Kira-Mar
Kira-Mar
Sheet
AC 16 · HP 204 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- InsightWIS
- IntimidationCHA
- PerceptionWIS
Armor
Weapons
Tools
Languages
Features
14 featuresBonus action
- FisticuffsLevel 1
Your unarmed strikes and pugilist weapons use a 1d12 die. You can make an unarmed strike as a bonus action.
- Salty SaluteLevel 3
Bonus action to insult a creature. Target must succeed a DC 18 WIS save or take 1d12+4 psychic damage and have disadvantage on attacks against others.
Reaction
- Bloodied But UnbowedLevel 2
As a reaction when taking damage, regain all Moxie points. If bloodied, gain 80 temporary HP.
- Stone's EnduranceGoliathUse a reaction to reduce damage by 1d12 + CON mod (6/Long Rest).
Always on
- Iron ChinLevel 1
While unarmored and without a shield, AC equals 12 plus your Constitution modifier.
- MoxieLevel 2
You have 20 Moxie points to fuel features like Brace Up, One-Two Punch, and Stick and Move.
- Swagger StreakLevel 2
Expend a Moxie point to add your fisticuffs die to a failed STR, DEX, CON, or CHA check.
- Heavy HitterLevel 3
When you hit with an unarmed strike, you can both damage and Grapple or Shove the target.
- Dig DeeperLevel 13
For 1 minute, gain resistance to physical damage, ignore exhaustion, and use School of Hard Knocks twice per turn (2/Long Rest).
- UnbreakableLevel 14
Advantage on STR, DEX, and CON saving throws. Spend 1 Moxie point to reroll failed saves.
- Dirtier TricksLevel 17
Rabbit Punch (disadvantage on saves) or Sucker Punch (Critical Hit with 3x damage dice).
- Little GiantGoliathProficient in Athletics and count as one size larger for carrying/pushing/lifting.
- Mountain BornGoliathResistance to Cold damage and adapted to high altitudes.
- Ship's PassageSailor
You can secure free passage on a sailing ship for yourself and your companions.
Gear
4 itemsWeapons
- HandaxeA well-balanced axe used for rigging and fighting.
Tools
- Dice SetA set of weighted bone dice.
- Navigator's ToolsCharts, compasses, and sextants from the Dragon's Teeth Ocean.
Gear
- Silk RobesExpensive, ostentatious desert silks with sea-motif embroidery.
Appearance
Standing a staggering seven feet four inches tall, Kira-Mar is a goliath of striking presence. Her skin is the color of storm clouds, etched with the faint white scars of saltwater burns and ancient wreckage. She wears ostentatious, flowing silks in vibrant shades of azure and gold, cinched at the waist by a wide leather sailor's belt. Her hair is dark and often braided with sea-glass beads, and her hands are heavily calloused from a lifetime of both rigging and brawling.
Mannerisms
Kira-Mar frequently uses nautical metaphors in dry desert contexts, and she has a habit of adjusting her sleeves as if preparing for a fight even in polite company.
Personality
Kira-Mar carries the easy confidence of a captain and the dangerous swagger of a syndicate master. she is boisterous and charming, speaking with a gravelly voice that can command a tavern or a quarterdeck. She values competence and loyalty above all else, often hiding her deep compassion behind a layer of sharp wit and crude insults. She treats the desert of Zahra-Nur as if it were a dry ocean, navigating its political currents with the same precision she once used on the Salt-Wind Serpent.
Ideals
Freedom. No person should be bound by chains they did not choose, be they literal or political.
Bonds
The memory of the crew of the Salt-Wind Serpent remains my north star. I will build a legacy they would be proud of.
Flaws
I cannot resist a dare or a wager, and my pride often leads me to take the hardest path just to prove I can.
Quirks
Background
Kira-Mar was born where the sun sinks into the Dragon's Teeth Ocean, raised on the deck of her father's galleon. She learned the languages of seven different shores and the rhythm of the tides before she was twenty. When a freak current tore the Salt-Wind Serpent apart off the Burning Steppes, she was the sole survivor, dragged onto the parched sands by the very rigging she once danced upon. The desert nearly broke her, but she crawled until she found the caravan that would take her to the city of Zahra-Nur. There, she translated her maritime skills into urban dominance. Her ability to read people and her refusal to stay down caught the eye of the Shroud Syndicate. Within years, she rose to become the Operations Master of the Velvet Chains, turning a simple entertainment house into the heart of the city's intelligence network. Now, she rules the shadows of the desert with a fist of iron and a tongue of silver, ever the sailor seeking the next great storm.
“She learned the languages of seven different shores and the rhythm of the tides before she was twenty.”
- Background
- Sailor
Connections
Species
Goliath
Media
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