Kira-Mar
Kira-Mar
Sheet
AC 16 · HP 201 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- PerceptionWIS
- PersuasionCHA
Armor
Weapons
Tools
Languages
Features
22 featuresBonus action
- Fisticuffs (d12)Level 1
Unarmed strikes and pugilist weapons use 1d12 for damage. Bonus action unarmed strike.
- Salty SaluteLevel 3
Bonus Action insult targets Wisdom. Deals 1d12+4 Psychic damage and grants Disadvantage.
- Dig Deep / Dig DeeperLevel 13
Bonus Action for resistance to physical damage and ignoring exhaustion. Level 13: School of Hard Knocks 2/turn. Level 20: 2 uses/long rest.
Always on
- Iron ChinLevel 1
Base AC is 12 + CON modifier while in light or no armor with no shield.
- Moxie (17 Points)Level 2
Resource used for Brace Up, One-Two Punch, and Stick and Move. Regained on short/long rest.
- Bloodied But UnbowedLevel 2
Reaction to regain all Moxie when taking damage. Gain Temp HP if Bloodied.
- Swagger StreakLevel 2
Add Fisticuffs die to failed STR, DEX, CON, or CHA checks for 1 Moxie.
- Heavy HitterLevel 3
Hit with unarmed strike and can apply Grapple or Shove as well.
- Silver TongueLevel 18
Treat a roll of 9 or lower on Deception or Persuasion as a 10.
- Unsettling WordsLevel 18
Use Bardic Inspiration to subtract a d6 from a target's next saving throw.
- Extra AttackLevel 5
Attack twice when taking the Attack action.
- HaymakerLevel 5
Expend 1 Moxie to deal maximum damage on a hit; regain Moxie on success.
- Moxie-Fueled FistsLevel 6
Unarmed/Improvised attacks deal Force damage or normal damage.
- School of Hard KnocksLevel 9
Deal extra 1d12 once per turn or apply Endanger or Provoke effects.
- HerculeanLevel 10
Double carrying capacity, automatic criticals against objects, double jump distance.
- UnbreakableLevel 14
Advantage on STR, DEX, and CON saving throws. Spend 1 Moxie to reroll failures.
- PugnaciousLevel 15
On Initiative, remove one level of Exhaustion and regain Down But Not Out, Dig Deep, and Shake It Off.
- Dirtier TricksLevel 17
Rabbit Punch (strip resistance/disadv on saves) and Sucker Punch (triple damage crit).
- Little GiantGoliathProficiency in Athletics, count as one size larger for carrying/pushing.
- Mountain BornGoliathResistance to cold damage, adapted to high altitudes.
- Stone's EnduranceGoliathUse reaction to reduce damage by 1d12 + CON mod (6/long rest).
- Ship's PassageSailor
You can secure free passage on a sailing ship for yourself and your companions.
Spells
6 spellsSpellcasting. Kira-Mar casts with Charisma (spell save DC 19, to hit with spell attacks).
Cantrips (at will): ,
1st level (4 slots): ,
2nd level (2 slots): ,
Gear
4 itemsTools
- Navigator's ToolsSextant, compass, and weathered charts.
Gear
- Fine Silk ClothingOstentatious Zahra-Nur silks with gold embroidery.
- Weighted Bone DiceHeavy dice for high-stakes games in the Velvet Chains.
- Leather-bound JournalContains secrets, trade routes, and lyrical insults.
Appearance
Kira-Mar stands at a staggering 7ft4in with the teal-grey skin of a deep-sea Goliath. Her body is a map of her survival, bearing white saltwater scars across her biceps and a jagged desert burn along her neck. She eschews practical sailor gear for ostentatious, flowing silks of turquoise and gold that billow like sails. Her knuckles are permanently calloused, and her eyes have the piercing clarity of someone who has stared into both the abyss of the ocean and the glare of the desert sun.
Mannerisms
She paces in tight circles as if she is on a narrow deck, and she always checks the wind direction before entering a building.
Personality
She is a hurricane in a silk dress. Kira-Mar combines the booming authority of a sea captain with the refined, dangerous grace of a high-stakes negotiator. She is quick to laugh and quicker to take offense on behalf of the underdog. She treats every room as her quarterdeck and every conversation as a potential boarding action. Despite her criminal status, she possesses a strange, unshakeable code of maritime honor.
Ideals
Freedom. No person or law should be allowed to chain a soul who is strong enough to resist them.
Bonds
I carry the compass of the Salt-Wind Serpent, the only piece of my home the waves didn't keep.
Flaws
I cannot resist a challenge to my authority or my dignity, often turning a quiet chat into a tavern-shattering brawl.
Quirks
Background
Born on the Salt-Wind Serpent, Kira-Mar mastered the rigging before she could read. She spent twenty years as the heavy hand and sharp tongue of her father's merchant fleet, navigating the treacherous Dragon's Teeth Ocean. When a freak current shredded her family's ship near the Burning Steppes, she was the only soul to wash ashore. The desert nearly broke her, but she learned to read the dunes like waves, eventually finding her way to the city of Zahra-Nur as a translator for weary caravans. In the city of sand, her unique talents caught the eye of the Shroud Syndicate. She didn't just join the organization, she reinvented it. As the Operations Master of the Velvet Chains, she handles the city's delicate balance of vice and information. She rose through the ranks by breaking noses and brokering peace, proving that a goliath's reach is long enough to touch every corner of the criminal underworld. She has traded the salt of the sea for the spice of the desert, but the fire of the storm still rages in her chest.
“She spent twenty years as the heavy hand and sharp tongue of her father's merchant fleet, navigating the treacherous Dragon's Teeth Ocean.”
- Background
- Sailor
Connections
Species
Goliath
Media
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