Kira-Mar
Kira-Mar
Sheet
AC 16 · HP 201 · 30 ft.Saving throws
Skills
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- IntimidationCHA
- PerceptionWIS
- PersuasionCHA
Armor
Weapons
Tools
Languages
Features
12 featuresAction
- Extra AttackLevel 5
You can attack twice instead of once whenever you take the Attack action.
Bonus action
- FisticuffsLevel 1
Unarmed strikes and pugilist weapons use a 1d12 die. You can make an unarmed strike as a bonus action.
- Mean Old CussLevel 11
As a bonus action, targets within 30ft take 1d12+4 psychic damage and have disadvantage on attacks against others if they fail a DC 18 Wisdom save.
Reaction
- Stone's EnduranceGoliathWhen you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. You can use this a number of times equal to your proficiency bonus.
Always on
- Iron ChinLevel 1
While wearing light or no armor and no shield, AC equals 12 plus Constitution modifier.
- MoxieLevel 2
You have 17 Moxie points. You can spend them on Brace Up, One-Two Punch, or Stick and Move.
- Bloodied But UnbowedLevel 2
When damaged, use reaction to regain all Moxie points. If bloodied, gain temporary HP equal to 4x level.
- Silver TongueLevel 18
When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.
- UnbreakableLevel 14
You have advantage on Strength, Dexterity, and Constitution saving throws. You can spend 1 Moxie point to reroll a failed save.
- Little GiantGoliathYou have proficiency in the Athletics skill, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- Mountain BornGoliathYou have resistance to cold damage and are acclimated to high altitude.
- Ship's PassageSailor
You can secure free passage on a sailing ship for yourself and your companions.
Spells
3 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
4 itemsWeapons
- ClubA heavy wooden stick used for cracking skulls.
Tools
- Navigator's ToolsInstruments for nautical navigation.
Gear
- Fine Silk RobesExpensive and ostentatious desert merchant silks.
- Dungeoneer's PackEssential adventuring supplies.
Appearance
Kira-Mar is a towering figure at 7ft 4in tall. Her skin is the color of weathered stone, marked by faded salt-burns and jagged scars from her time on the sea. She wears ostentatious merchant silks in vibrant teals and deep golds, draped over her muscular frame. Countless gold earrings line her ears, and she smells of cloves, sea salt, and expensive tobacco.
Mannerisms
She has a deep, rumbling laugh that shakes her chest. When she is bored, she tends to whistle shanties from her youth under her breath.
Personality
Kira-Mar commands attention without saying a word, yet she is almost always talking. She is boisterous and confident, possessing the easy swagger of a woman who has survived both the depth of the ocean and the heat of the dunes. She values grit and wit above all else, though she has a surprisingly soft spot for those who have lost everything to the tides of fate.
Ideals
Freedom. No one should be bound by chains or currents they cannot fight. People deserve the right to find their own harbor.
Bonds
The Shroud Syndicate gave me a purpose when the sea took my family. I will protect my new crew with my last breath.
Flaws
I am prone to taking unnecessary risks to prove I am still the strongest person in the room. I have a hard time trusting anyone who hasn't bled with me.
Quirks
Background
Born where the Dragon's Teeth Ocean meets the edge of the world, Kira-Mar was raised on the Salt-Wind Serpent under the tutelage of her captain father and navigator mother. She spent twenty years mastering the rigging and the merchant codes of the sea, becoming a formidable sailor who knew seven tongues and how to handle any storm. However, even the best sailors are at the mercy of the waves. A freak current tore her ship apart off the Burning Steppes, leaving Kira-Mar the sole survivor. She washed up on desert sands, half dead and broken by the sun, before crawling her way to survival and eventually a caravan bound for Zahra-Nur. In the city of sands, Kira-Mar found that the undercurrents of power were not so different from the tides of the ocean. She leveraged her seafaring negotiation skills and her iron fists to rise through the ranks of the Shroud Syndicate. Now the Operations Master of the Velvet Chains, she runs the city's entertainment district with a sharp tongue and a devastating sucker punch, proving that a goliath from the sea can rule the shadows of the desert.
“However, even the best sailors are at the mercy of the waves.”
- Background
- Sailor
Connections
Species
Goliath
Media
0 imagesNo images yet.
Turn Kira-Mar into a sheet
A high-res, share-ready sheet you can post or print.