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Kira-Mar - AI-generated fantasy Character

Kira-Mar

Goliath · Pugilist/Bard (The Heel (Piss and Vinegar) / College of Eloquence) · Level 20 · Sailor

Kira-Mar

She carries the swagger of a captain and the grit of a streetfighter.
AC16
HP201/201
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 201 · 30 ft.
AlignmentChaotic GoodGenderFemaleAge28
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • DeceptionCHA
  • InsightWIS
  • IntimidationCHA
  • PerceptionWIS
  • PersuasionCHA

Armor

Light armor

Weapons

Simple weapons,
Improvised weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Gaming Set (Dice),
Navigator's tools,
Vehicles (Water),
Drum

Languages

Common,
Giant,
Desert Tongue,
Primordial,
Elvish,
Dwarvish,
Undercommon

Features

15 features

Bonus 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 spells

Spellcasting. 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 items

Weapons

  • Handaxe
    A well-worn utility axe from her sailing days.

Tools

  • Navigator's Tools
    A set of brass instruments and star charts.
  • Dice Set
    Carved ivory dice stained with desert sand.

Gear

  • Fine Silk Clothing
    Ostentatious 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

Always carries a small pouch of sea salt to taste when she is stressed.
Constantly checks the horizon even when she is deep within the city.
Collects exotic buttons from every person she bests in a fight.

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.”
From their backstory
Background
Sailor

Connections

Species

Goliath

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