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Sanna Salonen - AI-generated fantasy Character

Sanna Salonen

Human · Paladin · Level 2 · Outlander

Sanna Salonen

Quiet, observant, and practical, Sanna speaks plainly and dislikes wasteful displays of emotion.
AC18
HP14/14
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 14 · 30 ft.
AlignmentTrue NeutralGenderFemaleAge29 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

All armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

One musical instrument, bone flute

Languages

Common,
Giant,
Elvish

Features

12 features

Action

  • Divine SenseLevel 2

    As an action, Sanna can open her awareness to detect strong celestial, fiendish, or undead presences within 60 feet until the end of her next turn. She knows the type and location of any such presence that is not behind total cover. She can use this feature a number of times equal to 1 plus her Charisma modifier, minimum once, and regains all uses after a long rest.

  • Lay on HandsLevel 1

    Sanna has a pool of healing power that restores a total of 5 hit points. As an action, she can touch a creature and draw power from the pool to restore hit points, up to the remaining amount. Alternatively, she can expend 5 hit points from the pool to cure one disease or neutralize one poison. This feature cannot affect undead or constructs, and the pool refreshes after a long rest.

Always on

  • Channel Divinity

    When Available only after gaining a paladin sacred oath at 3rd level

    Sanna presents her holy symbol and releases a wave of pale radiance. Each undead or fiend within 15 feet must make a DC 9 Charisma saving throw or be turned for 1 minute, or until it takes damage. A turned creature must spend its turns fleeing and cannot willingly move within 30 feet of Sanna.

  • Outlander TrainingLevel 1

    Sanna adds her proficiency bonus to any ability check she makes to avoid becoming lost, except by magical means. She can also find food and fresh water for herself and up to five other people each day when the land provides such resources.

  • Fighting Style: DefenseLevel 2

    Sanna chooses Defense as her fighting style. While wearing armor, she gains a +1 bonus to AC.

  • SpellcastingLevel 2

    Sanna prepares and casts paladin spells using Charisma. She can prepare one paladin spell from the paladin spell list. She uses a holy symbol as a spellcasting focus.

  • Divine SmiteLevel 2

    When Sanna hits a creature with a melee weapon attack, she can expend one spell slot to deal radiant damage to the target in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level slot, plus 1d8 for each slot level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 against undead or fiends.

  • Ability Score IncreaseHuman+1 to all ability scores
  • SizeHumanMedium
  • SpeedHuman30 feet
  • Extra LanguageHumanOne additional language of your choice
  • WandererOutlander

    Sanna has an excellent memory for maps and geography. She can recall the general layout of terrain, settlements, and other features around her, and can find food and fresh water for herself and up to five other people each day, provided the land offers such resources.

Spells

1 spell

Spellcasting. Sanna Salonen casts with Charisma (spell save DC 9, to hit with spell attacks).

1st level (2 slots):

Gear

12 items

Weapons

  • Longsword
    A martial one-handed sword used with the shield.
  • 5×
    Javelin
    Simple ranged weapons useful for hunting and defense.

Armor

  • Chain mail
    Heavy metal armor consisting of interlocking rings, providing AC 16.
  • Shield
    A wooden shield bearing a plain blue trail-mark, granting +2 AC.

Tools

  • Staff
    A simple wooden staff used for walking and testing uncertain ground.
  • Bone flute
    A small bone flute used for signaling and quiet evening melodies.

Gear

  • Explorer's pack
    A pack containing a backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
  • Trophy from an animal
    A small carved piece taken from a dangerous creature encountered in the wilderness.
  • Hunting trap
    A metal device for trapping game or dangerous creatures.
  • Traveler's clothes
    Plain, durable clothing suited to long travel.
  • Belt pouch
    Coin pouch containing starting funds.

Purse

  • 10×
    Gold pieces
    Starting currency from the Outlander background.

Appearance

Sanna is a lean, weather-browned human woman of average height, with straight black hair usually braided close to her head and pale gray-brown eyes that rarely stop studying the horizon. Her hands are callused from travel, shield work, and setting traps. She wears battered chain mail beneath a faded gray-green cloak, and a narrow strip of blue cloth is tied around her left wrist as a reminder of the mountain pass where her life changed.

Mannerisms

Sanna pauses before answering difficult questions, as if listening to distant weather. She checks door hinges, rooflines, and escape routes whenever she enters a room. When thinking, she rubs the iron buckle on her cord and quietly counts her breaths in groups of four.

Personality

Quiet, observant, and practical, Sanna speaks plainly and dislikes wasteful displays of emotion. She is gentler with frightened animals than with arrogant adults, and she has a dry sense of humor that appears unexpectedly during dangerous situations. She prefers useful promises to beautiful speeches, but once she gives her word, she treats it as a physical burden she must carry until fulfilled.

Ideals

Balance. The wilderness does not hate the weak, and it does not reward the strong. I will protect people where I can, accept what I cannot change, and never confuse vengeance with duty.

Bonds

The people lost beneath the avalanche remain present in Sanna's thoughts. She carries a small iron buckle recovered from the wreckage and will risk herself to protect travelers, refugees, and isolated settlements from being abandoned to danger.

Flaws

Sanna assumes that anyone who speaks confidently is concealing ignorance. She can be needlessly suspicious of priests, nobles, and commanders, and when frightened she becomes controlling, trying to plan every possible disaster instead of admitting that she needs help.

Quirks

Keeps a private list of every bridge, cave, and reliable spring she has encountered.
Names stray dogs after weather patterns.
Leaves a small pinch of salt at unfamiliar campfires.
Can identify approaching rain by smell before clouds appear.

Background

Sanna Salonen was born in a small human settlement at the edge of a high, wind-cut valley. Her family guided traders, hunters, and pilgrims through the wilderness, teaching her to read snow, stone, and silence before she could read a book. She spent more time beneath open sky than beneath a roof, and learned that survival depended less on strength than on patience, preparation, and knowing when not to move. Her closest companion was an old trail warden who taught her the use of a shield and sword, insisting that a protector must stand between danger and the vulnerable even when victory is impossible. During one winter crossing, an avalanche buried a caravan under the pass. Sanna survived by sheltering beneath a broken wagon, but several travelers died within arm's reach before she could free them. In the cold aftermath, she swore an oath to protect the living without pretending that the world was fair or ordered. The oath did not make her devoted to any god, nor did it give her a grand vision of justice. It gave her a duty. Now she travels as a paladin and wilderness guide, carrying supplies, tending wounds, and confronting threats that prey upon isolated people. She distrusts certainty, respects honest fear, and believes that a person is measured by what they do when no one is watching.

“Her family guided traders, hunters, and pilgrims through the wilderness, teaching her to read snow, stone, and silence before she could read a book.”
From their backstory
Background
Outlander

Connections

Species

Human

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