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Wera Kadar - AI-generated fantasy Character

Wera Kadar

Half-orc · Fighter · Level 1 · Guild Artisan

Wera Kadar

Practical and reserved, Wera notices whether a tool is maintained and whether a person does their share.
AC19
HP12/12
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 19 · HP 12 · 30 ft.
AlignmentNeutral GoodGenderFemaleAge34
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

Smith's tools

Languages

Common,
Orc

Features

7 features

Bonus action

  • Second WindLevel 1

    On your turn, you can use a bonus action to regain 1d10 + 1 hit points. You must finish a short or long rest before using this feature again.

Always on

  • Fighting Style: DefenseLevel 1

    You adopt a particular style of fighting as your specialty. While wearing armor, you gain a +1 bonus to AC.

  • 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. You cannot discern color in darkness, only shades of gray.
  • 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 of the weapon's damage dice one additional time and add it to the extra damage.
  • Guild MembershipGuild Artisan

    You can get access to a free, modest lodging and food for yourself and your companions at any establishment that belongs to your trade guild. You must contribute 5 gp per month to the guild. You also know how to find other artisans and recognize guild marks.

Gear

10 items

Weapons

  • Longsword
    Melee weapon, 1d8 slashing damage, versatile 1d10.
  • Light crossbow
    A simple ranged weapon, 1d8 piercing damage, range 80/320 ft.

Armor

  • Chain mail
    Provides AC 16 before the Defense fighting style and shield.
  • Shield
    Grants +2 AC while wielded.

Tools

  • Smith's tools
    Smith's tools, used for shaping and repairing metal.

Gear

  • 20×
    Crossbow bolts
    Ammunition for the light crossbow.
  • Dungeoneer's pack
    Contains a backpack, a bedroll, a mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
  • Guild letter of introduction
    A mark of guild membership and trade standing.
  • Traveler's clothes
    Work clothes suitable for travel and trade.

Purse

  • Pouch with 15 gp
    Her remaining coin from the Guild Artisan starting package.

Appearance

Wera is broad through the shoulders, with a steady, work-worn build and a habit of standing as if bracing a heavy door. Her blunt fingertips are flattened and rough from years of fitting iron bands around wooden barrels. She wears her dark hair cropped short for the forge, and a plain wool scarf tucked beneath her chain shirt. Before speaking, she takes a small, audible breath through her nose, as if checking the air for smoke.

Mannerisms

She takes a quiet breath through her nose before answering, then rubs her thumb across the pads of her fingers as if checking for burrs. When weighing a promise, she looks at the speaker's hands rather than their face.

Personality

Practical and reserved, Wera notices whether a tool is maintained and whether a person does their share. She is gentle with apprentices and animals, but has little patience for polished excuses or people who treat labor as invisible.

Ideals

A fair wage is not charity. People who make useful things deserve a say in how those things are sold and who profits from them.

Bonds

She keeps the stamped brass guild token of her old forewoman, Shirin, who taught her that a good repair should outlast its maker. Wera means to return to Thistlewick with enough standing to make the mill owner honor the workers' contracts.

Flaws

She assumes every disagreement can be settled by showing up, standing firm, and refusing to leave. When someone offers help without asking for anything, she distrusts the offer and sometimes insults the person before they can disappoint her.

Quirks

Checks the balance of any hammer she picks up, even if she has no reason to use it.
Keeps scraps of bent metal that she thinks might be useful for a repair.
Can identify a badly fitted barrel hoop by the sound it makes when tapped.

Background

Wera spent most of her adult life making barrel hoops and repairing the ironwork on carts at the village of Thistlewick, a place named for the thorny weed that grows through every crack in its lanes. The work was honest and the pay was not. When the mill's owner tried to force the coopers into a debt contract, Wera stood between him and the workshop door, holding a hammer she had no real intention of swinging. The mill owner backed down, but the guild quietly stopped sending her the better commissions.

“The mill owner backed down, but the guild quietly stopped sending her the better commissions.”
From their backstory
Background
Guild Artisan

Connections

Species

Half-orc

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