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Valeros

Thringorn's page

95 posts. Alias of Wolfwhisker.


Full Name

Thringorn

Race

Human

Classes/Levels

Fighter 2

Gender

Male

Size

Medium

Age

30

Alignment

Unaligned

Deity

Kord

Location

Prison

Languages

Common, Draconic

Occupation

Mercenary

Strength 18
Dexterity 13
Constitution 16
Intelligence 8
Wisdom 10
Charisma 10

About Thringorn

42 HP, 21 blooded; 10 surge value; 12 surges/day

21 AC
18 Fort
13 Ref
12 Will

Defense Breakdowns:

12 AC = 10 + 1(dex) + 1(level)
18 Fort = 10 + 4(str) + 1(race) + 2(class) +1(level)
13 Ref = 10 + 1(dex) + 1(race) + 1(level)
12 Wil = 10 + 0(wis) + 1(race) + 1(level)

5 Speed
+6 Initiative

11 passive Insight
11 passive Perception
Normal Vision

Languages: Common, Draconic

Trained Skills: Acrobatics, Athletics, Endurance, Streetwise

Skills:

Acrobatics +5
Arcana +0
Athletics +8
Bluff +1
Diplomacy +1
Dungeoneering +1
Endurance +7
Heal +1
History +0
Insight +1
Intimidate +1
Nature +1
Perception +1
Religion +0
Stealth +0
Streetwise +6
Thievery +0

Background: Hellion (Access to Acrobatics)

<<RACIAL ABILITIES>>:

Extra skill; Extra feat; Extra At-Will;

<<CLASS ABILITIES>>:

Combat Challenge: Mark an enemy you attack (hit or miss). As an Immediate Interrupt (ie, once per turn) you can make a free basic melee attack against your marked target if they are adjacent to you and shift -OR- if they make an attack that does not include you. Your mark last until the end of your next turn or they are marked by another.
Combat Superiority: Add Wis Modifer (+0) to opportunity attack rolls. A hit will also cause the target to end its current movement action.
Two-handed Weapon Talent: +1 to attack with two-handed weapons

  • Melee Basic:
    (weapon) Attack == (weapon) + 6 vs AC, Damage == [W] + 4

  • Ranged Basic:
    (light thrown/bow) Attack == (weapon) + 2 vs AC, Damage == [W] + 1
    (heavy thrown) Attack == (weapon) + 5 vs AC, Damage == [W] + 4

  • Your Mark:
    Anytime you attack someone you Mark them (this is automatic/free and happens whether you hit or miss). It lasts until the end of your next turn. Generally that means that you must continue to renew your Mark each turn by attacking enemies, and rarely will you have more than one creature Marked. A Marked creature takes a -2 to hit anytime it makes an attack that does not include you. ALSO, you gain the Combat Challenge special interrupt with your Mark (see class abilities). Finally, only one Mark can be on a creature at once. New Marks cancel out old Marks.

    <<POWERS>>


      At Will (lvl 1) Standard: +4 vs AC, [w] + 4 and there's a miss damage effect
      Reaping Strike:

      You punctuate your scything attacks with wicked jabs and small cutting blows that slip through your enemy’s defenses.
      Keywords: Martial, Weapon
      Target: One creature, Melee
      Attack: Strength vs. AC
      Hit: 1[W] + Str modifier damage (+4).
      Miss: Half Str modifier damage (2). If you’re wielding a two-handed weapon, you deal damage equal to your Str modifier (4).

      At Will (lvl 1) Standard: +4 vs AC, 1d10 + 4

      Cleave:

      You hit one enemy, then cleave into another.
      Keywords: Martial, Weapon
      Target: One creature, Melee
      Attack: Strength vs. AC
      Hit: 1[W] + Str modifier damage (+4), and an enemy adjacent to you other than the target takes damage equal to your Str modifier (+4).

      At Will (lvl 1) Standard: +4 vs AC, [W] + 7

      Wicked Strike:

      Your weapon might be cumbersome, but it packs quite a punch when it connects.
      Keywords: Martial, Weapon
      Requirements: You must be wielding a two-handed weapon and your target must be Marked by you.
      Target: One creature marked by you, Melee
      Attack: Strength - 2 vs. AC
      Hit: 1[W] + Str modifier + Con modifier damage (+7).
      Special: You can use this power in place of a melee basic attack.

      Encounter (Ability) Standard: spend a healing surge and gain +2 to defenses

      Second Wind:

      You get to spend a healing surge and regain hit points equal to your surge value. You also gain a +2 bonus to all defenses until the start of your next turn.

      Encounter (lvl 1) Standard: +4 vs AC, 2[W] + 4 and target is slowed and cannot shift

      Steel Serpent Strike:

      You lash out with the speed of a striking serpent, hitting your foe in a vulnerable area that hinders its movement.
      Keywords: Martial, Weapon
      Target: One creature, Melee
      Attack: Strength vs. AC
      Hit: 2[W] + Str modifier damage, and the target is slowed and cannot shift until the end of your next turn.

      Daily (lvl 1) Standard: +4 vs AC, 2[W] + 4 and special

      Villain's Menace:

      Choosing a worthy foe, you wound it with a strong initial attack, and then continue to harry it for the rest of the battle.
      Keywords: Martial, Weapon
      Target: One creature, Melee
      Attack: Strength vs. AC
      Hit: 2[W] + Str modifier damage (+4), and you gain a +2 power bonus to attack rolls and a +4 power bonus to damage rolls against that target until the end of the encounter.
      Miss: No damage, You gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls against the target until the end of the encounter.

      Daily (lvl 2) Minor: gain 2d6+3 temp hp

      Unstoppable:

      You let your adrenaline surge carry you through the battle.
      Keywords: Martial
      Target: Personal
      Effect: You gain temporary hit points equal to 2d6 + your Con modifier (+3).

    <<FEATS>>:

    Human: Improved Initiative (+4)
    Lvl 1: Armor Prof: Plate
    Lvl 2: Toughness (+5hp per teir)

    <<EQUIPMENT AND MONEY>>
    Battleforged Armor +1
    Greatsword
    Adventurer's Kit

    0 gp 91/100 Encumbrance
    XP: 1300

    DESCRIPTION: He has long scraggly brown hair, is well built and muscular. He tends to always look like he dragged himself out of a dungeon. Amidst a scruffy and dingy general appearance he has crystal green eyes that seem to offset the otherwise bum look he has going.

    BACKGROUND: He was abandoned in the streets as a child and has no memories of his parents. He was taken in by a street gang and taught to hustle, scam and fend for himself on the streets. Although he would not intentionally hurt an innocent person he has no qualms about stealing for survival. He became a mercenary as he matured into adulthood and that has been his livlihood ever since. He was conned into taking a job to kill someone he was led to believe was a murderer and thief but was instead set up to kill the nephew of an upper class merchant who had married the woman who the man who hired him was in love with. He was set up to be caught which landed him in prison. He has been sitting in prison for almost a years time.

    CHARACTERISTICS: He is quiet and will not reveal much about himself or his past outside of experience and capabilities to get a job done. He has his own code of ethics, a warriors code, in which he will not harm anyone he deems "innocent", although he bases innocent and guilty on standards of raw survival and equality. He is slanted towards the human outlook and that will weigh heavier than the interests of other races. He holds bravery and warriors honor above all else and has little regard for book learning and the life of the upper echelon. He has a respect for magic and knows it's power, however he feels those who use magic are people who don't have the capacity to fight and defend themselves, so they must resort to magic to make up for their lack of basic abilities.


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