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Bar G. - AI-generated fantasy Character

Bar G.

Warforged · Barbarian (Path of the Berserker) · Level 3 · Criminal

Bar G.

Bar G. is blunt, patient, and intensely observant.
AC13
HP31/31
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 31 · 30 ft.
AlignmentTrue NeutralGenderNon-binaryAgeApproximately 12 years since activation, with a body designed to endure for centuries
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionWIS
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Shields

Tools

Thieves' tools,
Gaming set

Languages

Common,
Dwarvish,
Thieves' Cant

Features

17 features

Action

  • Melee Weapon Attack

    When On their turn

    Bar G. makes a melee weapon attack with their greataxe or another melee weapon. They can add their Strength modifier to the attack and damage rolls.

Bonus action

  • RageLevel 1

    When As a bonus action while not wearing heavy armor

    Bar G. enters a rage, gaining increased melee damage, advantage on Strength checks and saving throws, and resistance to bludgeoning, piercing, and slashing damage.

  • Frenzied Attack

    When On subsequent turns after entering a frenzy

    While raging in a frenzy, Bar G. makes one melee weapon attack as a bonus action on subsequent turns, then suffers exhaustion when the rage ends.

  • FrenzyLevel 3

    While raging, Bar G. can enter a frenzy. If they do so, they can make a single melee weapon attack as a bonus action on each subsequent turn for the duration of the rage. When the rage ends, they suffer one level of exhaustion.

Always on

  • Reckless AttackLevel 2

    When When making the first attack on their turn

    Bar G. attacks recklessly, gaining advantage on Strength-based melee weapon attacks this turn while granting advantage to attackers against them until their next turn.

  • Unarmored DefenseLevel 1

    While not wearing armor, Bar G.'s Armor Class equals 10 + their Dexterity modifier + their Constitution modifier. Their warforged integrated protection adds a further +1 bonus to Armor Class.

  • Barbarian ProficienciesLevel 1

    Bar G. has proficiency with martial weapons, shields, light armor, and medium armor.

  • Danger SenseLevel 2

    Bar G. has advantage on Dexterity saving throws against effects they can see, such as traps and spells. They do not gain this benefit if they are blinded, deafened, or incapacitated.

  • Primal PathLevel 3

    Bar G. follows the Path of the Berserker, a brutal tradition that turns anger into relentless forward motion and treats pain as a problem to be solved through greater violence.

  • TraitWarforgedConstructed Resilience, advantage on saving throws against being poisoned and resistance to poison damage.
  • TraitWarforgedConstructed Resilience, immunity to disease and no need to eat, drink, or breathe.
  • TraitWarforgedConstructed Resilience, no need to sleep and immunity to magical sleep effects.
  • Sentry's Rest, Bar GWarforgedcan remain motionless for six hours while maintaining consciousness during a long rest.
  • Integrated Protection, Bar GWarforgedgains a +1 bonus to Armor Class.
  • Specialized Design, Bar GWarforgedgains proficiency with thieves' tools and one skill, chosen here as Stealth.
  • TraitWarforgedWarforged do not naturally age and are not affected by magical aging.
  • Criminal ContactCriminal

    Bar G. has a reliable contact network among fences, smugglers, gamblers, and other criminals. They know how to communicate through coded phrases and can usually locate someone willing to pass along information or arrange a discreet meeting.

Gear

10 items

Weapons

  • Greataxe
    A massive two-handed martial weapon with a scarred steel blade and a reinforced haft.
  • 2×
    Handaxe
    Light thrown axes balanced for close combat or emergency ranged attacks.
  • 4×
    Javelin
    Simple spears suitable for throwing or close combat.

Tools

  • Crowbar
    A sturdy iron bar useful for forcing doors, prying crates, and making an emphatic argument.
  • Gaming Set
    A set of weighted bone tiles used for gambling and coded signals.
  • Thieves' Tools
    A compact set of lockpicks and fine tension tools.

Gear

  • Explorer's Pack
    A pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
  • Dark Common Clothes with Hood
    A set of dark common clothes with a hood, designed to avoid attention in alleys and crowded streets.
  • Burglar's Pouch
    A small pouch containing the starting funds of a criminal adventurer.

Purse

  • 15×
    Gold Pieces
    Starting currency from the criminal background.

Appearance

Bar G. is a compact, heavily built warforged with dark iron plating, brass reinforcement bands, and a broad, featureless face marked by a single vertical amber lens. Their left shoulder bears a faded serial number that has been deliberately scratched into an abstract symbol. A battered red scarf is tied around their neck, and their armor is covered with small tally marks recording debts, favors, and people who have tried to double-cross them. Their movements are precise and economical until rage overtakes them, at which point every motion becomes brutally direct.

Mannerisms

Bar G. pauses for exactly one second before answering personal questions, as though consulting an internal filing system. They tap their greataxe twice against the ground before entering a dangerous room and announce the terms of any bargain in a flat, formal voice.

Personality

Bar G. is blunt, patient, and intensely observant. They prefer clear bargains to emotional appeals and show affection by repairing equipment, standing watch, or remembering a person's preferred route through town. Although they seem intimidating, they are fascinated by ordinary mortal habits and keep asking practical questions about sleep, dreams, and why people name their pets.

Ideals

Freedom. No created being should be owned, and no promise has value if it is made under coercion. Bar G. will break chains wherever they find them, even when doing so creates a mess they cannot easily clean up.

Bonds

Bar G. still carries the original ledger from the criminal crew that owned them. They intend to find every former crew member, recover every stolen identity and unpaid debt recorded inside, and decide for themselves which obligations deserve repayment.

Flaws

Bar G. treats trust like a contract that must be notarized, witnessed, and tested under pressure. They are quick to assume betrayal, slow to forgive mistakes, and dangerously willing to settle complicated problems with a simple act of destruction.

Quirks

Keeps a running tally of every favor owed and every favor repaid.
Collects broken locks as souvenirs and labels them by the place where they failed.
Practices smiling in reflective surfaces, producing an unsettlingly precise imitation of warmth.
Refers to rage as entering an emergency financial state.
Polishes their amber eye-lens before making important decisions.

Background

Bar G. was built as a battlefield laborer and security construct, but their first owner discovered that a warforged with immense strength and no need for sleep was useful for more than hauling supplies. After the war, Bar G. was sold into a criminal enterprise that used them as a vault breaker, intimidation specialist, and silent night watch. Their designation, B-A-R-G, was shortened by nervous associates into Bar G., a name they accepted because it sounded less like property and more like a person who might be buying the next round.

“was sold into a criminal enterprise that used them as a vault breaker, intimidation specialist, and silent night watch.”
From their backstory
Background
Criminal

Connections

Species

Warforged

Media

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