Sanni Nilsen
Sanni Nilsen
Sheet
AC 18 · HP 22 · 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
14 featuresBonus action
- Second WindLevel 1
When Bonus action
Sanni can regain 1d10 + 3 hit points as a bonus action, once per short or long rest.
Always on
- Action SurgeLevel 2
When On her turn
Sanni takes one additional action on her turn, once per short or long rest.
- Fighter ProficienciesLevel 1
Sanni may add her proficiency bonus to attack rolls with martial weapons, and she has proficiency with all armor and shields as a fighter.
- Fighting StyleLevel 1
Defense. While wearing armor, Sanni gains a +1 bonus to AC.
- Martial Archetype: ChampionLevel 3
Sanni chooses the Champion martial archetype, focusing on simple, dependable martial excellence.
- Improved CriticalLevel 3
Sanni scores a critical hit on a weapon attack roll of 19 or 20.
- Ability Score IncreaseHumanEach of Sanni's ability scores increases by 1.
- AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
- AlignmentHumanHumans tend toward no particular alignment and can be found across the moral spectrum.
- SizeHumanSanni is Medium.
- SpeedHumanSanni's walking speed is 30 feet.
- LanguagesHumanSanni can speak, read, and write Common and one additional language.
- VersatilityHumanHumans adapt readily to many different cultures, trades, and ways of life.
- Military RankSoldier
A military rank and reputation allow Sanni to find shelter, food, and basic assistance among soldiers and those loyal to her former command. She can invoke her rank to influence other soldiers or gain access to military camps and fortifications.
Gear
11 itemsWeapons
- LongswordA versatile martial weapon suitable for one-handed use with a shield.
- Light CrossbowA ranged martial weapon with a 30/120 foot range.
Armor
- Chain MailHeavy metal armor providing AC 16. It imposes disadvantage on Dexterity checks and requires Strength 13 to avoid reduced speed.
- ShieldA wooden and iron shield granting +2 AC.
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.
- Insignia of RankA small badge identifying Sanni's former military service.
- Trophy Taken from a Fallen EnemyA keepsake taken from a fallen enemy officer.
- Gaming SetA set of carved knucklebones used for games of chance.
- Common ClothesPlain, serviceable civilian clothing.
Purse
- 10×Gold PiecesHer remaining starting money.
Appearance
A sturdy human woman with weather-browned skin, close-cropped dark hair, and a narrow scar running from her left temple to the edge of her jaw. Her hands are callused from drills, reins, and years of maintaining weapons. She wears her chain mail beneath a faded blue surcoat, with a plain iron shield marked by several repaired dents. Her expression is steady and watchful, though exhaustion often shows around her eyes.
Mannerisms
Sanni checks doors, windows, and exits whenever she enters a room. She speaks in short practical sentences, cleans her shield whenever she is thinking, and quietly counts under her breath before committing to a dangerous action.
Personality
Practical, patient, and quietly protective. Sanni listens more than she speaks, remembers small details about people's needs, and has a dry sense of humor that appears when everyone else is too tired to laugh. She is most comfortable when there is a clear task, a guarded camp, and people she can trust nearby.
Ideals
Duty. A promise is worth more than a command, and a strong person uses their strength to carry people who cannot carry themselves.
Bonds
She carries the insignia of the squad that once followed her and will risk herself to protect any companion who trusts her with their back. She also sends a portion of every reward to the families of soldiers who never came home.
Flaws
Sanni distrusts anyone who gives orders without sharing the danger. She can become stubbornly self-sacrificing, refusing help until she is already injured or exhausted. Gambling comforts her after stressful work, and she sometimes mistakes endurance for wisdom.
Quirks
Background
Sanni Nilsen grew up in a river town where every household repaired nets, wagons, or tools for somebody else. Her mother kept a narrow boardinghouse, and her father drove freight carts between villages. Sanni learned early that strength was less useful than reliability. She joined the local levy at seventeen, expecting a few seasons of guard duty, but a border war turned her into a shield-bearer, then a squad leader. She was never the loudest soldier in the company. She was the one who remembered who had eaten, whose boots were failing, and which road would still be passable after rain. When her captain ordered a retreat that abandoned wounded villagers, Sanni disobeyed, holding a bridge long enough for them to escape. The decision saved lives but ended her military career. She left with her battered shield, a dead comrade's insignia, and a conviction that orders were not the same thing as duty. Now she travels as a sellsword and caravan guard, looking for honest work and keeping an ear open for news of the villagers she saved. She has become an adventurer because danger is easier for her to face than idleness, and because somewhere beyond the next road she hopes to find a cause worth serving again.
“Her mother kept a narrow boardinghouse, and her father drove freight carts between villages.”
- Background
- Soldier
Connections
Species
Human
Media
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