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Karku Tectan - AI-generated fantasy Character

Karku Tectan

Human · Fighter (Battle Master) · Level 20 · Soldier

Karku Tectan

Karku is abrasive, suspicious, and relentlessly argumentative.
AC19
HP204/204
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 19 · HP 204 · 30 ft.
AlignmentLawful EvilGenderMaleAge38 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingSTR
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureWIS
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

All armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

One gaming set, bone dice,
Vehicles, land

Languages

Common,
Goblin

Features

30 features

Bonus action

  • Second WindLevel 1

    Karku can use a bonus action to regain hit points equal to 1d10 + 20. He can use this feature three times per long rest.

  • RelentlessLevel 15

    Karku can make a weapon attack as a bonus action after using Action Surge.

Always on

  • Goading Attack

    When After hitting a creature with a weapon attack

    When Karku hits with a weapon attack, he can expend one superiority die to add it to the damage. The target must make a Wisdom saving throw or have disadvantage on attack rolls against anyone other than Karku until the end of his next turn.

  • Menacing Attack

    When After hitting a creature with a weapon attack

    When Karku hits with a weapon attack, he can expend one superiority die to add it to the damage. The target must make a Wisdom saving throw or become frightened of Karku until the end of his next turn.

  • Parry

    When When hit by a melee attack

    When another creature hits Karku with a melee attack, he can use his reaction and expend one superiority die to reduce the damage by the die roll plus his Dexterity modifier.

  • Riposte

    When When a creature misses him with a melee attack

    When a creature misses Karku with a melee attack, he can use his reaction and expend one superiority die to make one weapon attack against that creature, adding the die to the attack's damage if it hits.

  • Trip Attack

    When After hitting a creature with a weapon attack

    When Karku hits with a weapon attack, he can expend one superiority die to add it to the damage. The target must make a Strength saving throw or fall prone.

  • Tactical Assessment

    When When making an Intelligence, Wisdom, or Charisma check

    When Karku makes an Intelligence, Wisdom, or Charisma check, he can expend one superiority die and add it to the check. He can use this with History, Investigation, or Insight checks.

  • Fighting Style, DefenseLevel 1

    Karku gains proficiency with all armor, shields, simple weapons, and martial weapons. He also gains proficiency in Strength and Constitution saving throws.

  • Action SurgeLevel 2

    Once per short or long rest, Karku can take one additional action on his turn. At 17th level, he can use this feature twice before resting, but only once on the same turn.

  • Martial Archetype, Battle MasterLevel 3

    Karku chooses the Battle Master archetype. He gains superiority dice, combat maneuvers, and proficiency with the smith's tools. He begins with four d8 superiority dice, which become d10s at 10th level and d12s at 18th level. He has five superiority dice at 15th level and regains expended dice after a short or long rest.

  • Student of WarLevel 3

    Karku gains proficiency with smith's tools and one type of artisan's tools or gaming set. He can add a superiority die to an ability check involving a tool he is proficient with.

  • Extra AttackLevel 11

    Karku gains two additional attacks when he takes the Attack action, for a total of three attacks.

  • RelentlessLevel 15

    When Karku rolls initiative and has no superiority dice remaining, he regains one superiority die.

  • Combat SuperiorityLevel 3

    Karku learns six maneuvers. His maneuvers include Goading Attack, Menacing Attack, Parry, Riposte, Trip Attack, and Tactical Assessment. A maneuver expends one superiority die and uses the relevant saving throw DC of 19 when applicable.

  • Ability Score Improvement, ResilientLevel 19

    Karku gains proficiency in Wisdom saving throws through the Resilient feat, increasing his Wisdom from 11 to 12.

  • IndomitableLevel 9

    Karku can reroll a failed saving throw. He can use this feature once per long rest, increasing to twice per long rest at 13th level and three times per long rest at 17th level.

  • Ability Score ImprovementsLevel 4

    Karku gains seven Ability Score Improvements over his career. He uses them to increase Strength to 20, Constitution to 18, and Dexterity to 17, and takes the Resilient feat for Wisdom saving throw proficiency.

  • Know Your EnemyLevel 7

    Karku gains proficiency with one additional type of artisan's tools or gaming set, and can add his superiority die to a tool-based ability check.

  • Know Your EnemyLevel 7

    Karku can spend one minute observing or interacting with another humanoid outside combat to learn whether it has equal, superior, or inferior ability scores, fighter level, armor class, current hit points, or total class levels compared with him.

  • Improved Combat SuperiorityLevel 10

    Karku's superiority dice become d10s. He gains two additional maneuvers, for a total of six.

  • Improved Combat SuperiorityLevel 18

    Karku's superiority dice become d12s.

  • Extra Attack, 3 attacksLevel 20

    Karku gains a third attack whenever he takes the Attack action.

  • Ability Score IncreaseHumanEach of Karku's ability scores increases by 1.
  • AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
  • AlignmentHumanHumans tend toward no particular alignment.
  • SizeHumanKarku is Medium.
  • SpeedHumanKarku's walking speed is 30 feet.
  • LanguagesHumanKarku can speak, read, and write Common and one additional language, Goblin.
  • Military RankSoldier

    Karku retains the practical authority of a former military rank. Soldiers from his homeland recognize his bearing, supply officers understand his clipped orders, and mercenary companies may offer him temporary command or shelter, though his desertion makes such recognition dangerous.

Gear

10 items

Weapons

  • Greatsword
    A broad military greatsword with a nicked crossguard and a leather-wrapped grip.
  • Longbow and arrows
    A longbow with a plain ash shaft and a quiver containing twenty arrows.
  • Light crossbow and bolts
    A light crossbow taken from a deserter-hunter, with twenty bolts.

Armor

  • Plate armor
    A suit of plate armor, heavily scratched and marked with filed-off insignia.

Gear

  • Insignia of rank
    A battered military insignia from his former regiment.
  • Trophy from a fallen enemy
    A trophy taken from a fallen enemy, a chipped brass mountain token.
  • Bone dice set
    A bone gaming set used by soldiers during long watches.
  • Belt pouch
    A small purse containing 10 gp.
  • Common clothes
    A set of common clothes, patched and stained from years of travel.
  • Soldier's pack
    A whistle, a whetstone, a sewing needle, and a scrap of old regimental colors.

Appearance

Karku Tectan is a compact, hard-used human man with a thick neck, broad shoulders, and the battered posture of someone who has spent half his life under arms. His very short dirty blonde hair is clipped close to the scalp, though it grows unevenly where he cuts it himself. A crooked nose, poorly healed after a barracks fight, dominates an otherwise unpleasant face marked by pitted skin, yellowed teeth, and a permanent scowl. His pale eyes rarely settle on anyone for long, and his hands are covered with old training scars. He wears battered plate armor over a stained military coat, with faded remnants of his former regiment's colors scraped nearly clean.

Mannerisms

Karku stands with his feet angled as if bracing against a charge. He cleans his nails with the tip of a dagger while listening, spits to one side before giving an order, and turns his crooked nose toward anyone who speaks too softly. He calls every stranger by a dismissive military nickname until he learns their real name.

Personality

Karku is abrasive, suspicious, and relentlessly argumentative. He gives orders instead of making requests, treats kindness as manipulation, and becomes visibly agitated when people show confidence around him. Despite his ugliness of character, he is observant, practical, and fiercely alert to danger. He notices exits, counts supplies, and instinctively positions himself between danger and the least capable person in a group, then insists he did it only because their incompetence was inconvenient.

Ideals

Order. People are safest when someone stronger gives the commands. Freedom is merely the excuse cowards use after abandoning their duty.

Bonds

He keeps one rusted regimental button sewn inside his breastplate. It belonged to a young recruit who died because Karku abandoned the line, and Karku secretly sends coin to the recruit's widowed mother through intermediaries.

Flaws

Karku is cruel when frightened and mistakes suspicion for intelligence. He is sexist, xenophobic, and racist toward nearly everyone, but his hatred is less conviction than a barricade against intimacy. He cannot admit fear, apologize without sounding threatening, or tolerate being laughed at. When cornered, he becomes explosively aggressive, often choosing a fight he has little chance of winning.

Quirks

He counts every doorway and window when entering a room.
He refuses to sleep with his back toward an open space.
He keeps a hidden list of people who have shown him mercy, then angrily denies remembering them.
He mutters old marching numbers whenever snow begins to fall.

Background

Karku Tectan was born in the highland nation of Qhapaqta, where every man was conscripted and military service was treated as the final proof of adulthood. His sisters, mother, and female cousins worked, traded, governed households, and sometimes owned businesses, while men were expected to obey the levy, endure the marches, and die without complaint. Karku was never brave, but he learned to imitate brutality. He became a competent shield-line soldier, useful with a spear and frighteningly good at making frightened recruits obey him. His commanders praised his discipline because they mistook terror for loyalty. His desertion began during the winter assault on a mountain redoubt. Karku's unit was ordered to advance through a killing field after their officers had already withdrawn to safety. When the first men fell, Karku broke formation, abandoned his post, and fled into the snow. He survived by hiding among mule trains and stealing from abandoned camps. Qhapaqta sentenced him to death in absentia, and bounty riders eventually drove him across the frontier. Years later, he sells his sword under false names, blaming foreigners, women, officers, peasants, and anyone else he can reach for the fear that made him run. Beneath the rage is the conviction that, if anyone sees how frightened he remains, they will do to him exactly what he did to his regiment.

“Karku was never brave, but he learned to imitate brutality.”
From their backstory
Background
Soldier

Connections

Species

Human

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