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Harko Toma - AI-generated fantasy Character

Harko Toma

Dwarf · Fighter · Level 1 · Soldier

Harko Toma

Harko is blunt, patient with practical problems, and suspicious of anyone who uses grand words for simple work.
AC17
HP12/12
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 12 · 25 ft.
AlignmentNeutral GoodGenderMaleAge62 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

All armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Battleaxe,
Handaxe,
Light hammer,
Warhammer

Tools

Dice set,
Land vehicles,
Mason's tools

Languages

Common,
Dwarvish

Features

10 features

Bonus action

  • Second WindLevel 1

    When When Harko is wounded and needs to recover during combat.

    Harko uses a bonus action to regain 1d10 + 1 hit points.

Always on

  • Fighting Style: DefenseLevel 1

    Choose one fighting style. Harko gains a +1 bonus to AC while wearing armor.

  • DarkvisionDwarfHarko can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though he sees darkness as shades of gray.
  • Dwarven ResilienceDwarfHarko has advantage on saving throws against poison and resistance to poison damage.
  • Dwarven Combat TrainingDwarfHarko is proficient with battleaxes, handaxes, light hammers, and warhammers.
  • StonecunningDwarfWhenever Harko makes an Intelligence (History) check related to the origin of stonework, he is considered proficient in the History skill and adds double his proficiency bonus to the check.
  • Dwarven Armor TrainingDwarfHarko is proficient with light and medium armor.
  • Dwarven SpeedDwarfHis speed is not reduced by wearing heavy armor.
  • Tool ProficiencyDwarfHarko is proficient with one artisan's tool, chosen as mason's tools.
  • Military RankSoldier

    He retains the respect of former soldiers and can often secure access to simple military camps, mess halls, and temporary shelter among allied forces. Veterans recognize his service and are willing to share information or aid when it does not place them in obvious danger.

Gear

11 items

Weapons

  • Battleaxe
    A one-handed martial axe, carried in a worn leather loop.
  • Light crossbow
    A ranged martial weapon with a simple wooden stock.

Armor

  • Chain mail
    Heavy metal armor offering AC 16.
  • Shield
    A sturdy round shield bearing faded red unit paint. Grants +2 AC.

Gear

  • 20×
    Crossbow bolts
    Ammunition for the light crossbow.
  • Dungeoneer's pack
    Includes a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
  • Insignia of rank
    A metal badge indicating his former military rank.
  • Trophy from a fallen enemy
    A broken buckle taken from a defeated enemy officer, kept as proof that the battle happened as he remembers it.
  • Dice set
    A set of bone dice used to pass long watches and judge the honesty of strangers.
  • Common clothes
    Plain, durable clothing suitable for travel and camp work.

Purse

  • 10×
    Gold pieces
    Coins saved from his final army pay and early mercenary work.

Appearance

A broad-shouldered mountain dwarf with a compact, powerful build, weathered bronze skin, and a thick beard gone iron-gray at the chin. He wears well-maintained chain mail beneath a faded red surcoat, with a battered battleaxe at his hip and a round shield marked by old unit paint. His most noticeable feature is his breathing. At rest it is slow and deliberate, almost quiet, but when angered or frightened he draws breath through his nose in three sharp pulls before speaking. In any room, his eyes go first to the exits, then to the hands of everyone nearest the table.

Mannerisms

He checks door latches with his thumb whenever he enters a room. Before answering a difficult question, he exhales through his nose in three measured pulls. When someone boasts, he looks at their boots and hands instead of their face.

Personality

Harko is blunt, patient with practical problems, and suspicious of anyone who uses grand words for simple work. He dislikes being thanked more than he dislikes being paid late. Around strangers he sits with his back to a wall and speaks little, but around tired workers, veterans, and anyone fixing something by hand, his reserve loosens into dry stories and unexpectedly careful advice.

Ideals

Self-Reliance. A person should be paid fairly, keep their word, and never surrender the right to walk away. Dependence makes cowards of institutions before it makes victims of individuals.

Bonds

He still carries the cracked insignia of his old unit, whose surviving members scattered after the war. He intends to find each of them and make sure none is left dependent on the mercy of the officers who abandoned them.

Flaws

He treats generosity as a trap until proven otherwise, and once he decides someone is incompetent, he struggles to hide his contempt. He is also willing to take morally gray work if the pay is reliable, then spends the night convincing himself that reliability is a kind of virtue.

Quirks

He counts door hinges without realizing it.
He names every pack animal but refuses to name weapons.
He keeps his dice in a pouch sewn inside his sleeve.
He will repair a stranger's broken strap while insisting it is not a favor.

Background

Harko Toma was raised in a mountain hold where every able-bodied dwarf learned to mend a wall, count a wagon, and stand watch before learning to drink properly. He joined the hold guard young and spent most of his adult life as a line soldier, not because he loved glory, but because he was good at the parts nobody sang about. He could keep a frightened recruit moving, judge whether a bridge would hold, and remember exactly which officer had forgotten to oil the hinges on the north gate. His last campaign ended with a victory that left him tired rather than proud. The hold had paid his wages late, buried too many friends, and awarded him a polished badge instead of a future. Harko left the army with his armor, his rank insignia, and ten gold pieces that vanished into travel costs. He now hires himself out as a guard, caravan escort, debt collector, and occasional troubleshooter. He has no romantic belief that fortune is waiting somewhere beyond the next hill. Fortune, to him, is a sound roof, a full purse, and enough leverage that no captain can order him to die for a promise written on cheap paper. Still, he has not quite managed to stop protecting people. He claims every contract is business, then quietly takes the dangerous watch so someone younger can sleep.

“His last campaign ended with a victory that left him tired rather than proud.”
From their backstory
Background
Soldier

Connections

Species

Dwarf

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