Kargut Tekkai
Kargut Tekkai
Sheet
AC 12 · HP 14 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
8 featuresBonus action
- RageLevel 1
As a bonus action, Kargut can enter a rage for up to 1 minute. While raging, he has advantage on Strength checks and Strength saving throws, a +2 bonus to melee weapon damage using Strength, and resistance to bludgeoning, piercing, and slashing damage. His rage ends early if he is knocked unconscious or if his turn ends without him having attacked a hostile creature or taken damage since his previous turn. He can rage twice per long rest.
Always on
- Fear-Rage
When As a bonus action when frightened, cornered, or badly injured
Kargut enters a panicked battle trance. Until the rage ends, he gains advantage on Strength checks and Strength saving throws, deals extra melee weapon damage with Strength, and resists bludgeoning, piercing, and slashing damage.
- Unarmored DefenseLevel 1
While not wearing armor, Kargut's Armor Class equals 10 + his Dexterity modifier + his Constitution modifier. He currently has AC 14 from this feature.
- TraitHalf-OrcDarkvision, able to see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light, treating darkness as shades of gray.
- TraitHalf-OrcRelentless Endurance, when reduced to 0 hit points but not killed outright, Kargut drops to 1 hit point instead. This can be used once per long rest.
- TraitHalf-OrcSavage Attacks, when Kargut scores a critical hit with a melee weapon attack, he rolls one additional weapon damage die.
- TraitHalf-OrcMenacing, proficiency in the Intimidation skill.
- DiscoveryHermit
Kargut has discovered a strange truth about his own rage and the bodily signs that precede it. He can usually identify when someone is suffering from fever, shock, or severe stress, and he knows where to seek secluded shelter, simple medicinal plants, and sympathetic healers.
Gear
8 itemsWeapons
- BattleaxeA versatile martial weapon with a broad chopping blade, used reluctantly and kept wrapped when not needed.
- 2×HandaxeLight throwing axes, each balanced for emergency use rather than combat practice.
- 4×JavelinJavelins for hunting, signaling, or keeping dangerous creatures at a distance.
Tools
- Herbalism KitA small kit of dried roots, bandages, needles, and bitter-smelling salves.
Gear
- Explorer's PackA pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Winter BlanketA simple wool blanket embroidered with the geometric pattern of Kargut's home settlement.
- Notes of StudyA scrap of parchment covered in notes about breathing, fear responses, and herbal remedies.
- Coin PurseA pouch containing the 10 gp granted by the Hermit background.
Appearance
Kargut is a broad-shouldered half-orc with olive-gray skin, a flattened nose, and small lower tusks that show whenever he worries his lip. His black hair is kept in a short, uneven braid tied with red thread. A pale scar crosses his left palm from an old kitchen accident, and he wears a patched wool vest over practical travel clothes. He carries weapons with the care of someone carrying dangerous tools, never resting a hand on a hilt unless absolutely necessary.
Mannerisms
Kargut speaks softly and pauses before answering difficult questions. He keeps his hands folded over his stomach when nervous, counts his breaths under his breath, and asks permission before touching anyone, even to help with an injury.
Personality
Kargut is gentle, observant, and painfully polite. He prefers tending animals, repairing tools, and listening to other people's problems. He is brave in the specific way that frightened people can be brave, by staying present while every instinct tells him to run. Around violence, he becomes visibly tense, but he will place himself between danger and a stranger without hesitation.
Ideals
Mercy. Strength exists to keep violence away from the helpless, not to prove who can inflict the most pain.
Bonds
He carries his grandmother's red-thread bracelet and will risk anything to protect people who are frightened, injured, or unable to defend themselves.
Flaws
He delays action until the last possible moment because he is terrified that any confrontation will awaken the rage. When it does awaken, he becomes ashamed afterward and may lie about what happened, even when honesty would be safer.
Quirks
Background
Kargut grew up in a small half-orc settlement built beside a cold river, where his family maintained a smokehouse and prepared herbs for hunters, travelers, and injured animals. He was always unusually gentle for someone of his size. He hated the smell of blood, flinched at raised voices, and once spent an entire night apologizing to a fish after accidentally stepping on it. His people considered this an oddity, but his grandmother recognized a useful patience in him and trained him to clean wounds, calm frightened beasts, and keep watch over the sick. When raiders attacked the settlement, Kargut froze. Then someone struck him from behind, and fear became something else. His body moved before his mind could catch up. He remembers fragments, a broken spear, splintered doors, and the terrible silence after everyone stopped screaming. The raiders fled, but Kargut nearly killed one of them before his grandmother called his name. Since then, he has traveled from village to village searching for a way to prevent the change. He became a hermit for several years, studying breathing exercises, medicinal teas, and old accounts of battle trances. None of it cured him. Now he adventures because danger keeps finding ordinary people, and Kargut would rather face his own terror than leave someone else alone with theirs.
“He was always unusually gentle for someone of his size.”
- Background
- Hermit
Connections
Species
Half-Orc
Media
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