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Korr - AI-generated fantasy Character

Korr

Mountain Dwarf · Fighter · Level 1 · Soldier

Korr

Korr is disciplined, dryly observant, and more compassionate than he wants people to notice.
AC16
HP13/13
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 13 · 25 ft.
AlignmentLawful NeutralGenderMaleAge52 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

All armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Battleaxe,
Handaxe,
Light hammer,
Warhammer

Tools

One type of gaming set,
Vehicles, land

Languages

Common,
Dwarvish

Features

9 features

Bonus action

  • Second WindLevel 1

    When As a bonus action when injured

    Korr can regain 1d10 + 1 hit points as a bonus action. He must finish a short or long rest before using this feature again.

Always on

  • Fighting Style: DefenseLevel 1

    Korr chooses the Defense fighting style. While wearing armor, he gains a +1 bonus to AC.

  • TraitMountain DwarfDarkvision, Korr can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, seeing only in shades of gray.
  • TraitMountain DwarfDwarven Resilience, Korr has advantage on saving throws against poison and resistance to poison damage.
  • TraitMountain DwarfDwarven Combat Training, Korr is proficient with the battleaxe, handaxe, light hammer, and warhammer.
  • TraitMountain DwarfStonecunning, whenever Korr makes an Intelligence (History) check related to the origin of stonework, he is considered proficient and adds double his proficiency bonus.
  • TraitMountain DwarfDwarven Armor Training, Korr is proficient with light and medium armor.
  • TraitMountain DwarfDwarven Toughness, not a mountain dwarf trait in the 2014 rules profile, is not included.
  • Military RankSoldier

    Korr retains his military rank and can invoke the authority of his former service to influence soldiers, recognize military organizations, and secure basic aid from sympathetic veterans.

Gear

12 items

Weapons

  • Battleaxe
    A broad-bladed military axe used in close formation combat. Attack uses Strength, damage 1d8 slashing, versatile 1d10.
  • Light Crossbow
    A compact ranged weapon. Attack uses Dexterity, damage 1d8 piercing, range 80/320, loading, two-handed.

Armor

  • Chain Mail
    AC 16. Heavy armor made of interlocking metal rings. It imposes disadvantage on Dexterity (Stealth) checks and does not allow the wearer to add a Dexterity modifier to AC.
  • Shield
    A reinforced wooden shield bearing Korr's three family notches. While wielded, it grants +2 AC.

Gear

  • 20×
    Crossbow Bolts
    Ammunition for the light crossbow.
  • Dungeoneer's Pack
    Contains a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
  • Insignia of Rank
    A small metal emblem showing the regiment Korr served with.
  • Trophy from a Fallen Enemy
    A broken enemy standard taken from a battlefield where Korr's unit held a bridge.
  • Gaming Set
    A set of carved dwarf knucklebones used for a military gambling game.
  • Common Clothes
    Plain, serviceable clothing suited to travel and military camp life.
  • Belt Pouch
    Coins saved from military pay and early mercenary work.

Purse

  • 10×
    Gold Pieces
    Starting wealth from the Soldier background.

Appearance

Korr is a broad-shouldered mountain dwarf with iron-gray hair braided close to his scalp and a square beard marked by one deliberate strip of white thread. His nose was broken long ago and never set properly. He wears his chain mail beneath a faded red military sash, and his shield bears three shallow notches, one for each family member he failed to save. His hands are heavily callused, with old burns across the left palm.

Mannerisms

Korr checks the edge of his axe with his thumb before entering any unfamiliar room. When listening, he stands perfectly still, as if waiting for a command. He speaks in short, practical sentences and rarely raises his voice, which makes his occasional anger more unsettling.

Personality

Korr is disciplined, dryly observant, and more compassionate than he wants people to notice. He distrusts grand speeches but respects anyone who keeps a promise when doing so becomes difficult. Around campfires he tells precise, strangely funny stories about army life, though he always leaves out the names of the dead.

Ideals

Duty. A soldier's first obligation is to the people who cannot defend themselves. Orders that betray that duty deserve to be broken.

Bonds

The memory of his parents is sacred to Korr, and he carries a blackened iron rivet recovered from their workshop. He will risk almost anything to protect civilians caught between armies, raiders, or monsters. He also feels responsible for the surviving families of his old village, sending them most of whatever coin he can spare.

Flaws

Korr cannot accept that some deaths are simply accidents. He searches every tragedy for a responsible person, and once he finds one, he has difficulty letting the matter go. He is also suspicious of officers, nobles, and anyone who gives orders from a safe distance.

Quirks

Counts doorways and exits whenever he enters a building.
Keeps his parents' iron rivet wrapped in oilcloth beneath his shirt.
Refuses to sleep with his back facing an open doorway.
Names every campfire before leaving it, usually with an unflattering nickname.

Background

Korr grew up in a mountain settlement where his parents repaired mining equipment and kept the village signal fires burning. They were not warriors, but they understood danger better than most. When a band of raiders came through during a winter blackout, Korr's parents were killed while helping children escape through an old ore tunnel. Korr survived by hiding beneath a collapsed cart, listening to the settlement burn above him. He was fifteen, furious, and convinced that courage without training was only another name for helplessness. He joined the regional army as soon as he was old enough, first as a porter, then as a shield bearer, and eventually as a line soldier trusted to hold difficult ground. He learned to fight in tight formations, to read the silence before an ambush, and to keep moving after fear had emptied his limbs. Years later, Korr left the army after refusing an order that would have abandoned civilians during a retreat. He now travels as a hired fighter, taking dangerous work because it keeps his skills sharp, but secretly searching for the raider captain whose insignia was found among the ashes of his home. He does not seek revenge in the heat of anger. He wants the truth recorded, witnessed, and impossible for anyone to bury.

“They were not warriors, but they understood danger better than most.”
From their backstory
Background
Soldier

Connections

Species

Mountain Dwarf

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