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Tusk - AI-generated fantasy Character

Tusk

Human · Barbarian / Pugilist (Path of the Berserker, Squared Circle Pugilist) · Level 17 · Soldier

Tusk

Tusk is blunt, disciplined, and impossible to impress, but she is also unexpectedly patient with the scared, the injured, and the inexperienced.
AC18
HP176/176
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 176 · 30 ft.
AlignmentChaotic NeutralGenderFemaleAge34
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • IntimidationCHA
  • PerceptionWIS
  • PersuasionCHA
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Pugilist weapons,
Improvised weapons

Tools

Vehicle proficiency, land,
One gaming set,
Vehicles (land),
Any artisan or tool proficiencies gained from augmentation and training, as appropriate

Languages

Common,
one extra language of choice

Features

37 features

Action

  • Extra AttackLevel 5

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

  • Intimidating PresenceLevel 10

    You can use your action to frighten a creature with your terrifying presence. This feature is a martial intimidation tool, not a magical effect.

  • Extra AttackLevel 5

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

Bonus action

  • Rage Assault

    When When combat opens or Tusk is directly threatened

    Strike with overwhelming force, optionally in a frenzy for an extra melee attack as a bonus action.

  • RageLevel 1

    You can enter a rage as a bonus action. While raging, you gain resistance to bludgeoning, piercing, and slashing damage, advantage on Strength checks and Strength saving throws, and a bonus to melee damage rolls. You can rage 4 times per long rest.

  • Path of the Berserker, FrenzyLevel 3

    You gain an additional primal path feature. While raging, you can enter a frenzy on your turn to make a single melee weapon attack as a bonus action on each of your turns after you rage.

  • FisticuffsLevel 1

    Your years of fighting in back alleys and taverns have given you mastery over combat styles that use unarmed strikes and pugilist weapons. While unarmed or wielding only pugilist weapons and wearing light or no armor and no shield, you can make an unarmed strike as a bonus action, and your unarmed strike or pugilist weapon uses a d8 for damage.

  • Brace UpLevel 2

    As a bonus action, spend 1 Moxie Point to roll your Fisticuffs die and gain temporary hit points equal to the result plus your Pugilist level and Constitution modifier.

  • One-Two PunchLevel 2

    Spend 1 Moxie Point to make two unarmed strikes as a bonus action.

  • Stick and MoveLevel 2

    Spend 1 Moxie Point to make one unarmed strike and take the Dash or Disengage action as a bonus action.

  • Dig DeepLevel 4

    As a bonus action, you can dig deep. For 10 minutes, you gain resistance to bludgeoning, piercing, and slashing damage and ignore exhaustion levels below 6. Once used, you regain it after a long rest unless you gain 1 exhaustion level to refresh it.

Reaction

  • Bloodied But UnbowedLevel 2

    When you take damage, you can use your reaction to regain all expended Moxie Points. If you are bloodied, you also gain temporary hit points equal to four times your Pugilist level. Once used, this feature recharges after a short or long rest.

  • Meat ShieldLevel 6

    While you have a creature grappled, you gain half cover against attacks from creatures you are not grappling. When a creature you are not grappling misses you with an attack, you can use your reaction and spend 1 Moxie Point to redirect that attack against one creature you are grappling, forcing a new attack roll.

Always on

  • Iron Clinch

    When When an enemy closes to melee

    Use a grapple, shove, or clinch to control an enemy and turn them into cover.

  • Swagger and Recovery

    When When she is under pressure or needs to force a result

    Spend Moxie to brace up, dash, disengage, or turn a failed check into success.

  • Barbarian Weapon and Armor TrainingLevel 1

    You gain proficiency with medium armor, shields, and martial weapons, and you can use Strength for attack and damage with them as normal.

  • Unarmored DefenseLevel 1

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

  • Reckless AttackLevel 2

    While raging, you have advantage on Strength checks and Strength saving throws.

  • Danger SenseLevel 2

    You cannot be surprised while you are raging, unless you are incapacitated.

  • Frenzy RecoveryLevel 3

    When you choose this path, you can speak with a harsher edge than most. If you finish a short or long rest, you can ignore one level of exhaustion gained from frenzy until the rest ends.

  • Fast MovementLevel 5

    You can move through difficult terrain made of nonmagical plants without slowing down, and you have advantage on saving throws against spells and effects that would restrain or heavily impede your movement.

  • Primal KnowledgeLevel 3

    You gain proficiency in one of the following skills: Athletics, Animal Handling, Intimidation, Nature, Perception, or Survival. Chosen skill is already counted in your skill list if applicable.

  • Mindless RageLevel 6

    You are immune to being charmed or frightened while raging. If you are already charmed or frightened when you enter rage, the effect is suspended for the duration of the rage.

  • Relentless RageLevel 11

    If you drop to 0 hit points while raging, you can make a DC 10 Constitution saving throw to drop to 1 hit point instead. After each time you succeed, the DC increases by 5 until you finish a long rest.

  • Iron ChinLevel 1

    While wearing light or no armor and not wielding a shield, your base Armor Class equals 12 + your Constitution modifier.

  • MoxieLevel 2

    You have 6 Moxie Points, which refresh on a short or long rest. You can spend them on brace up, one-two punch, stick and move, swagger streak, or other class features.

  • Swagger StreakLevel 2

    When you fail a Strength, Dexterity, Constitution, or Charisma check, you can spend 1 Moxie Point to roll your Fisticuffs die and add it to the check. If the check still fails, you regain the point and cannot use this feature again until a short or long rest.

  • Heavy HitterLevel 3

    When you hit with an unarmed strike, you can deal damage and also choose to grapple or shove the target as part of the same hit.

  • Squared CircleLevel 3

    Choose a Pugilist specialization. Tusk is a Squared Circle Pugilist, a showboating ring fighter who uses momentum, positioning, and crowd-pleasing brutality to control the fight.

  • Pugilist SubclassLevel 3

    You gain the listed benefit of your subclass. The Squared Circle style emphasizes performance, control, and punishing clinch work.

  • Ability Score ImprovementLevel 4

    You gain a feat or ability score improvement. Tusk has used this and later improvements to sharpen her combat effectiveness and harden her already exceptional physique.

  • HaymakerLevel 5

    When you make an attack with an unarmed strike or pugilist weapon, you can spend 1 Moxie Point to deal maximum damage on a hit. If the attack hits, you regain the point.

  • Moxie-Fueled FistsLevel 6

    Your unarmed strikes and improvised weapon attacks can deal force damage instead of their normal damage type.

  • TraitHumanAbility Score Increase, +1 to all ability scores
  • TraitHumanExtra Language
  • TraitHumanAdaptable and versatile
  • Military RankSoldier

    Military Rank. Soldiers loyal to your former command and others who recognize authority are inclined to treat you as a peer, or at least give you the respect due a veteran.

Gear

9 items

Weapons

  • Greataxe
    A heavy two-handed melee weapon, kept more as a symbol of old war habits than her preferred style.
  • 2×
    Handaxe
    Thrown backup weapons for close-quarters combat.
  • 4×
    Javelin
    Standard thrown weapons issued for skirmishing.

Tools

  • Bone Dice
    A set of worn gaming dice used by soldiers on watch.

Gear

  • Explorer's Pack
    A pack with basic travel and survival gear.
  • Insignia of Rank
    Insignia or token of former rank, worn more as warning than pride.
  • Trophy of a Fallen Enemy
    A grisly token from a fallen enemy, kept as a reminder of survival.
  • Common Clothes
    Sturdy, functional clothing suited to travel and hard labor.
  • Tool Belt
    A battered utility belt carrying tools, spare parts, and field repairs.

Appearance

Tusk is a towering human woman, 6 feet 8 inches of dense muscle and armored force. Her skin is a deep weathered tan, marked with old scars and clean surgical seams from cybernetic grafts. She has a broken nose that healed crooked, a square jaw, a hard mouth, and flat gunmetal eyes, one replaced by a red-lit cybernetic implant. Her hair is cut into a severe military buzz. She wears a sleeveless black undershirt, battered open leather vest, reinforced dark cargo pants, steel-toed boots, and a heavy tool belt. Her right arm is fully cybernetic, matte black and pistoned, while her left arm carries subdermal plating and a polished steel prosthetic hand. She is built to look dangerous, and even at rest she seems ready to hit something.

Mannerisms

She speaks in short, clipped sentences and often cracks her neck or rolls her shoulders before answering. When she is thinking, her cybernetic eye audibly refocuses with a soft whirr. She stands close when speaking, not to intimidate, but because she treats distance like a waste of time. In a fight she grins at impact, as if getting hit is simply proof that the opponent is finally trying.

Personality

Tusk is blunt, disciplined, and impossible to impress, but she is also unexpectedly patient with the scared, the injured, and the inexperienced. She respects competence more than rank, courage more than charm, and follow-through more than promises. Her sense of humor is dry, physical, and often delivered with a deadpan stare that makes people unsure whether she is joking until she laughs first.

Ideals

Strength should be earned, not inherited. A person proves their worth by enduring, adapting, and protecting what matters.

Bonds

She still carries the dog tags of the squad that saved her life during her first augmentation surgery. She will not abandon a comrade, a ward, or anyone who has earned her trust, even if it costs her everything.

Flaws

Tusk confuses dominance with honesty, and she often escalates a situation just to see who flinches first. She has a hard time asking for help, even when she needs it. When her temper snaps, she can become reckless, protective, and terrifying all at once.

Quirks

She never sits with her back to a door.
She subconsciously flexes her cybernetic hand when irritated.
She polishes the red lens of her cybernetic eye before important fights.
She keeps her vest unbuttoned even in bad weather, claiming it helps her move.

Background

Tusk was built for war twice over. The first time was by birth, a human girl from the hard edges of a frontier garrison town where the strongest voices decided every argument. The second time came later, when battlefield injuries, industrial grafts, and military salvage turned her into a walking weapon. She learned early that pain was information, fear was a tool, and survival belonged to the person who could keep moving after everyone else had gone down. By the time she earned her call sign, she had already broken enough bones, both her own and other people’s, to become a legend in the barracks. Her service in the army taught her discipline, but not obedience. She was the sort of soldier who could hold a line alone when the radio failed, then start a fistfight in the mess hall because someone insulted her unit. The brass praised her aggression when it won battles, then tried to sand off her edges when it became inconvenient. That never took. After one campaign too many, Tusk walked away with a rack of medals, a body rebuilt into something half flesh and half machine, and a habit of solving problems with her hands. Now she drifts from contract to contract, enforcing order when it suits her, breaking it when it deserves to be broken, and always looking for the next fight that can remind her she is still alive.

“The first time was by birth, a human girl from the hard edges of a frontier garrison town where the strongest voices decided every argument.”
From their backstory
Background
Soldier

Connections

Species

Human

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