AC 17; Fort +8, Ref +4, Will +5
HP 24
Speed 25 feet
Melee Maul +7 (Shove), Damage 1d12+4 B
Ranged Javelin (x4) +4 (Thrown), Damage 1d6+4 P
Ancestry & Heritage feats Toughness +1 hp/lvl, -1 DC for Recovery checks (Heritage 1st)
Natural Ambition +1 class feat (Ancestry 1st)
Skill feats Pickpocket no penalty to Steal/Palm an object that's closely guarded (Background)
Intimidating Glare no penalty from absence of shared language to Demoralize (Bonus from Raging Intimidation)
Class feats Rage bonus temporary hit points (level+Con mod) bonus to melee damage, -1 AC, can't use Concentrate actions. Lasts 1 minute or until unconscious. Can't rage for 1 minute afterwards
Spirit Instinct Spirit Rage +3 positive or negative damage to rage, gains ghost touch property rune (Instinct ability)
Raging Intimidation Demoralize and Scare to Death can be used while raging; gain Intimidating Glare skill feat; if legendary in Intimidation, gain Scare to Death skill feat (Class feat 1st)
Sudden Charge ◆◆ Stride Twice, then Strike if in melee range (Bonus Class feat from Natural Ambition)
Background story
Grinning Skull, for lack of a better name, has been one of Gaedren Lamm's so-called "little lamms" for as long as he can remember. Now a broad-shouldered towering man with dark hair and numerous scars adorning his tanned skin, he has always obeyed his master's command, breaking his enemies' kneecaps as soon as it was required. There was something soothing with clear orders. Grinning Skull had a place in this world, thanks to the crimelord. Hence, he never considered any other lifestyle or occupation.
Yet, something has always seemed off to him. First, he knew nothing about his parents, or his origins. Of course, the honeyed-tongued Lamm assured him that he was an orphan that he'd taken under his wings, offering him a chance at a better survival. However, there was this strange tattoo covering his shoulder, a massive, pitch-black grinning skull that he was quickly named after. A trace of his long-forgotten childhood. The source of so many questions, yet there weren't any answers for them. Until now.
Recently, as the hulking goon was washing off the blood off his hands - another man's blood, but there was no one to complain about it anymore - a vision occured to him. An elderly spirit, resembling the young Grinning Skull, appeared to him - and him only - talking a strange language he didn't understand. Somehow the sounds were familiar, as if buried deep within his memories, so long ago. A chant came up, like a childhood lullaby, sung in this guttural language. Yet the spirit disappeared, leaving Grinning Skull with so many interrogations. It returned the next night, and the night after, slowly talking to the goon, and little by little the gibberish started to make sense. There were familiar words that he'd start to discern. "Shoanti. Skoan-Ka. Taken. Taken. Taken..." A veil started to tear in Grinning Skull's faded memories, and a terrible pain surged from the bottom of his heart. The terror of losing his parents, a brief reminiscence of his mother's face, he was TAKEN by Lamm's men. Raw fury submerged him as he now remembered what the spirit tried to tell him. Lamm had not saved him. Lamm had taken him away from his parents, his origins.
Lamm had to die.
Design notes:
Grinning Skull belongs to the Skoan-Ka, the Shoanti skull clan, but was abducted in his early childhood by Gaedren Lamm to serve as one of his Little Lamms. Thus he knows close to nothing about his culture, with only fragmentary recollections coming back while he's in contact with his ancestor spirit, who is his deceased grandfather. Whether his parents are still alive is up to the GM.
He feels naturally drawn to large, unwieldy two-handed blunt weapons, which may lead him to find out about Earthbreakers one day. AFAIK the weapon hasn't been adapted for 2e yet, hence my choice of the Maul weapon instead.