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Kest Rami - AI-generated fantasy Character

Kest Rami

Human · Barbarian (Path of the Ancestral Guardian) · Level 20 · Soldier

Kest Rami

Kest is suspicious, blunt, disciplined, and difficult to like.
AC19
HP265/265
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 19 · HP 265 · 40 ft.
AlignmentNeutral EvilGenderMaleAge42 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • Animal HandlingWIS
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

One type of gaming set,
Vehicles, land

Languages

Common,
Orcish

Features

28 features

Action

  • Twin Strikes

    When Take the Attack action

    Make two attacks when taking the Attack action.

  • Extra AttackLevel 5

    You can attack twice, instead of once, whenever you take the Attack action on your turn.

  • Consult the SpiritsLevel 10

    While raging, you can use your action to choose yourself or a creature you can see within 30 feet. The chosen creature gains resistance to bludgeoning, piercing, and slashing damage for 1 minute, until your rage ends, or until you use this feature again.

Bonus action

  • RageLevel 1

    When Bonus action

    Enter a rage as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage and +4 melee damage.

Reaction

  • Spirit ShieldLevel 6

    When An ally within 30 feet takes damage while you rage

    When a creature you can see within 30 feet takes damage from an attack, use your reaction to reduce the damage by 2d6 or grant resistance to bludgeoning, piercing, and slashing damage from that attack while raging.

  • Vengeful AncestorsLevel 14

    While raging, when a creature you can see within 30 feet takes damage from an attack, you can use your reaction to grant that creature resistance to bludgeoning, piercing, and slashing damage from that attack.

Always on

  • Ancestral Mark

    When While raging, first creature hit on your turn

    When you enter a rage, you can cause the spirits of your ancestors to appear around you. The first creature you hit becomes marked by them until the start of your next turn, suffering disadvantage when attacking anyone but you.

  • Unarmored DefenseLevel 1

    While not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.

  • Reckless AttackLevel 2

    You have advantage on Strength (Athletics) checks and can use Reckless Attack.

  • Danger SenseLevel 2

    You have advantage on Dexterity saving throws against effects you can see, such as traps and spells.

  • Ancestral ProtectorsLevel 3

    When you choose this path at 3rd level, spectral warriors from your past appear during your rage. While raging, the first creature you hit with an attack on your turn becomes the target of your ancestral protectors until the start of your next turn. That creature has disadvantage on attacks that do not target you, and when it damages a creature other than you, the target has resistance to that damage.

  • Fast MovementLevel 5

    Your speed increases by 10 feet while you are not wearing heavy armor.

  • Feral InstinctLevel 8

    You can add your proficiency bonus to any Strength check you make that uses a Strength ability score if the result would otherwise be lower than your Strength score.

  • Brutal CriticalLevel 9

    You gain proficiency in Constitution saving throws.

  • Brutal Critical ImprovementLevel 9

    You can roll one additional weapon damage die when determining the extra damage from a critical hit. This increases to two additional dice at 13th level and three additional dice at 17th level.

  • Feral InstinctLevel 7

    You can no longer be surprised while raging. If you are surprised at the start of combat, you can act normally on your first turn if you enter your rage before doing anything else.

  • Mindless RageLevel 6

    While raging, you have advantage on saving throws against being frightened or charmed. If you are frightened or charmed when you enter your rage, the effect is suspended for the duration of the rage.

  • Persistent RageLevel 15

    Your rage can end early only if you fall unconscious or choose to end it.

  • Indomitable MightLevel 18

    If your total for a Strength check is less than your Strength score, you can use your Strength score in place of the total.

  • Primal ChampionLevel 20

    Your Strength and Constitution scores each increase by 4. Your maximum for those scores is now 24.

  • Ability Score ImprovementLevel 4

    At 4th, 8th, 12th, 16th, and 19th level, you increase one ability score by 2, or two ability scores by 1. These increases produced Strength 20, Dexterity 16, and Constitution 18 before Primal Champion.

  • Ability Score IncreaseHumanYour Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma scores each increase by 1.
  • AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
  • AlignmentHumanHumans tend toward no particular alignment.
  • SizeHumanHumans range widely in height and build. Kest is a short Medium humanoid.
  • SpeedHumanYour base walking speed is 30 feet.
  • LanguagesHumanYou can speak, read, and write Common and one extra language.
  • Military RankSoldier

    Military Rank. He retains an iron insignia and enough familiarity with military structures to gain recognition, access to military camps, and limited aid from soldiers who acknowledge his former rank. His desertion makes this feature unreliable in his homeland and dangerous when recognized.

Gear

9 items

Weapons

  • Greataxe
    A massive two-handed axe, scarred from military service and sharpened unevenly by Kest himself.
  • 2×
    Handaxe
    Balanced throwing axes with chipped handles.
  • 4×
    Javelin
    Long, heavy spears suitable for throwing or forming a defensive line.

Tools

  • Gaming set
    A set of bone gaming pieces used by soldiers during long marches.

Gear

  • Insignia of rank
    A military insignia from Dovash, worn upside down to conceal its meaning.
  • Trophy from a fallen enemy
    A scrap of cloth taken from the ruined village at Vey Kars.
  • Common clothes
    A weathered traveler's outfit repaired with military thread.
  • Explorer's pack
    A pack containing bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and 50 feet of hempen rope.

Purse

  • 10×
    Gold pieces
    A belt pouch containing his remaining pay and travel money.

Appearance

A short, powerfully built human man with very short, dirty blonde hair and a broad, battered face. His nose was fractured during military training and healed crookedly across one cheek. His skin is windburned, pocked with old scars, and permanently roughened by years of field service. He has pale, watchful eyes, uneven teeth, thick hands, and the perpetually sour expression of someone expecting betrayal. His clothing is a patched soldier's uniform beneath a weather-stained cloak, with a plain iron insignia worn upside down.

Mannerisms

Kest stands with his feet planted as if expecting an impact, keeps his back to walls, and inspects every doorway before sitting. He addresses strangers by rank or presumed occupation rather than by name. When angry, he rubs the crooked bridge of his nose and speaks in clipped military commands. He rarely laughs, but when he does, it sounds like a cough.

Personality

Kest is suspicious, blunt, disciplined, and difficult to like. He treats every conversation as an interrogation and every group as a chain of command waiting to form. He is capable of fierce practical loyalty toward people who share danger with him, but he expresses concern through insults, orders, and unsolicited corrections. He hates appearing sentimental and becomes visibly uncomfortable when someone thanks him.

Ideals

Survival. Orders are excuses made by people who expect others to die for them. A person owes loyalty only to those who bleed beside him.

Bonds

The three conscripts who fled with him are the only people he considers truly his own. He secretly searches for proof that one of them survived, while fearing that finding the survivor would expose his identity.

Flaws

He is reflexively contemptuous of nearly everyone, especially people from other cultures, women who reject traditional duties, intellectuals, and anyone who shows fear. He mistakes cruelty for honesty and interprets kindness as manipulation. He would rather start a fight than admit ignorance, and he becomes dangerously defensive whenever anyone mentions duty, cowardice, or the army of Dovash.

Quirks

He counts doors, windows, and exits whenever he enters a room.
He refuses to sleep with his boots off.
He keeps a dead soldier's gaming piece under his tongue during tense negotiations.
He calls every unfamiliar stew by the name of the country he suspects it came from.
He whispers apologies to the ancestral spirits only after a battle, never before.

Background

Kest Rami was born in Dovash, a hard northern nation where every man was conscripted, every household measured its worth in military service, and obedience was treated as the only reliable virtue. He served from adolescence, first as a camp laborer, then as a line infantryman, and finally as a brutal close-quarters specialist. His commanders valued his endurance and his willingness to keep fighting after sensible men had withdrawn. His contempt for civilians, foreigners, women who refused prescribed duties, and anyone he considered weak was encouraged by the army's culture until it became inseparable from his identity. During the border suppression at Vey Kars, Kest was ordered to hold a burned village while a superior officer withdrew with the surviving regulars. He recognized the order as a death sentence, abandoned his post, and fled with three wounded conscripts. Two died on the road. The third betrayed him for a pardon. Dovash sentenced Kest to death in absentia, not because desertion was unusual, but because he had survived it and made the commander's decision visible. He crossed the frontier under a false name and now sells his strength as a caravan guard, pit fighter, and occasional enforcer. The dead soldiers of Vey Kars follow him in battle, appearing as grim ancestral figures that lash out at those who threaten him. Kest calls them hallucinations when sober and comrades when drunk.

“He served from adolescence, first as a camp laborer, then as a line infantryman, and finally as a brutal close-quarters specialist.”
From their backstory
Background
Soldier

Connections

Species

Human

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