Points. If Bloodied, you also gain 52 Temporary Hit Points. Once used, this feature returns after a Short or Long Rest.

  • Meat ShieldLevel 6

    While you have a creature grappled, you gain Half Cover against attacks from creatures you are not grappling. When a creature you are not grappling misses you, you can spend 1 Moxie Point and use your Reaction to force the attack to be rerolled against a creature you grapple.

Always on

  • Clinch and Throw

    When After hitting with an Unarmed Strike

    She can grapple or shove after damaging a creature with an Unarmed Strike, and her Groundwork training can combine both options when no mastery property is used.

  • HaymakerLevel 5

    When When making an Unarmed Strike

    She can spend 1 Moxie Point to maximize the damage of a successful Unarmed Strike, regaining the point on a hit.

  • Expertise and Thieves' CantLevel 1

    You are proficient with thieves' tools. You can add your proficiency bonus to checks made with them. You also gain Expertise in two proficient skills or tools. Expertise applies to Athletics and Investigation.

  • Sneak Attack, 4d6Level 1

    When you attack with a finesse or ranged weapon, once per turn you can deal an extra 4d6 damage if you have Advantage or an eligible ally is within 5 feet of the target. She normally fights unarmed and cannot use Sneak Attack with an Unarmed Strike under the 2014 rules.

  • Iron ChinLevel 1

    While wearing light or no armor and not wielding a shield, your base Armor Class equals 12 plus your Constitution modifier.

  • MoxieLevel 2

    You gain Moxie Points equal to your Pugilist level, 13 points. Expended points return after a Short or Long Rest. You know Brace Up, One-Two Punch, and Stick and Move.

  • Swagger StreakLevel 2

    When you fail a Strength, Dexterity, Constitution, or Charisma check, you can spend 1 Moxie Point to roll your Fisticuffs die and add it to the check. On a failure, the point is regained, and the feature cannot be used again until a Short or Long Rest.

  • Rogue Archetype, InquisitiveLevel 3

    You can choose the Inquisitive archetype. You gain proficiency with thieves' tools and gain the subclass features below.

  • Heavy HitterLevel 3

    When you hit a creature with an Unarmed Strike, you can use both the damage and either the Grapple or Shove option.

  • GroundworkLevel 3

    When you start your turn grappling one or more creatures, you can deal 1d8 plus your Strength modifier Bludgeoning damage to each creature grappled. You can spend 1 Moxie Point to impose Disadvantage on a saving throw or ability check made against your grapple or shove DC. When you hit with an Unarmed Strike without using a mastery property, you can use both Grapple and Shove.

  • Muscle MassLevel 3

    Choose Athletics or Acrobatics. She chooses Athletics and gains Expertise in it.

  • Ability Score ImprovementLevel 4

    You gain a 4th-level Rogue Ability Score Improvement. This character retains the supplied ability scores and uses the feature for a qualifying feat if desired.

  • Additional ExpertiseLevel 6

    Your Expertise applies to two additional proficient skills or tools. Expertise applies to Perception and thieves' tools.

  • Insightful FightingLevel 7

    When you make a check to determine whether someone is lying, treat a d20 roll of 7 or lower as an 8.

  • School of Hard KnocksLevel 9

    When you hit a creature with an Unarmed Strike, you can choose to deal your normal damage or forgo the extra damage to impose a tactical effect as allowed by the School of Hard Knocks feature. This feature is gained at Pugilist level 9.

  • HerculeanLevel 10

    Your Strength score counts as doubled for carrying capacity, your Unarmed Strikes are Critical Hits against objects, and your jump distance is doubled.

  • Shake It OffLevel 10

    At the start of your turn, you can remove one Exhaustion level or end Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Restrained, or Stunned on yourself. Once used, it returns after a Long Rest unless you gain a level of Exhaustion.

  • HeavyweightLevel 11

    When using Grapple or Shove with an Unarmed Strike, you count as one size larger. You do not spend extra movement moving a creature you grapple if it is your size or smaller.

  • Moxie-Fueled FistsLevel 6

    Your Unarmed Strike or improvised weapon damage can deal Force damage instead of its normal damage type.

  • Down But Not OutLevel 7

    When you use Bloodied But Not Bowed while Bloodied, you can add your Constitution modifier plus your Exhaustion level to the damage of Unarmed Strikes and Pugilist weapons for 1 minute. Once used, it returns after a Long Rest.

  • Unerring EyeLevel 7

    You gain the Inquisitive feature Unerring Eye. Your actions and sight are exceptionally difficult to fool, and you can detect magical deceptions and hidden creatures as described by the feature.

  • Ability Score IncreaseHuman+1 to all six ability scores
  • SizeHumanMedium
  • SpeedHuman30 feet
  • TraitHumanCommon language
  • TraitHumanOne additional language of the player's choice, represented here as Thieves' Cant through her Rogue training
  • By Popular DemandEntertainer

    She can always find a place to perform, from a packed theater to a roadside tavern. Her reputation as a wrestler and show fighter often earns her food, lodging, and introductions among entertainers, tavernkeepers, and fans.

Gear

9 items

Tools

  • Thieves' tools
    A set of thieves' tools concealed in a stitched costume pouch.
  • Disguise kit
    A disguise kit used to create stage personas and alter her appearance.

Gear

  • Wrestling gear
    A fitted set of crimson and black wrestling gear, reinforced for constant grappling and movement.
  • Wrestling boots
    Soft-soled reinforced boots suitable for ring work and street fighting.
  • Training wraps and knee pads
    Leather wrist wraps and knee pads.
  • Entertainer's costume
    A colorful costume used for performances and promotional appearances.
  • Favor from an admirer
    A keepsake from an admirer, usually presented after a successful match.
  • Belt pouch
    A small belt pouch containing her remaining starting coin.

Purse

  • 20×
    Starting coins
    Starting currency converted to coin rather than carrying weapons. She refuses to carry weapons and fights with Unarmed Strikes and improvised objects.

Appearance

A powerfully built human woman with a broad, athletic frame, pronounced musculature, a visible six-pack, strong arms, thick legs, a buxom torso, and a rounded bubble-shaped posterior developed through years of grappling and conditioning. She has warm brown skin, dark copper-brown hair worn in a high braid, sharp hazel eyes, and a crooked smile that appears just before trouble starts. She wears tight crimson and black wrestling gear, reinforced wrist wraps, knee pads, wrestling boots, and a championship-style sash covered in stitched signatures. Her clothing is performance gear rather than armor, leaving her unarmored for her Iron Chin technique.

Mannerisms

She rolls her shoulders before speaking, taps two fingers against her sternum when making a promise, and punctuates important sentences with small wrestling gestures. Before a fight, she smiles at the opponent and quietly asks the crowd to count the pin even if there is no crowd.

Personality

Marisol is exuberant, observant, and fiercely protective. She treats strangers like a potential audience until they prove themselves unworthy, then treats genuine friends like members of her chosen family. Beneath the swagger, she is patient with frightened people, unexpectedly gentle with animals, and always watching hands, exits, and reflections.

Ideals

Courage is not the absence of fear. It is stepping into the ring while everyone can see that you are afraid, then refusing to stay down.

Bonds

She is determined to rebuild the old neighborhood gym where her parents trained struggling youths for free. The gym was destroyed after a crooked promoter used it to launder money, and Marisol still carries the signboard from its entrance as a reminder of what she lost. She also feels responsible for every young performer who joins her traveling circuit, especially those who mistake confidence for invulnerability.

Flaws

She cannot resist answering an insult with a challenge, even when stealth or diplomacy would be wiser. She enjoys the roar of a crowd too much and sometimes turns a serious confrontation into a performance. Secretly, she fears that without an audience, she is only the angry, frightened girl she used to be.

Quirks

She names every wrestling maneuver after a local tavern or neighborhood.
She collects broken signboards, ticket stubs, and scraps of defeated opponents' banners.
She refuses to enter a room without first identifying the best place to fall safely.
She practices dramatic victory poses whenever she thinks nobody is watching.

Background

Marisol Teyek grew up in a crowded human river district where every tavern had a stage, every alley had an audience, and arguments were often settled by whoever could stay standing longest. Her mother repaired costumes for traveling performers, while her father worked as a stagehand and occasional strongman. Marisol learned early that applause could buy dinner, but she also learned that a locked wrist, a sudden hip throw, or a well-timed headbutt could end a fight faster than any blade. She turned those lessons into a performance style that mixed theatrical taunts with brutally practical grappling.

“Her mother repaired costumes for traveling performers, while her father worked as a stagehand and occasional strongman.”
From their backstory
Background
Entertainer

Connections

Species

Human

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