Korga Irongrin
Korga Irongrin
Sheet
AC 16 · HP 134 · 30 ft.Saving throws
Skills
- AthleticsSTR
- IntimidationCHA
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
27 featuresAction
- Action Surge
When Action
Use your Action Surge to take one additional action on your turn, once per short rest.
- Extra AttackLevel 5
You can attack twice instead of once whenever you take the Attack action.
Bonus action
- Brace Up
When Bonus Action
As a bonus action, expend 1 Moxie Point to gain temporary hit points equal to your Fisticuffs die roll plus your Pugilist level and Constitution modifier.
- One-Two Punch
When Bonus Action
Expend 1 Moxie Point to make two unarmed strikes as a bonus action.
- Stick and Move
When Bonus Action
Expend 1 Moxie Point to make one unarmed strike and take the Dash or Disengage action as a bonus action.
- FisticuffsLevel 1
You are trained to fight with your fists and improvised weapons. While unarmed or wielding only simple melee weapons or improvised weapons, and wearing light or no armor with no shield, you can make an unarmed strike as a bonus action. Your unarmed strike and eligible weapons use a Fisticuffs die of 1d12 for damage, and your improvised weapons count as having the Sap mastery property for you.
- Dig DeepLevel 4
As a bonus action, you can dig deep. For 10 minutes, you have resistance to bludgeoning, piercing, and slashing damage, and ignore exhaustion levels lower than 6. You can use this once per long rest, or regain use by taking 1 exhaustion.
Always on
- Bloodied But UnbowedLevel 2
When Reaction
Regain all expended Moxie Points when you take damage. If bloodied, gain temporary hit points equal to four times your Pugilist level.
- HaymakerLevel 5
When On hit
When you hit with an unarmed strike or pugilist weapon, spend 1 Moxie Point to deal maximum damage on that hit, then regain the point if the attack hits.
- Down But Not OutLevel 7
When Reaction
When you use Bloodied But Unbowed while bloodied, your unarmed and pugilist weapon attacks deal bonus damage for 1 minute equal to Constitution modifier plus exhaustion level.
- School of Hard KnocksLevel 9
When Once per turn
Once per turn, deal an extra 1d12 damage with an unarmed strike or pugilist weapon, or replace it with Endanger or Provoke.
- Second Wind
When Bonus Action
Use your Second Wind to regain 1d10 + 3 hit points, once per short rest.
- Iron ChinLevel 1
While wearing light or no armor and not wielding a shield, your Armor Class equals 12 plus your Constitution modifier.
- MoxieLevel 2
You have 7 Moxie Points, which you regain after a short or long rest. You know Brace Up, One-Two Punch, and Stick and Move.
- Swagger StreakLevel 2
When you fail a Strength, Dexterity, Constitution, or Charisma check, you can expend 1 Moxie Point to add your Fisticuffs die to the roll. If it still fails, you regain the point, and then cannot use this feature again until you finish a short or long rest.
- Heavy HitterLevel 3
When you hit a creature with an unarmed strike, you can deal damage and also choose to grapple or shove the target.
- Pugilist SubclassLevel 3
You gain a Pugilist subclass. This character follows the Sweet Science tradition, a disciplined boxing style that turns footwork, feints, and knockout timing into battlefield control.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement or feat.
- Moxie-Fueled FistsLevel 6
Your unarmed strikes and improvised weapon attacks can deal force damage instead of their normal damage type.
- Ability Score ImprovementLevel 8
You gain an Ability Score Improvement or feat.
- HerculeanLevel 10
Your Strength score is doubled for carrying capacity, your unarmed strike critically hits objects, and your jump distance is doubled.
- Fighter FeaturesLevel 1
Choose a fighting style, gain Second Wind, Action Surge, and Champion's Improved Critical. This character favors Defense as her fighting style, though she usually fights unarmored and relies on Iron Chin.
- TraitOrcDarkvision
- TraitOrcRelentless Endurance
- TraitOrcSavage Attacks
- TraitOrcMenacing
- WandererOutlander
You have an excellent memory for maps and geography, and can always recall the general layout of terrain, settlements, and surrounding features.
Gear
9 itemsWeapons
- ClubA heavy club kept more as a reminder than a primary weapon.
- HandaxeA balanced throwing handaxe for emergencies or wilderness chores.
- StaffA walking staff from her wanderer days, used on long roads and as a symbol of her home range.
Tools
- Gaming SetA set of marked dice used for gambling, boasting, and settling fights.
Gear
- Dungeoneer's PackA rugged pack with bedroll, rations, rope, torches, and survival gear.
- Hunting TrapA hunting trap inherited from the wilds, still functional and carefully maintained.
- Hunter's TrophyA trophy from a creature she once tracked across the hills, kept as proof that she can survive any terrain.
- Traveler's ClothesTraveler's clothes, sturdy boots, and hand wraps worn smooth by years of training.
Purse
- 41×Gold PiecesCoin for expenses, winnings, and repairs.
Appearance
A towering female orc with corded green-gray muscle, scarred knuckles, a broken tusk capped in brass, and a boxer’s stance that never fully relaxes. Her hands are wrapped in worn leather strips, and her shoulders and forearms are marked with old ring tattoos and faded clan paint. She carries herself like a prizefighter who has already decided the fight belongs to her, with a grin that is equal parts challenge and kindness.
Mannerisms
She rolls her shoulders before speaking, cracks her knuckles when thinking, and always circles twice before sitting down, as if checking the room for exits. She taps two fingers against her wrist wraps when excited, and calls everyone, even nobles, by nicknames after only a few minutes.
Personality
Warm, teasing, and deceptively patient, Korga speaks like a friendly tavern regular until the moment she steps into a ring. She loves good food, bad jokes, and honest work, and she respects anyone who stands back up after getting knocked down. In conversation she is practical and direct, but never cruel unless someone preys on the helpless.
Ideals
Dignity is earned through resilience, not birth. She believes the strong should protect the desperate, and that a person’s worth is proven by what they endure without losing mercy.
Bonds
She keeps the bone charm of her first mentor tied to her wrist wraps, and she will cross any distance to protect the few people who once fed her without asking for payment. She also swore to return home someday with enough coin and renown to build a sanctuary where no child has to learn to fight just to eat.
Flaws
She cannot resist a challenge, even when caution would save lives. Praise goes straight to her head, and insult goes straight to her fists. She also struggles to ask for help, preferring to carry pain in silence until she is forced to admit she has been overestimating what one body can endure.
Quirks
Background
Born at the edge of civilized maps, she grew up where roads ended and survival began. Her clan expected a raider, a scout, or a brute with a spear. Instead, she found her first joy in the simple honesty of fists, a heavy bag of sand, and the roar of onlookers betting against her. Every meal she earned with her hands taught her the same lesson, strength is not merely violence, it is the will to stand back up after your body begs you to stay down. As she wandered from camp to camp and pit to pit, she learned to read the land as well as an arrow reads wind. The wilds became her first home and the underworld of fight rings her second. A veteran champion saw something rare in her, a fighter’s patience hidden inside a brawler’s fury, and taught her the polish that turned raw savagery into a feared style. Now she travels to test herself against monsters, mercenaries, and any tyrant arrogant enough to mistake her kindness for weakness. She laughs easily, but when the bell rings, every punch she throws carries the memory of hunger, winter, and every slight she ever survived.
“Her clan expected a raider, a scout, or a brute with a spear.”
- Background
- Outlander
Connections
Species
Orc
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