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Kira-Mar - AI-generated fantasy Character

Kira-Mar

Goliath · Pugilist (Throw Barbs and Hands) · Level 20 · Sailor

Kira-Mar

Kira-Mar possesses an easy, dangerous confidence.
AC16
HP204/204
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 204 · 30 ft.
AlignmentChaotic GoodGenderFemaleAge42 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • DeceptionCHA
  • IntimidationCHA
  • PerceptionWIS

Armor

Light armor

Weapons

Simple weapons,
Improvised weapons

Tools

Dice set,
Navigator's tools,
Water vehicles

Languages

Common,
Giant,
Primordial,
Orc,
Dwarvish,
Halfling,
Abyssal

Features

21 features

Bonus action

  • FisticuffsLevel 1

    Use 1d12 for Unarmed Strikes. Can make an Unarmed Strike as a Bonus Action.

  • Dig DeepLevel 4

    Bonus Action for resistance to physical damage and ignore exhaustion for 10 min.

Always on

  • Iron ChinLevel 1

    Unarmored AC equals 12 + CON modifier.

  • MoxieLevel 2

    20 Moxie Points. Use for Brace Up, One-Two Punch, or Stick and Move.

  • Bloodied But UnbowedLevel 2

    Reaction to regain Moxie. If Bloodied, gain 80 temp HP.

  • Swagger StreakLevel 2

    Spend Moxie to add Fisticuffs die to failed STR, DEX, CON, or CHA checks.

  • Heavy HitterLevel 3

    Can Grapple or Shove as part of an Unarmed Strike hit.

  • Extra AttackLevel 5

    Attack twice with the Attack action.

  • HaymakerLevel 5

    Spend 1 Moxie to deal max damage on an Unarmed/Pugilist attack.

  • Moxie-Fueled FistsLevel 6

    Unarmed strikes count as Force damage or normal type.

  • Down But Not OutLevel 7

    When using Bloodied But Unbowed, gain damage bonus equal to CON mod + exhaustion level.

  • School of Hard KnocksLevel 9

    Once per turn, deal extra 1d12 damage or apply Endanger/Provoke effect.

  • HerculeanLevel 10

    Double carrying capacity and jump distance. Crits against objects.

  • Shake It OffLevel 10

    Remove exhaustion or one of several conditions at the start of your turn.

  • Dig DeeperLevel 13

    Enhanced Dig Deep for 1 minute. Twice per turn School of Hard Knocks. 2/Long Rest.

  • UnbreakableLevel 14

    Advantage on STR, DEX, CON saves. Spend 1 Moxie to reroll failed saves.

  • PugnaciousLevel 15

    Regain limited features on Initiative roll once per Long Rest.

  • TraitGoliathLittle Giant (Proficient in Athletics, Carrying capacity doubled)
  • TraitGoliathMountain Born (Resistance to cold damage, Acclimated to high altitude)
  • TraitGoliathStone's Endurance (Reaction to reduce damage by 1d12 + CON mod)
  • Ship's PassageSailor

    You can secure free passage on a sailing ship for yourself and your companions.

Gear

5 items

Weapons

  • Club
    A sturdy piece of driftwood used as a cudgel.
  • Handaxe
    Standard ship's hatchet.

Tools

  • Navigator's Tools
    Maps and compasses from the Salt-Wind Serpent.

Gear

  • Silk Rope (50 ft)
    High quality rope for rigging or binding.
  • Dungeoneer's Pack
    Standard adventuring kit.

Appearance

Kira-Mar is a towering figure of 7 feet 4 inches, with slate gray skin and a physique hardened by two decades of maritime labor. Her body is a map of her survival, etched with white saltwater burn scars and deep jagged lines from shipwreck wreckage. Her dark hair is woven into tight, practical braids adorned with bits of sea glass and silver trade coins. She wears leather sailing gear reinforced with plates of hammered bronze and light desert silks wrapped about her waist and shoulders. Her eyes are the color of a stormy sea, sharp and perpetually calculating.

Mannerisms

She tends to stand with her legs braced wide, as if anticipating a rolling deck. When she speaks to someone she wishes to intimidate, she leans in close to emphasize her height, allowing the shadow of her massive frame to do the work.

Personality

Kira-Mar possesses an easy, dangerous confidence. She carries the authoritative air of a captain even when she is the most junior person in the room. She is gregarious and charismatic, using humor and charm as her primary tools, but her friendliness is a tactical choice. Beneath her warmth is the cold, pragmatic core of someone who has watched the sea eat everything she loved. She respects competence above all else and has no patience for those who hide behind bureaucracy or inherited status.

Ideals

Survival is a shared duty. I look after my crew, and they look after me. The laws of land-dwellers are secondary to the needs of the people under my protection.

Bonds

I still carry the charred navigator's charts from my mother's ship. I will find a way to honor the crew of the Salt-Wind Serpent by building something in this desert that the sun cannot kill.

Flaws

I assume everyone has a price because I have seen men trade their souls for a single sip of water. My cynicism often prevents me from seeing genuine altruism until it is too late.

Quirks

She constantly checks the wind direction even when deep underground.
She habitually wraps her knuckles in fresh linen every morning.
She keeps a small piece of sea glass in her mouth when she needs to concentrate.

Background

Born on the far side of the Dragon's Teeth Ocean, Kira-Mar was raised in a world of salt and spices. As the daughter of a goliath captain and a master navigator, she was walking the rigging of the Salt-Wind Serpent before she could properly run. For twenty years she sailed the blue waters, becoming a linguist of trade and a master of the rough combat found in dockside taverns. Her life changed when a freak storm swallowed her ship and crew off the coast of the Burning Steppes. Clinging to wreckage, she washed ashore and dragged herself through the desert, surviving on sheer spite until she reached civilization. In the desert city of Zahra-Nur, she traded her knowledge of winds for the knowledge of the city's hidden currents. She rose through the Shroud Syndicate with terrifying speed, proving her worth as a negotiator who could just as easily crush a man's skull as charm his secrets away. Now, as the master of the Velvet Chains, she commands the city's heart with a sailor's grit and a syndicate master's cunning.

“As the daughter of a goliath captain and a master navigator, she was walking the rigging of the Salt-Wind Serpent before she could properly run.”
From their backstory
Background
Sailor

Connections

Species

Goliath

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