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Korga Ironwrap - AI-generated fantasy Character

Korga Ironwrap

Orc · Barbarian (Path of the Berserker) · Level 13 · Outlander

Korga Ironwrap

Korga is calm, warm, and almost maternal until someone tries to bully the weak, at which point her temper becomes immediate and surgical.
AC17
HP148/148
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 148 · 40 ft.
AlignmentChaotic GoodGenderFemaleAge27
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,
Handaxe,
Javelin,
Light crossbow,
Longsword,
Greatsword,
Heavy crossbow,
Club,
Dagger,
Greatclub,
Mace,
Quarterstaff,
Sickle,
Spear,
Improvised weapons,
Unarmed strikes,
Greataxe,
Battleaxe,
Longsword,
Warhammer,
All simple and martial weapons from class training,
Simple weapons from Pugilist training,
Improvised weapons from Pugilist training,
Simple and improvised weapons from background training,
Gaming set, dice,
Smith's tools,
Herbalism kit

Tools

Vehicles (land)

Languages

Common,
Orc

Features

21 features

Action

  • Extra AttackLevel 5

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

Bonus action

  • Bonus Unarmed Strike

    When Bonus Action

    You can make an Unarmed Strike as a bonus action while unarmored or wearing light armor and wielding only Pugilist weapons.

  • RageLevel 1

    You can enter a rage as a bonus action, gaining bonus damage on melee weapon attacks and resistance to bludgeoning, piercing, and slashing damage. You can rage 5 times per long rest, and your rage damage bonus is +3.

Always on

  • Moxie-Fueled Fists

    When When dealing damage

    When you deal damage with an Unarmed Strike or improvised weapon, you can choose force damage instead of the normal damage type.

  • School of Hard Knocks

    When Once per turn on hit

    Once per turn, add 1d12 damage to an Unarmed Strike or Pugilist weapon hit, or forgo the damage to apply Provoke or Endanger.

  • Unarmored DefenseLevel 1

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

  • Reckless AttackLevel 2

    When you make your first attack on your turn, you can choose to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

  • Danger SenseLevel 2

    You have advantage on Dexterity saving throws against effects you can see, such as traps and spells. To gain this benefit, you cannot be blinded, deafened, or incapacitated.

  • Primal PathLevel 3

    Choose a primal path. You gain its level 3 features.

  • Fast MovementLevel 5

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

  • Primal Path featureLevel 6

    Your rage now drives you to ever greater fury, granting you your subclass's level 6 feature.

  • Relentless RageLevel 11

    If you drop to 0 hit points while raging and do not die outright, you can make a DC 10 Constitution saving throw to drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5 until you finish a short or long rest.

  • Persistent RageLevel 11

    Your rage can end early only if you fall unconscious or choose to end it. If you haven't attacked a hostile creature or taken damage since your last turn, the rage still persists.

  • Indomitable MightLevel 13

    If your total for a Strength check is less than your Strength score, you can use your Strength score in place of the total.

  • Brutal CriticalLevel 9

    When you score a critical hit with a melee attack, you roll one additional weapon damage die.

  • Primal Path featureLevel 10

    Your intimidation and battlefield presence are magnified by your primal power, and your subclass's level 10 feature becomes available.

  • TraitOrcDarkvision
  • TraitOrcAdrenaline Rush
  • TraitOrcPowerful Build
  • TraitOrcMenacing
  • WandererOutlander

    You have an excellent memory for maps and geography, and can always find food and fresh water for yourself and up to five others provided the land offers berries, small game, water, and so forth.

Gear

9 items

Weapons

  • Greataxe
    A heavy melee weapon kept more for ritual and insurance than daily use.
  • 2×
    Handaxe
    Balanced throwing axes, chipped from hard use and repaired often.
  • 4×
    Javelin
    Javelins for hunting, training, or sending a warning at long range.

Gear

  • Explorer's Pack
    A sturdy travel pack with bedroll, mess kit, tinderbox, torches, rations, and rope.
  • Hand Wraps
    A set of battered hand wraps and boxing tape, treated as personal gear and a keepsake from the fight circuit.
  • Street Clothes
    Modern worn athletic clothes, including a sleeveless hoodie and reinforced training shorts.
  • Hunting Trap
    A hunting trap from life on the road, carried as practical outlander gear.
  • Trophy
    A trophy from a kill or hard-earned hunt, kept as a reminder of where she came from.

Purse

  • 10×
    Gold Pieces
    A pouch of coins from early travels.

Appearance

A towering female orc with moss-green skin, a shaved undercut, and a broad fighter's build wrapped in modern streetwear, taped hands, and worn athletic sneakers. Her knuckles are scarred, her forearms are corded with muscle, and her expression is usually a calm, almost gentle smile that makes her look far less dangerous than she is. She carries herself like a seasoned prizefighter, loose-shouldered and ready to explode into motion.

Mannerisms

She speaks softly until anger or excitement cracks through, then her voice becomes a low, confident rumble. Before a fight she rolls her shoulders, taps her knuckles together twice, and smiles as if greeting an old friend. When thinking, she paces in a loose fighter's rhythm, like she is always one beat away from a combination.

Personality

Korga is calm, warm, and almost maternal until someone tries to bully the weak, at which point her temper becomes immediate and surgical. She likes honest work, good food, and people who can laugh after taking a hard fall. She is surprisingly patient with children, strays, and frightened strangers, but deeply impatient with cowardice dressed up as authority.

Ideals

Dignity. Power means nothing unless it can protect the helpless and give the forgotten a chance to stand tall.

Bonds

She keeps a frayed championship hand wrap from her first real victory, and she will cross any distance to recover it if it is ever stolen or lost. She also feels responsible for the people who used to bet on her to survive, especially the poor kids and washed-up fighters who believed she could make it out.

Flaws

She hates being treated like a weapon to be pointed at people, but she can be baited by anyone who questions her strength. In a fight she sometimes takes one hit too many just to prove she can, and in quiet moments she struggles to trust kindness that does not ask for anything back.

Quirks

She shadowboxes while waiting for elevators or crosswalk signals.
She always knots her hand wraps exactly three times before a serious fight.
She refuses to sit with her back to a door in any room.
She names her favorite meals after opponents she defeated.
She speaks to sore muscles like they are old teammates.

Background

Korga was born far from any city, in hard country where survival meant learning to run, wrestle, and endure before she learned to speak in full sentences. Her people expected her to be a spear in the warband, but Korga discovered early that she preferred the ring of fists and the roar of a crowd to the smell of conquest. She learned the sweet science in back rooms, warehouse basements, and bare-knuckle clubs where every win bought dinner, rent, and another chance to keep her freedom. When she hit harder than anyone expected, and kept getting back up when she should have stayed down, the rumors began. Ten years of fighting made her a legend in one city circuit, then a problem, then a wanted woman, then an adventurer with nothing left to lose but her gloves. Now she roams from town to town with taped hands, a duffel bag, and the stubborn belief that strength should protect people instead of crushing them. She still gets restless if she stays in one place too long, and the open road feels safer to her than a room full of admirers. She boxes like a storm, thinks like a brawler, and treats every obstacle as something to crowd, clinch, and break with sheer willpower.

“When she hit harder than anyone expected, and kept getting back up when she should have stayed down, the rumors began.”
From their backstory
Background
Outlander

Connections

Species

Orc

Media

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