Taviri Ndambo
Taviri Ndambo
Sheet
AC 18 · HP 36 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
16 featuresAction
- Battle Master ManeuversLevel 3
You can use your action to expend one superiority die when you hit with a weapon attack. Disarming Attack forces a target to drop one held item and deals extra damage. Precision Attack adds the die to an attack roll. Menacing Attack adds the die to damage and can frighten the target on a failed Wisdom saving throw.
Bonus action
- Second WindLevel 1
When On your turn
Regain 1d10 + 4 hit points as a bonus action, once per short or long rest.
Always on
- Disarming Attack
When After hitting with a weapon attack
When you hit a creature with a weapon attack, expend a superiority die to add it to the damage. The target must succeed on a Strength saving throw or drop one item of your choice that it is holding.
- Precision Attack
When After making a weapon attack roll
Expend a superiority die to add it to a weapon attack roll after seeing the roll but before knowing whether it hits.
- Menacing Attack
When After hitting with a weapon attack
When you hit with a weapon attack, expend a superiority die to add it to the damage. The target must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.
- Action SurgeLevel 2
When On your turn
Take one additional action on your turn, once per short or long rest.
- Combat SuperiorityLevel 3
You learn three superiority maneuvers of your choice and gain four superiority dice, which are d8s. You regain all expended dice when you finish a short or long rest. Your superiority save DC is 15.
- Student of WarLevel 3
You gain proficiency with one type of artisan's tools of your choice. You are proficient with cartographer's tools.
- Martial Archetype: Battle MasterLevel 3
You choose the Battle Master archetype. Your chosen maneuvers are Disarming Attack, Precision Attack, and Menacing Attack.
- Ability Score ImprovementLevel 4
You increase your Strength score by 2, bringing it to 19.
- DarkvisionHalf-OrcYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- MenacingHalf-OrcYou gain proficiency in the Intimidation skill.
- Relentless EnduranceHalf-OrcWhen reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once used, you must finish a long rest before using it again.
- Savage AttacksHalf-OrcWhen you score a critical hit with a melee weapon attack, roll one additional weapon damage die and add it to the extra damage.
- Orcish bloodHalf-OrcYou speak, read, and write Orc in addition to Common.
- Guild WritBounty Hunter of the Bounty Hunter's Guild of Askia
The BHGA recognizes your guild token and professional standing. You can usually secure lodging, basic information, and limited mundane assistance from guild offices, informants, and licensed bounty hunters in settlements where the guild operates. The guild will not shield you from lawful consequences for breaking local laws or guild rules.
Gear
11 itemsWeapons
- LongswordA versatile one-handed martial weapon used for controlled captures and close combat.
- Light crossbowA ranged weapon used to disable fleeing targets without immediately closing distance.
Armor
- Chain mailHeavy protective armor of linked metal rings, issued by the guild after Taviri completed field training.
- ShieldA sturdy steel shield bearing a discreet BHGA mark.
Tools
- Thieves' toolsA compact set of lock picks and small tools used for examining restraints, doors, and evidence containers.
- Cartographer's toolsA durable set of instruments for plotting routes and marking search areas.
Gear
- 20×Crossbow boltAmmunition for the light crossbow.
- Dungeoneer's packContains a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Bounty hunter's field gearA leather guild coat, a set of common clothes, and a hooded cloak suitable for road work.
- BHGA guild tokenA stamped brass token proving Taviri's standing as a licensed novice hunter of the BHGA.
Purse
- Bounty hunter's starting coinA small purse containing the customary starting funds of a guild novice.
Appearance
Taviri is a broad-shouldered half-orc with warm brown skin, a heavy jaw, and dark hair worn in a short, practical braid. Their lower canines show when they speak, but their expression is usually calm and attentive. Within a minute of meeting them, people notice the way Taviri waits: weight balanced on the balls of both feet, shield arm slightly forward, as if every conversation might become a chase. Years spent outdoors have roughened their knuckles, browned their forearms, and left a pale band of sunless skin beneath the collar of their coat. They wear a weather-stained guild coat over chain mail and keep a small brass token from the BHGA tucked beneath their shirt.
Mannerisms
Taviri silently counts exits, windows, and loose stones whenever entering a room. While listening, they rub the rim of their brass guild token with one thumb. When uncertain, they ask a question in an almost overly polite tone, then wait without filling the silence.
Personality
Taviri is patient, observant, and quietly courteous, even while threatening to put someone in irons. They prefer evidence to intimidation, but they know exactly how to make a room feel smaller by standing very still. They are fascinated by the practical details of other people's lives, especially shoes, tools, meals, and sleeping arrangements, because such details reveal more than boasts do.
Ideals
Accountability. A contract is not justice by itself. The powerful must be answerable for what they do, and the vulnerable must not be crushed simply because they are easy to find.
Bonds
My brass BHGA token belonged to the first guild mentor who trusted my judgment. I will recover it if it is ever taken, and I will not let the guild's name be used to justify cruelty.
Flaws
I become stubborn when a target's circumstances complicate the contract. Once I decide someone is responsible, I can mistake persistence for proof and delay admitting that I am wrong.
Quirks
Background
Taviri grew up on the dry western edge of Askia, where caravan roads broke into salt flats and a person's reputation traveled farther than any horse. Their mother kept ledgers for a waystation, while their father repaired harnesses and taught Taviri that every buckle, knot, and promise had a failure point. Taviri learned to read tracks before they learned to read contracts, and they developed an early talent for noticing what people left behind when they were trying to appear innocent. They joined the Bounty Hunter's Guild of Askia after helping recover a missing courier, not through a dramatic duel, but by comparing the courier's claimed route with the wear on his sandals and the dust packed into his water flask. The guild accepted them as a novice and assigned them the unglamorous work of serving notices, escorting witnesses, and bringing in debtors who were more frightened than dangerous. Taviri is proud of the badge, but wary of becoming the kind of hunter who sees every desperate person as prey. Their first independent contract has brought them beyond familiar roads, chasing a fugitive whose name appears to have been deliberately erased from several guild records.
“Taviri is proud of the badge, but wary of becoming the kind of hunter who sees every desperate person as prey.”
- Background
- Bounty Hunter of the Bounty Hunter's Guild of Askia
Connections
Species
Half-Orc
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