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Nara Kesh - AI-generated fantasy Character

Nara Kesh

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

Nara Kesh

Nara is flamboyant, warm, and aggressively encouraging.
AC16
HP196/196
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 196 · 30 ft.
AlignmentChaotic GoodGenderFemaleAge28 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
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple melee weapons,
Improvised weapons,
Pugilist weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

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

Languages

Common

Features

44 features

Action

  • Ring Combination

    When On your turn.

    Make two attacks with the Attack action, using Unarmed Strikes or improvised weapons, then use grapples, shoves, Sneak Attack, and School of Hard Knocks as appropriate.

  • Extra AttackLevel 5

    You can attack twice, instead of once, whenever you take the Attack action.

Bonus action

  • Bonus Unarmed Strike

    When While unarmed or wielding only Pugilist weapons, wearing light or no armor, and wielding no shield.

    Make a Bonus Action Unarmed Strike after taking the Attack action.

  • One-Two Punch

    When On your turn.

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

  • Stick and Move

    When On your turn.

    Expend 1 Moxie Point to make an Unarmed Strike and then Dash or Disengage.

  • Brace Up

    When On your turn.

    Expend 1 Moxie Point to gain 1d8 plus 17 Temporary Hit Points for 10 minutes.

  • Cunning ActionLevel 2

    You can take the Dash, Disengage, or Hide action as a Bonus Action.

  • FisticuffsLevel 1

    You gain proficiency with all simple melee weapons, improvised weapons, and Pugilist weapons. While wearing light or no armor and wielding no shield, you can make a Bonus Action Unarmed Strike, use a 1d8 Fisticuffs Die for Unarmed Strikes and Pugilist weapons, and use improvised weapon mastery properties. Improvised weapons count as having Sap mastery for you.

  • Dig DeepLevel 4

    As a Bonus Action, you can gain resistance to bludgeoning, piercing, and slashing damage and ignore Exhaustion levels below 6 for 10 minutes. Once per Long Rest, unless you gain 1 Exhaustion level to restore it.

  • Dig DeeperLevel 13

    You can use a Bonus Action to gain the benefits of Dig Deep for 1 minute and use School of Hard Knocks twice per turn. At level 20, you can use this feature twice per Long Rest.

  • Inquisitive: Ear for Deceit and Insightful FightingLevel 3

    You can make a Wisdom check to learn information about a creature by observing or interacting with it, and you can use Insightful Fighting to study a creature as a Bonus Action. Against a creature studied this way, you can use Sneak Attack even without Advantage if you do not have Disadvantage.

  • Inquisitive: Eye for DetailLevel 3

    You gain Advantage on Wisdom checks made to detect or decipher lies, and you can make Perception checks as a Bonus Action to spot hidden creatures or objects.

Reaction

  • Uncanny DodgeLevel 5

    When A creature hits you with an attack.

    Use a Reaction to halve the damage from one attack that hits you.

  • Meat ShieldLevel 6

    When A creature you are not Grappling misses you with an attack.

    Use a Reaction to redirect a missed attack against a creature you Grapple by expending 1 Moxie Point.

  • 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 requires a Short or Long Rest.

Always on

  • Rogue Proficiencies and Sneak AttackLevel 1

    You are proficient with light armor, simple weapons, hand crossbows, longswords, rapiers, and shortswords. You are proficient with thieves' tools. Your Sneak Attack deals 4d6 extra damage once per turn when its conditions are met.

  • Expertise and Thieves' CantLevel 1

    You gain expertise in Investigation and Perception, doubling your proficiency bonus for those skills. You also learn Thieves' Cant.

  • Iron ChinLevel 1

    While wearing light or no armor and wielding no shield, your base Armor Class equals 12 plus your Constitution modifier.

  • MoxieLevel 2

    You have 13 Moxie Points, regained when you finish 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 expend a Moxie Point and add 1d8 to the check. If it still fails, regain the point. Once this feature fails, it requires a Short or Long Rest.

  • Heavy HitterLevel 3

    When you hit with an Unarmed Strike, you can deal its damage and also Grapple or Shove the target.

  • Pugilist SubclassLevel 3

    You gain the Squared Circle Pugilist subclass.

  • Ability Score ImprovementLevel 4

    You gain an Ability Score Improvement or another qualifying feat.

  • HaymakerLevel 5

    When you attack with an Unarmed Strike or Pugilist weapon, you can expend 1 Moxie Point. On a hit, the attack deals maximum damage and you regain the point.

  • Moxie-Fueled FistsLevel 6

    Your Unarmed Strike and improvised weapon damage can deal Force damage instead of their normal damage type.

  • Down But Not OutLevel 7

    When you use Bloodied But Unbowed while Bloodied, your Unarmed Strikes and Pugilist weapon attacks gain a bonus equal to your Constitution modifier plus your Exhaustion level for 1 minute. Once per Long Rest.

  • School of Hard KnocksLevel 9

    Once per turn, you can deal an extra 1d12 damage with an Unarmed Strike or Pugilist weapon attack, or forgo it to Endanger the target or Provoke it into attacking you.

  • HerculeanLevel 10

    Your Strength score counts as doubled for carrying capacity, your Unarmed Strikes critically hit 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 per Long Rest unless you gain 1 Exhaustion level to restore it.

  • UnbreakableLevel 14

    You have Advantage on Strength, Dexterity, and Constitution saving throws. When you fail a saving throw, you can expend 1 Moxie Point to reroll it.

  • PugnaciousLevel 15

    When you roll Initiative, you can remove one Exhaustion level and regain your uses of Down But Not Out, Dig Deep, and Shake It Off. Once per Long Rest.

  • GroundworkLevel 3

    When you start your turn Grappling a creature, you deal it 1d8 plus your Strength modifier bludgeoning damage. You can expend 1 Moxie Point to give a creature Disadvantage on a save or check against your Grapple or Shove DC. When you hit with an Unarmed Strike without using a mastery property, you can Grapple and Shove as part of the same attack.

  • Muscle MassLevel 3

    You gain Athletics proficiency, or Expertise if already proficient.

  • HeavyweightLevel 11

    For Grapple and Shove options, you count as one size larger. Moving a Grappled creature of your size or smaller does not cost extra movement.

  • Rogue ExpertiseLevel 6

    You gain expertise in Insight and Deception, doubling your proficiency bonus for those skills.

  • Ability Score ImprovementLevel 4

    You gain an Ability Score Improvement or another qualifying feat.

  • EvasionLevel 7

    You gain Evasion. On a successful Dexterity save against an effect that normally deals half damage, you take no damage, and on a failed save, you take half damage.

  • Ability Score ImprovementLevel 8

    You gain an Ability Score Improvement or another qualifying feat.

  • Ability Score ImprovementLevel 12

    You gain an Ability Score Improvement or another qualifying feat.

  • Ability Score IncreaseHuman+1 to all six ability scores
  • SizeHumanMedium
  • SpeedHuman30 feet
  • TraitHumanOne additional language of your choice, represented here as Common due to the supplied profile
  • By Popular DemandEntertainer

    By popular demand, she can usually find a place to perform, earn modest lodging and food, and attract attention from admirers, patrons, or fellow performers. Her reputation as a professional wrestler opens doors in arenas, taverns, fairs, and crowded city districts.

Gear

8 items

Tools

  • Thieves' tools
    A set of thieves' tools
  • Disguise kit
    A disguise kit for stage personas and undercover work
  • Musical instrument, hand drum
    A hand drum used for entrances, crowd work, and coded signals

Gear

  • Ring gear
    Scuffed but serviceable light ring attire reinforced with decorative chains
  • Brawler's wraps
    Leather hand wraps and padded forearm guards
  • Improvised props
    A small collection of improvised fighting props, including a stool, tankard, and coil of rope
  • Entertainer's pack
    A canvas costume bag and spare performer outfits

Purse

  • Coin purse
    A belt pouch containing 15 gp from the standard Rogue and Entertainer starting packages

Appearance

A powerfully built human woman with a buxom, heavily muscled physique, a pronounced bubble-shaped posterior, and sharply defined six-pack abs. She wears very scanty black-and-crimson ring gear reinforced with silver chains connecting the separate pieces. Her straight dark hair falls past her shoulders, with blunt straight bangs hanging over her eyes. Several facial piercings catch the light, including a nose ring, lower-lip studs, and a brow ring. Her hands and forearms are taped for combat, and her expression carries the confident menace of someone who has never stayed down for long.

Mannerisms

She rolls her shoulders before speaking, taps two fingers against her wrist as though waiting for a bell, and gives opponents a theatrical bow before attacking. When thinking, she silently mouths the count of a wrestling match, one, two, three.

Personality

Nara is flamboyant, warm, and aggressively encouraging. She treats every room as an arena and every conversation as a chance to establish rhythm and momentum. Beneath the taunts and theatrical smiles, she is observant, patient, and frighteningly good at noticing who is lying, who is afraid, and who is waiting for permission to act.

Ideals

A fair fight is not always an equal fight. The strong should use their strength to make sure the powerless get another round, another chance, and a way out.

Bonds

The troupe that raised her is her family, and she will risk almost anything to protect performers from abusive owners, corrupt guilds, and predatory patrons. She also keeps a battered brass whistle belonging to her first mentor, who vanished after investigating a powerful fighting-ring syndicate.

Flaws

She cannot resist answering an insult, especially if there is an audience. She sometimes turns serious investigations into elaborate performances because she trusts applause more than quiet judgment. Deep down, she fears that without the persona, the bravado, and the spectacle, nobody would choose to stay.

Quirks

Names every major punch and grappling maneuver after a piece of tavern furniture.
Collects broken signet rings from corrupt promoters and keeps them threaded onto a chain at her waist.
Refuses to eat before a match unless someone loudly announces her entrance.
Can identify most common lies by the speaker's breathing pattern.
Practices victory poses in reflective windows when she thinks nobody is watching.

Background

Nara Kesh grew up in the noisy back rooms of caravanserais and dockside taverns, the daughter of a human stagehand and a traveling acrobat who never stayed in one city for long. She learned early that an audience could be controlled by rhythm, spectacle, and nerve. At first she performed tumbles, comic skits, and exaggerated wrestling bouts for travelers. When a crooked promoter tried to claim her earnings and put her family in debt, Nara answered with her fists, a broken chair, and a new understanding of how easily a crowd could become a weapon. Her ring career began in improvised fighting pits, where she became famous for turning chains, stools, tankards, and ropes into extensions of her hands. A retired investigator noticed that Nara watched opponents more carefully than most detectives watched suspects. He taught her how to read a twitch, a breath, or a glance, and she added interrogation, surveillance, and quiet infiltration to her repertoire. Now she travels as a celebrated professional wrestler and occasional investigator, taking contracts that let her protect performers, expose dishonest promoters, and punish people who mistake showmanship for weakness. Her greatest matches are still performances, but every performance has a real target hidden inside it.

“She learned early that an audience could be controlled by rhythm, spectacle, and nerve.”
From their backstory
Background
Entertainer

Connections

Species

Human

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