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Graska Ironjaw - AI-generated fantasy Character

Graska Ironjaw

Orc · Pugilist 10 / Fighter 3 (Champion Fighter 3, Pugilist subclass unspecified) · Level 13 · Outlander

Graska Ironjaw

Direct, patient, and surprisingly generous, Graska treats every meal, map, and sparring session as a chance to leave the world slightly sturdier than she found it.
AC16
HP134/134
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 134 · 30 ft.
AlignmentNeutral GoodGenderFemaleAge31
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • IntimidationCHA
  • InvestigationINT
  • PerceptionWIS
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Improvised weapons

Tools

Gaming Set

Languages

Common,
Orc

Features

28 features

Action

  • Extra AttackLevel 5

    You can attack twice instead of once when you take the Attack action.

Bonus action

  • Brace Up

    When Bonus Action

    A bonus action brace that hardens her guard with temporary hit points.

  • One-Two Punch

    When Bonus Action

    Spend Moxie to throw two unarmed strikes as a bonus action.

  • Stick and Move

    When Bonus Action

    Spend Moxie to strike and then dash or disengage in the same bonus action.

  • FisticuffsLevel 1

    You are adept at fighting with unarmed strikes, simple melee weapons, and improvised weapons. While unarmed, wielding only pugilist weapons, and wearing light or no armor and no shield, you can make an unarmed strike as a bonus action, use a d8 for your unarmed strike and pugilist weapon damage, and treat improvised weapons as having the Sap mastery property for you.

  • Dig DeepLevel 4

    As a bonus action, for 10 minutes you gain resistance to bludgeoning, piercing, and slashing damage and ignore exhaustion levels below 6. You can use this once per long rest, or gain 1 exhaustion level to restore the use.

  • TraitOrcAggressive, as a bonus action you can move up to your speed toward a hostile creature you can see.

Reaction

  • Bloodied But UnbowedLevel 2

    When you take damage, you can use your reaction to regain all expended Moxie Points. If you are bloodied, you also gain temporary hit points equal to four times your pugilist level. Usable once per short or long rest.

Always on

  • Iron ChinLevel 1

    While wearing light or no armor and not wielding a shield, your AC equals 12 plus your Constitution modifier.

  • MoxieLevel 2

    You gain Moxie Points, which you can spend to fuel pugilist features and regain on a short or long rest.

  • Swagger StreakLevel 2

    When you fail a Strength, Dexterity, Constitution, or Charisma check, you can expend a Moxie Point to roll your Fisticuffs die and add it to the check. If it still fails, you regain the point and cannot use this feature again until a short or long rest.

  • Heavy HitterLevel 3

    When you hit with an unarmed strike, you can apply both damage and your choice of grapple or shove.

  • Pugilist SubclassLevel 3

    You gain a pugilist subclass feature. No specific pugilist archetype was provided, so this character’s pugilist style is treated as an individualized, non-named school of bare-knuckle combat.

  • Ability Score ImprovementLevel 4

    You gain an Ability Score Improvement or feat for which you qualify.

  • HaymakerLevel 5

    When you make an unarmed strike or attack with a pugilist weapon, you can expend 1 Moxie Point to deal maximum damage on a hit. If you hit, the point is regained.

  • Moxie-Fueled FistsLevel 6

    Your unarmed strikes and improvised weapon attacks can deal either force damage or their normal damage type.

  • Subclass FeatureLevel 6

    You gain a subclass feature from your pugilist path.

  • Down But Not OutLevel 7

    When you use Bloodied But Unbowed while bloodied, you add your Constitution modifier plus your exhaustion level to the damage of your unarmed strikes and pugilist weapons for 1 minute. Usable once per long rest.

  • Ability Score ImprovementLevel 8

    You gain another Ability Score Improvement or feat for which you qualify.

  • School of Hard KnocksLevel 9

    Once per turn, you deal an extra 1d12 damage when you hit with an unarmed strike or pugilist weapon. You can instead forgo the damage to force the target to suffer one of the listed rider effects.

  • HerculeanLevel 10

    Your Strength score is doubled for carrying capacity, objects struck by your unarmed strike are critically hit, and your jump distance is doubled.

  • Subclass FeatureLevel 11

    You gain a feature from your pugilist path.

  • Ability Score ImprovementLevel 12

    You gain another Ability Score Improvement or feat for which you qualify.

  • Dig DeeperLevel 13

    When you dig deep into yourself, your endurance and violence sharpen further, reflecting the deepening mastery that lets you keep fighting when lesser bruisers break.

  • TraitOrcDarkvision 60 ft.
  • TraitOrcPowerful Build, you count as one size larger for carrying capacity and the weight you can push, drag, or lift.
  • TraitOrcMenacing, proficiency in Intimidation.
  • WandererOutlander

    You have an excellent memory for maps and geography, and can usually find food and fresh water for yourself and up to five others in the wild if the land offers it.

Gear

9 items

Weapons

  • Club
    A sturdy club kept as a backup and a reminder that anything can become a weapon.
  • Handaxe
    A handaxe for camp work and close fighting.
  • Staff
    A walking staff cut from the frontier, used for travel and as a spare cudgel.

Tools

  • Gaming Set
    A set of gaming dice, worn smooth from tavern bets and fighter wagers.

Gear

  • Dungeoneer's Pack
    A dungeoneer’s pack containing rations, rope, torches, and survival gear.
  • Traveler's Clothes
    Traveler’s clothes suited to roads, camps, and rough weather.
  • Hunting Trap
    A hunting trap inherited from a life in the wilds.
  • Hunting Trophy
    A keepsake trophy from a hunted beast, carried as proof of survival.

Purse

  • 41×
    Gold Pieces
    Coins gained from background and starting gear choices.

Appearance

A towering female orc with moss-green skin, a broken but carefully maintained tusk line, braided black hair wrapped with red hand-ties, and scarred knuckles hardened like stone. She wears practical travel gear over wrapped fists, with a champion's boxer stance and the relaxed confidence of someone who has survived too many brawls to waste energy on fear.

Mannerisms

She speaks softly until challenged, then her voice drops into a calm, almost cheerful growl. She rolls her shoulders before any difficult conversation, taps her knuckles together when thinking, and smiles like she is about to step into a ring even when discussing dinner.

Personality

Direct, patient, and surprisingly generous, Graska treats every meal, map, and sparring session as a chance to leave the world slightly sturdier than she found it. She laughs easily, keeps her promises with brutal seriousness, and prefers honest exhaustion to polite lies.

Ideals

Dignity. Strength should shelter, not intimidate. The purpose of power is to keep others standing when the world tries to grind them down.

Bonds

She carries a strip of old ring cloth tied around one wrist, a reminder of the first mentor who believed her talent was more than brute force. She protects the weak, the hungry, and anyone who is expected to lose before the fight starts.

Flaws

She mistakes self-control for weakness, then has to fight the urge to prove herself right in every argument. When someone talks down to her, she can become reckless enough to turn a manageable problem into a spectacular one. She also struggles to rest, because stillness feels suspicious to a woman who built her life by moving, hitting, and enduring.

Quirks

She counts distances by how many punches it would take to cross them.
She shadowboxes whenever she is nervous, usually while pretending not to be.
She polishes her knuckles with a cloth after every fight, even if she lost.
She refuses to leave food uneaten, calling it disrespectful to hunger.

Background

Born on the edge of a hard, wind-bitten frontier, she learned early that strength was the only language the world never lied about. As a child she was too strong for rope games and too stubborn for anyone to bully into submission, so the local bruisers taught her the sweet science of surviving a fight with empty hands, sharp timing, and a jaw that refused to stay broken. By the time she was grown, she could crack a stump with a straight punch and had built a reputation in pit rings and taverns for beating armed rivals with nothing but breath, muscle, and nerve. Her life changed when she left the tribe’s hunting routes and took to the road as an outlander, tracking game, sleeping under broken stars, and trading labor for food. The open wilds gave her discipline, the ring gave her style, and the long road taught her that every bruise is a lesson if you live long enough to learn it. Now she travels not just to win fights, but to prove that a person can be ferocious without becoming cruel, and that even an orc can make a kinder world with fists that only strike when they must.

Background
Outlander

Connections

Species

Orc

Media

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