Kira-Mar
Kira-Mar
Sheet
AC 17 · HP 224 · 30 ft.Saving throws
Skills
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- PerceptionWIS
Armor
Weapons
Tools
Languages
Features
23 featuresBonus action
- FisticuffsLevel 1
Bonus Unarmed Strike as a Bonus Action. Fisticuffs Die is 1d12. Improvised weapons have the Sap mastery property.
- Dig DeepLevel 4
Bonus Action for resistance to physical damage and ignoring exhaustion for 10 minutes.
Always on
- Iron ChinLevel 1
Base AC equals 12 plus Constitution modifier when unarmored and without a shield.
- MoxieLevel 2
20 Moxie Points. Access to Brace Up, One-Two Punch, and Stick and Move.
- Bloodied But UnbowedLevel 2
Reaction to regain Moxie. If Bloodied, gain 80 temporary hit points.
- Swagger StreakLevel 2
Spend Moxie to add Fisticuffs die to failed physical or social checks.
- Heavy HitterLevel 3
Can Grapple or Shove as part of a successful Unarmed Strike hit.
- Extra AttackLevel 5
Attack twice when taking the Attack action.
- HaymakerLevel 5
Spend Moxie for maximum damage on a hit. Regain Moxie on success.
- Moxie-Fueled FistsLevel 6
Unarmed and improvised weapon damage can be Force damage.
- Down But Not OutLevel 7
When Bloodied but Unbowed is used, add CON + Exhaustion levels to damage for 1 minute.
- School of Hard KnocksLevel 9
Once per turn, deal 1d12 extra damage or apply Endanger/Provoke effects.
- HerculeanLevel 10
Double carrying capacity, automatic crits against objects, double jump distance.
- Shake It OffLevel 10
Start of turn, remove exhaustion or one condition (Blinded, Charmed, etc).
- Dig DeeperLevel 13
Enhanced Dig Deep. Hard Knocks used twice per turn. Used twice per Long Rest.
- UnbreakableLevel 14
Advantage on STR, DEX, CON saves. Spend Moxie to reroll failed saves.
- PugnaciousLevel 15
Remove exhaustion and regain limited use features when rolling initiative.
- Dirty TricksLevel 17
Heelstomper, Low Blow, Pocket Sand, Rabbit Punch, Sucker Punch.
- TraitGoliathLittle Giant
- TraitGoliathMountain Born
- TraitGoliathStone's Endurance
- TraitGoliathPowerful Build
- Ship's PassageSailor
You can secure free passage on a sailing ship for yourself and your companions.
Gear
4 itemsWeapons
- 2×Weighted Brass KnucklesUsed as part of fisticuffs features.
Tools
- Three-Dragon Ante SetA well worn ivory deck of cards.
Gear
- Ostentatious Silk RobesBrightly colored silks from the Velvet Chains.
- Dungeoneer’s PackStandard adventuring gear.
Appearance
Kira-Mar is a towering goliath standing at seven feet four inches. Her skin is the color of storm clouds, marked by jagged white scars from shipwreck wreckage and salt burns that she treats with expensive oils. She eschews armor for flamboyant, floor-length silk coats and velvet waistcoats that billow behind her like sails. Her dark hair is braided with silver wire and sea-glass, and her eyes have the piercing clarity of a navigator staring at the horizon.
Mannerisms
She has a habit of checking her pockets for sand and snaps her fingers rhythmically when negotiating a deal.
Personality
Kira-Mar carries the easy confidence of a woman who has survived both the ocean's fury and the desert's silence. She is boisterous and prone to laughing at danger, yet her eyes constantly scan the room with a predator's precision. She speaks with the authority of a captain and the silver-tongued wit of a tavern-born grifter. Despite her criminal status, she holds a deep sense of loyalty to those who have bled beside her.
Ideals
Fair Trade. No matter who you are, if you provide a service or a product, you deserve the agreed-upon price. Chaos follows those who cheat the exchange.
Bonds
The crew of the Salt-Wind Serpent remains in my heart. Everything I build in Zahra-Nur is a monument to those the waves claimed.
Flaws
I cannot resist a high-stakes wager or the chance to prove I am the strongest person in the room. This arrogance has nearly cost me my life more than the sea ever did.
Quirks
Background
Born on the deck of the Salt-Wind Serpent, Kira-Mar was raised by a captain father and a navigator mother. She spent her first two decades mastering the rigging and the complex linguistics of maritime trade. When a freak storm annihilated her family's ship off the Burning Steppes, she was the sole survivor. Crawling through the desert sands until her fingernails bled, she eventually traded her nautical expertise for survival in the golden city of Zahra-Nur. There, her ability to read a person's intent as easily as a weather pattern made her a legend in the local markets. She didn't just survive the transition from sea to sand, she conquered it. Within a few short years, the Shroud Syndicate recognized her unique blend of maritime negotiation and raw physical power. Kira-Mar rose through the ranks of the underworld to become the Operations Master of the Velvet Chains. She now manages the city's most prestigious entertainment district, using her fists to settle what her words cannot, and ensuring that no one ever underestimates a sailor lost in the dunes.
“She spent her first two decades mastering the rigging and the complex linguistics of maritime trade.”
- Background
- Sailor
Connections
Species
Goliath
Media
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