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Korga Stonehowl - AI-generated fantasy Character

Korga Stonehowl

Orc · Barbarian (Path of the Totem Warrior (Bear)) · Level 6 · Soldier

Korga Stonehowl

Korga is quiet, disciplined, and unexpectedly patient.
AC10
HP52/52
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 10 · HP 52 · 30 ft.
AlignmentNeutral GoodGenderMaleAge29
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AthleticsSTR
  • IntimidationCHA
  • PerceptionWIS
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

One type of gaming set

Languages

Common,
Orc

Features

15 features

Bonus action

  • TraitOrcAggressive, as a bonus action you can move up to your speed toward a hostile creature you can see

Always on

  • RageLevel 1

    When Bonus Action

    Enter a battle fury to gain resistance to physical damage and bonus melee damage.

  • Reckless AttackLevel 2

    When When you make a Strength-based melee attack

    Take advantage on the first swing by fighting recklessly at the cost of inviting counterattacks.

  • Extra AttackLevel 5

    When Attack Action

    Surge into melee with two weapon attacks instead of one when taking the Attack action.

  • Unarmored DefenseLevel 1

    You are harder to kill, gaining proficiency with light armor, medium armor, shields, and martial weapons.

  • Danger SenseLevel 2

    You gain advantage on Dexterity saving throws against effects you can see, such as traps and spells, as long as you are not blinded, deafened, or incapacitated.

  • Primal PathLevel 3

    You choose a primal path that shapes your rage and grants subclass features.

  • Fast MovementLevel 5

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

  • Feral InstinctLevel 7

    You cannot be surprised while you are conscious, and you have advantage on initiative rolls.

  • Bear SpiritLevel 3

    At 3rd level, you gain the Bear totem spirit, which makes your carrying capacity and carrying ability more formidable. You also gain advantage on Strength checks to push, pull, lift, or break objects, and the DM may also allow you to more easily bear great burdens and navigate wilderness hardships in the spirit of the bear.

  • Aspect of the BeastLevel 6

    At 6th level, your bond to the spirit animal deepens. While raging, you gain the ability to understand and communicate with beasts, and the DM may allow them to recognize you as a fellow creature of the wild.

  • TraitOrcDarkvision, 60 ft.
  • TraitOrcPowerful Build, you count as one size larger when determining carrying capacity and the weight you can push, drag, or lift
  • TraitOrcMenacing, proficiency in Intimidation
  • Military RankSoldier

    You have a military rank from your career as a soldier. Soldiers loyal to your former command, and often citizens impressed by your service, recognize your authority and are inclined to provide assistance or obey reasonable orders.

Gear

9 items

Weapons

  • Greataxe
    A heavy greataxe, worn but carefully sharpened, used as Korga's favored battle weapon.
  • 2×
    Handaxe
    Two handaxes for throwing or close work when the greataxe is not convenient.
  • 4×
    Javelin
    Four balanced javelins for hunting and battlefield use.

Tools

  • Insignia of Rank
    An insignia marking former rank within a frontier regiment.
  • Bone Dice
    A set of bone dice used to pass cold nights in camp.

Gear

  • Explorer's Pack
    A backpack, a bed roll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin.
  • Trophy of a Fallen Enemy
    A trophy taken from a fallen enemy, kept as a reminder of hard lessons and debts paid in blood.
  • Common Clothes
    Plain travel clothes suited to a veteran on the road.
  • Belt Pouch
    A pouch with coin for travel and small expenses.

Appearance

A broad-shouldered orc with ash-gray skin, a scar split across one tusk, and a mane of black hair shaved on the sides and braided with wolf teeth. He wears battered soldier's gear layered with hide and bone charms, carries a heavy greataxe, and bears the weathered calm of someone who has survived too many battles to waste anger on the living. His eyes are pale amber, steady and observant, and his posture is usually relaxed until the instant violence begins.

Mannerisms

Speaks softly until anger rises, then each word comes out clipped and deliberate. He unconsciously checks doors, windows, and tree lines before sitting. When thinking, he rubs the notch in his tusk with his thumb. In a fight, he laughs once, low and humorless, right before charging.

Personality

Korga is quiet, disciplined, and unexpectedly patient. He listens more than he speaks, sizes people up by their habits rather than their boasts, and prefers practical kindness over grand speeches. He is protective to a fault, especially toward the frightened, the young, and anyone who reminds him of the raw recruits he once led through snow and arrows.

Ideals

Protection. Strength means little if it is only used to dominate. The worthy use power to shelter the helpless and to hold the line when fear breaks others.

Bonds

He keeps the rusted signet of his fallen captain and swore to finish the unfinished war they died trying to prevent.

Flaws

He trusts battlefield logic too much and sometimes assumes every problem has a direct, violent answer. He struggles to accept orders from people who never bled beside him. When he feels someone he failed to protect is in danger, he can become reckless, stubborn, and impossible to reason with.

Quirks

He names every campfire after a fallen comrade.
He will absentmindedly straighten a companion's straps or armor before a fight.
He refuses to sit with his back to an open door.
He speaks to beasts in a calm battlefield whisper, as if briefing allies.

Background

Korga Stonehowl was born in a warband camp where strength was measured by who could carry the wounded, not who could break the most skulls. As a young orc, he expected to die in a raid like the rest of his kin, but a human captain saw something else in him, a steady hand, a disciplined fury, and the rare ability to stand between panic and slaughter. He was taken into a frontier regiment as an auxiliary, taught to march, to hold formation, and to treat his temper like a weapon instead of a master. Years of border wars changed him more than the scars did. Korga learned that battle could be a shield for the helpless, not just a proving ground for the strong. When his unit was betrayed during a winter retreat, he survived by trusting the old spirits his grandmother had whispered about, the patient bear, the watchful wolf, the hawk that sees the path home. Now he walks the roads as a hard-eyed protector, half soldier and half shaman, seeking the enemies that prey on the weak and carrying the dead he failed to save in the form of vows he will not break.

“He was taken into a frontier regiment as an auxiliary, taught to march, to hold formation, and to treat his temper like a weapon instead of a master.”
From their backstory
Background
Soldier

Connections

Species

Orc

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