Kira-Mar
Kira-Mar
Sheet
AC 16 · HP 201 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- PerceptionWIS
- PersuasionCHA
Armor
Weapons
Tools
Languages
Features
15 featuresBonus action
- FisticuffsLevel 1
Damage die is 1d12. Can use DEX instead of STR for unarmed strikes. Bonus action unarmed strike.
- Unsettling WordsLevel 3
Bonus action to roll Bardic Inspiration and subtract from a target's next saving throw.
Always on
- Iron ChinLevel 1
AC equals 12 + CON modifier while unarmored and no shield.
- MoxieLevel 2
17 points available for Brace Up, One-Two Punch, and Stick and Move.
- Silver TongueLevel 3
When you roll Persuasion or Deception, you can treat a roll of 9 or lower as a 10.
- Bloodied But UnbowedLevel 2
Reaction to regain Moxie. If bloodied, gain 68 temporary HP.
- HerculeanLevel 10
Double carrying capacity, jump distance, and auto-crit on objects.
- Shake It OffLevel 10
Remove exhaustion or conditions at start of turn.
- UnbreakableLevel 14
Advantage on STR, DEX, and CON saves. Can spend Moxie to reroll failures.
- Dirtier TricksLevel 17
Access to Rabbit Punch and Sucker Punch features.
- Jack of All TradesLevel 2
Add half proficiency bonus to any ability check that doesn't include it.
- Little GiantGoliathYou have proficiency in Athletics and count as one size larger for carrying capacity.
- Mountain BornGoliathResistance to cold damage and acclimated to high altitude.
- Stone's EnduranceGoliathUse reaction to reduce damage by 1d12 + CON mod once per long rest.
- Ship's PassageSailor
You can secure free passage on a sailing ship for yourself and your companions.
Spells
5 spellsSpellcasting. Kira-Mar casts with Charisma (spell save DC 19, to hit with spell attacks).
Cantrips (at will):
1st level (4 slots): ,
2nd level (2 slots): ,
Gear
4 itemsWeapons
- HandaxeA well-worn utility axe from her sailing days.
Tools
- Navigator's ToolsA set of brass instruments and star charts.
- Dice SetCarved ivory dice stained with desert sand.
Gear
- Fine Silk ClothingOstentatious and vibrant colorful robes fitting a city master.
Appearance
Kira-Mar is a towering figure at seven feet four inches. Her grey skin is weathered by salt and sand, patterned with the lithic markings of her people and the jagged scars of a shipwreck survivor. She favors ostentatious, vibrant silks that billow around her like sails, often wearing multiple necklaces and rings taken from trade or won in fights. Her eyes are the color of a stormy sea, sharp and observant.
Mannerisms
She tends to use nautical metaphors even when discussing desert business and frequently adjusts her rings when she is about to deliver an insult or a punch.
Personality
She carries the swagger of a captain and the grit of a streetfighter. Kira-Mar is silver-tongued and quick to laugh, but her humor often has a bite. She speaks with a low, gravelly resonance and possesses a magnetic presence that demands attention. While she enjoys luxury, she never forgets the weight of the water or the heat of the sand that nearly broke her.
Ideals
Adaptability. The wind changes and the tide turns. If you cannot bend, you will snap like a rotted mast.
Bonds
The Shroud Syndicate gave me a purpose when the sea took my life. I will protect my territory in the Velvet Chains from any who seek to destabilize it.
Flaws
She is prone to reckless behavior when her authority is questioned, and her past trauma from the shipwreck leaves her with a paralyzing fear of being trapped in enclosed, watery spaces.
Quirks
Background
Born across the Dragon's Teeth Ocean, Kira-Mar was raised on the deck of the Salt-Wind Serpent. For twenty years she served as a deckhand and later a negotiator, mastering languages and maritime law until a freak storm destroyed everything she knew. Washing up in the Burning Steppes, she crawled through the desert until she reached Zahra-Nur, a city as vast and dangerous as the ocean she left behind. In Zahra-Nur, she traded her knowledge of stars for a knowledge of shadows. She joined the Shroud Syndicate, using her innate ability to read people and her brutal fighting style to climb the ranks. Now, she operates the Velvet Chains, ruling the city's entertainment district with a mix of poetic persuasion and a heavy fist. She has become a bridge between the elegance of high society and the violence of the undercity, a Goliath who learned that when you can't sail the sea, you must master the land.
“In Zahra-Nur, she traded her knowledge of stars for a knowledge of shadows.”
- Background
- Sailor
Connections
Species
Goliath
Media
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