Kira-Mar
Kira-Mar
Sheet
AC 16 · HP 200 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
20 featuresBonus action
- Unsettling WordsLevel 3
As a bonus action, expend one use of Bardic Inspiration and choose one creature you can see within 60 feet. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.
- Dig DeepLevel 4
As a bonus action, gain resistance to bludgeoning, piercing, and slashing damage and ignore exhaustion for 10 minutes.
- Salty SaluteLevel 3
Bonus action to provoke a creature. They take psychic damage and have disadvantage on attacks against others.
- Mean Old CussLevel 11
Bonus action to provoke multiple targets within 30 feet, dealing psychic damage and imposing disadvantage.
Reaction
- Bloodied But UnbowedLevel 2
When you take damage, you can take a reaction to regain all expended Moxie points. If bloodied, you gain temporary HP equal to four times your Pugilist level.
Always on
- Silver TongueLevel 3
You are a master at saying the right thing. When you make a Persuasion or Deception check, you can treat a d20 roll of 9 or lower as a 10.
- Iron ChinLevel 1
While wearing light or no armor and no shield, your base AC is 12 plus your Constitution modifier.
- MoxieLevel 2
You have 17 Moxie points to fuel features like Brace Up, One-Two Punch, and Stick and Move. Regain points on a short or long rest.
- Swagger StreakLevel 2
When you fail a STR, DEX, CON, or CHA check, expend a moxie point to add your Fisticuffs die to the roll.
- School of Hard KnocksLevel 9
Once per turn, deal an extra 1d12 damage or forgo it to Endanger or Provoke the target.
- HerculeanLevel 10
Strength is doubled for carrying capacity, hits against objects are critical hits, and jump distance is doubled.
- Shake It OffLevel 10
Remove one exhaustion level or end a condition (Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Restrained, Stunned) at the start of your turn.
- UnbreakableLevel 14
Gain advantage on Strength, Dexterity, and Constitution saving throws. Reroll failed saves for 1 moxie point.
- Dirty TricksLevel 6
Once per turn, use Heelstomper, Low Blow, or Pocket Sand. Regain use after short or long rest.
- Dirtier TricksLevel 17
Once per turn, use Rabbit Punch (Disadvantage on saves) or Sucker Punch (Automatic 3x die Critical Hit).
- TraitGoliathLittle Giant
- TraitGoliathMountain's Born
- TraitGoliathStone's Endurance
- TraitGoliathPowerful Build
- Ship's PassageSailor
You can secure free passage on a sailing ship for yourself and your companions.
Spells
8 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
5 itemsWeapons
- Brass KnucklesImprovised weapon for pugilism.
Tools
- Navigator's ToolsInstruments used for navigation at sea.
Gear
- Ostentatious Silk GarmentsFine silk clothing suitable for a merchant queen.
- Dungeoneer's PackA backpack containing essential adventuring gear.
- Lucky Brass CoinA coin from the Salt-Wind Serpent.
Appearance
Kira-Mar is a towering Goliath standing 7ft 4in tall with storm-grey skin marked by faint crystalline growths and deep, jagged white scars from shipwreck wreckage. She has long, dark hair braided with small brass anchors and oceanic pearls. She wears expensive, ostentatious silks of turquoise and gold, adorned with heavy brass rings on every finger and a navigator's spyglass strapped to her thigh.
Mannerisms
She leans into the space of anyone she speaks to, using her massive height to exert quiet pressure. She speaks with a gravelly, melodious voice that carries the rhythm of the ocean.
Personality
Bold, boisterous, and calculating, Kira-Mar treats every social encounter like a storm to be navigated. She balances the terrifying physical presence of a street fighter with the refined, silver-tongued grace of a high-end merchant. She is deeply charismatic but carries the cold practicality of a woman who has watched everything she loved sink beneath the waves.
Ideals
Survival. The world is a storm, and you must be the strongest ship to survive the waves. Freedom. No port or person shall ever hold my anchor for longer than I choose.
Bonds
I carry the compass of the Salt-Wind Serpent, a reminder of the crew I lost. I will protect the people of the Velvet Chains like my own sailors.
Flaws
I have an insatiable thirst for luxury and will risk Syndicate resources to maintain my lifestyle. I never back down from a challenge, even when the odds are suicide.
Quirks
Background
Born in a bustling port beyond the Dragon's Teeth Ocean, Kira-Mar was destined for the sea. The daughter of a galleon captain and a master navigator, she grew up among sailors and merchant princes, learning the languages of seven different cultures before she reached adulthood. For twenty years she thrived as a trader and brawler, until a freak storm obliterated her family's ship off the coast of the Burning Steppes. As the only survivor, she dragged herself through the desert, trading her saltwater for sand until she reached the obsidian gates of Zahra-Nur. In the city, she realized that the shadows of the underworld required the same navigation as the high seas. She joined the Shroud Syndicate, rising through the ranks by out-talking her rivals and out-fighting their enforcers. Now she manages the Velvet Chains, a legendary establishment where secrets are traded like spices. She remains a creature of the wind and tides, though the ocean she sails is now made of sand and political intrigue.
“For twenty years she thrived as a trader and brawler, until a freak storm obliterated her family's ship off the coast of the Burning Steppes.”
- Background
- Sailor
Connections
Species
Goliath
Media
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