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Kettig Adekai - AI-generated fantasy Character

Kettig Adekai

Dragonborn · Barbarian · Level 1 · Urchin

Kettig Adekai

Suspicious at first, Kettig is fiercely loyal once trust is earned.
AC12
HP14/14
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 12 · HP 14 · 30 ft.
AlignmentChaotic GoodGenderMaleAge23 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Disguise kit,
Thieves' tools

Languages

Common,
Draconic

Features

7 features

Bonus action

  • RageLevel 1

    When Bonus action

    As a bonus action, enter a rage that grants advantage on Strength checks and Strength saving throws, +2 melee Strength weapon damage, and resistance to bludgeoning, piercing, and slashing damage. Usable twice per long rest.

Always on

  • Unarmored DefenseLevel 1

    While not wearing armor, Kettig's Armor Class equals 10 + his Dexterity modifier + his Constitution modifier. He can still use a shield and retain this benefit.

  • TraitDragonbornDraconic Ancestry, choose one dragon type that determines breath weapon damage type and damage resistance.
  • TraitDragonbornBreath Weapon, exhale destructive energy in a 5-foot-wide, 30-foot-long line. Creatures in the area make a Dexterity saving throw against DC 12, taking 2d6 damage on a failed save or half as much on a successful one. Usable once per short or long rest.
  • TraitDragonbornDamage Resistance, resistance to the damage type associated with draconic ancestry.
  • TraitDragonbornLanguages, Common and Draconic.
  • City SecretsUrchin

    Kettig knows the streets, alleys, rooftops, and hidden passages of any settlement he has spent time in. In a city, he can find food and basic shelter for himself and his companions, and he can lead them through cramped or concealed routes, provided he is not being actively pursued.

Gear

10 items

Weapons

  • Greataxe
    A heavy two-handed martial weapon with a broad, brutal blade.
  • 2×
    Handaxe
    Light throwing axes useful in close combat or at range.
  • 4×
    Javelin
    Short spears suitable for throwing or close combat.
  • Small knife
    A small blade given to him by Toma, useful as a tool and last-resort weapon.

Gear

  • Explorer's pack
    A sturdy pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
  • City map
    A rough map of the district where Kettig grew up, marked with routes, hideaways, and names of people he trusts.
  • Pet mouse
    A clever gray mouse kept in a patched wooden cage, descended from Kettig's first street companion's pet.
  • Token of remembrance
    A red cord and brass button tied together as a reminder of the people left behind.
  • Common clothes
    Patched, serviceable clothing suitable for a child of the streets who has grown into a wandering fighter.

Purse

  • Pouch of gold
    Loose coin saved from odd jobs, guardsmen's tips, and carefully chosen thefts.

Appearance

Kettig is a broad-shouldered blue-gray dragonborn with chipped cobalt scales, a blunt swept-back crest, and amber eyes that rarely stay still. A pale scar cuts across the left side of the muzzle, and one horn is broken near the tip. He wears patched brown leathers beneath a weathered cloak, with a red cord tied around one wrist and a battered handaxe always within reach.

Mannerisms

Kettig keeps his back to walls and counts exits whenever he enters a room. He rolls his shoulders before speaking to strangers, taps the flat of his axe when thinking, and lowers his head slightly whenever someone mentions family.

Personality

Suspicious at first, Kettig is fiercely loyal once trust is earned. He speaks plainly, notices hungry people immediately, and has a dry sense of humor that appears at the worst possible moments. He dislikes being fussed over but secretly treasures acts of ordinary kindness, especially shared meals and repaired clothing.

Ideals

No one owns another person. Strength matters only when it is used to break chains and make room for the helpless to stand.

Bonds

He will risk almost anything to find Toma, the street child who once saved his life. He also quietly protects abandoned children, runaways, and anyone being treated as property.

Flaws

Kettig assumes authority figures are corrupt until they prove otherwise. When frightened or ashamed, he becomes confrontational rather than admitting he needs help. He also has a habit of taking food, keys, or small valuables simply because leaving them untouched feels unsafe.

Quirks

Names every alley cat he meets, even when he claims not to care about animals.
Sleeps with one hand touching his greataxe and one foot pointed toward the nearest exit.
Collects buttons, keys, and bits of colored glass from places where he has survived.
Clicks his teeth softly when trying to remember a face or voice.

Background

Kettig was hatched in a riverside district where dragonborn laborers, dock thieves, and abandoned children learned to survive beside one another. His clan had come to the city generations earlier, but poverty scattered the family before Kettig was old enough to understand what had happened. He learned the city by sleeping under stairways, stealing crusts from market stalls, and memorizing which watchmen could be bribed and which ones enjoyed cruelty. A one-eyed street child named Toma became his closest friend and taught him to read danger in the movement of crowds. When a gang boss tried to claim Toma as property, Kettig's temper finally broke loose. His first rage was not a battle cry but a terrible, choking roar that sent smoke curling from his nostrils. He drove the gang away with a stolen axe, then discovered that the fury inside him could be aimed, if never fully controlled. Toma disappeared soon afterward while fleeing the city with smugglers, leaving Kettig with only a red cord and a half-finished map. Now Kettig travels as a barbarian and occasional caravan guard, searching for his friend, protecting people who remind him of the children he left behind, and trying to prove that being dangerous does not mean becoming cruel.

“His clan had come to the city generations earlier, but poverty scattered the family before Kettig was old enough to understand what had happened.”
From their backstory
Background
Urchin

Connections

Species

Dragonborn

Media

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