Valeros

Griss Thisslethorn's page

163 posts. Organized Play character for Trscroggs.


Full Name

Griss Thisslethorn

Race

NG (male) human barbarian 7 | HP 120/120 | AC 25 (Raging: 24) | F +16 R +11 W +11 | Perc +11 | 25' | Active Conditions: 1 Resistance to Cold, Necrotic & Electricity, 2 to Hazardous Terrain and Environments

Alignment

NG

Languages

Common, Skald, Shoanti

Occupation

Scouting

Strength 19
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 10
Charisma 16

About Griss Thisslethorn

HP: 120/120
AC: 25 (24 w/Raging)
Fort Save: +16 (Master)
Refl Save: +11
Will Save: +11 (Expert)
Class DC: 23
Perception: +11
Speed: 25 (35 When raging)

Ancestry:

Human (Ulfen)
HP: 8
Speed: 25
Size: Medium

Skilled Heritage (Nature)
Source Core Rulebook pg. 56 1.1
Your ingenuity allows you to train in a wide variety of skills. You become trained in one skill of your choice. At 5th level, you become an expert in the chosen skill.

Ancestry Feat:
Haughty Obstinacy
Source Core Rulebook pg. 57 1.1
Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can't try to Coerce you again for 1 week).

Clever Improviser (From Ancestry 5)
Source Core Rulebook pg. 57 2.0
You’ve learned how to handle situations when you’re out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained.

Background(Guard):

Guard
Source Core Rulebook pg. 62 1.1
You served in the guard, out of either patriotism or the need for coin. Either way, you know how to get a difficult suspect to talk. However you left the guard, you might think of adventuring as a way to use your skills on a wider stage.

Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost.

You're trained in the Intimidation skill, and (the Warfare Lore skill). You gain the Quick Coercion skill feat.

Class Features:

Perception: Expert

Saving Throws
Expert in Fortitude
Trained in Reflex
Expert in Will

Skills
Trained in Athletics
Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks
Trained in simple weapons
Trained in martial weapons
Trained in unarmed attacks

Defenses
Trained in light armor
Trained in medium armor
Trained in unarmored defense

Class DC
Trained in barbarian class DC

Rage
You gain the Rage action, which lets you fly into a frenzy.
Rage Single Action
Barbarian Concentrate Emotion Mental
Source Core Rulebook pg. 84 1.1
Requirements You aren’t fatigued or raging.
You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can’t voluntarily stop raging. While you are raging:
You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is agile.
You take a –1 penalty to AC.
You can’t use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can’t Rage again for 1 minute.

Insticnt (Spirit)
Whether you are emotionally sensitive to the spirits around you; worship ancestors or apparitions; or are haunted by the specter of an ancestor, relative, friend, or foe, your rage takes the form of a spiritual possession.

Anathema: Disrespecting corpses or spirits is anathema to your instinct; defending yourself against undead creatures is not.

Spirit Rage (Instinct Ability)
When you are raging, you can increase your damage from Rage from 2 to 3 and deal negative or positive damage, instead of the normal damage type for your weapon or unarmed attack (choose each time you Rage). If you choose to deal negative or positive damage, your weapon or unarmed attack gains the effects of the ghost touch property rune, which makes it more effective against incorporeal creatures, and your Rage action gains the divine and necromancy traits, plus negative or positive, as appropriate.

Deny Advantage (Class Feature Level 3)
Your foes struggle to pass your defenses. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.

Brutality (Class Feature 5)
Your fury makes your weapons lethal. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. While raging, you gain access to the critical specialization effects for melee weapons and unarmed attacks
Juggernaut (Class Feature 7)
Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.

Weapon Specialization (Class Feature 7)
Your rage helps you hit harder. You deal an additional 2 damage with weapons and unarmed attacks in which you have expert proficiency. This damage increases to 3 if you’re a master, and 4 if you’re legendary. You gain your instinct’s specialization ability.

Spirit Instinct – Specialization Ability (Instinct Ability 7)
When using spirit rage, increase the damage from Rage from 3 to 7.

All feats:

Haughty Obstinacy (From Ancestry)
Source Core Rulebook pg. 57 1.1
Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can't try to Coerce you again for 1 week).

Quick Coercion (From Background)
General, Skill
Source Core Rulebook pg. 264 1.1
Prerequisites trained in Intimidation
You can bully others with just a few choice implications. You can Coerce a creature after 1 round of conversation instead of 1 minute. You still can’t Coerce a creature in the midst of combat, or without engaging in a conversation.

Raging Intimidation (From Class 1)
Barbarian
Source Core Rulebook pg. 88 1.1
Your fury fills your foes with fear. While you are raging, your Demoralize and Scare to Death actions (from the Intimidation skill and an Intimidation skill feat, respectively) gain the rage trait, allowing you to use them while raging. As soon as you meet the prerequisites for the skill feats Intimidating Glare and Scare to Death, you gain these feats.

Intimidating Glare (From Raging Intimidation)
General, Skill
Source Core Rulebook pg. 262 1.1
Prerequisites trained in Intimidation
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.

Sudden Charge (From Class 2)
Two Actions Feat 1
Barbarian, Flourish, Open
Source Core Rulebook pg. 88 1.1
With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Fast Movement (From Class Feat 4)
Source Core Rulebook pg. 89 2.0
Your rage is a frenzy of rapid movements. While you are raging, you gain a +10-foot status bonus to your Speed.

Titan Wrestler (Skill Feat 2)
GeneralSkill
Source Core Rulebook pg. 268 1.1
Prerequisites trained in Athletics
You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.

Intimidating Prowess (Skill Feat 4)
General, Skill
Source Core Rulebook pg. 262 2.0
Prerequisites Strength 16; expert in Intimidation
In situations where you can physically menace the target when you Coerce or Demoralize, you gain a +1 circumstance bonus to your Intimidation check and you ignore the penalty for not sharing a language. If your Strength score is 20 or higher and you are a master in Intimidation, this bonus increases to +2.

Toughness (General Feat 3)
General
Source Core Rulebook pg. 268 1.1
You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.

Clever Improviser (Ancestry Feat 5)
Source Core Rulebook pg. 57 2.0
You’ve learned how to handle situations when you’re out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained.

Untrained Improvisation (Bonus feat from Clever Improviser)
Source Core Rulebook pg. 268 2.0
You’ve learned how to handle situations when you’re out of your depth. Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you’re 7th level or higher, the bonus increases to your full level instead. This doesn’t allow you to use the skill’s trained actions.

Hefty Hauler (From Pathfinder Training)
Source Core Rulebook pg. 262 2.0
Prerequisites trained in Athletics
You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2.

Attack of Opportunity (From Class Feat 6)
Reaction
Core Rulebook pg. 90 2.0
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

Terrifying Resistance (From Skill feat 6)
Source: Advanced Player's Guide pg. 209
Prerequisites: expert in Intimidation
The spells of those you have Demoralized are less effective on you. If you succeed in Demoralizing a creature, for the next 24 hours you gain a +1 circumstance bonus to saving throws against that creature's spells.

Battle Cry (From General Feat 7)
Source Core Rulebook pg. 258 4.0
Prerequisites master in Intimidation
When you roll initiative, you can yell a mighty battle cry and Demoralize an observed foe as a free action.

Trained Skills:

Athletics (Expert): +15
Intimidation (Master): +16 (+1 to Intimidate while Demoralizing )
Lore: Scouting: +9
Lore: Warfare: +9
Nature (Expert): +11 (Free skill increase from Skilled Heritage)
Society: +9
Survival: +9
Note: has a +3 in every other skill due to Untrained Improvisation, may attempt all Trained level skills as if trained.

Class Feats:

Raging Intimidation (From Class Feat 1)
Barbarian
Source Core Rulebook pg. 88 1.1
Your fury fills your foes with fear. While you are raging, your Demoralize and Scare to Death actions (from the Intimidation skill and an Intimidation skill feat, respectively) gain the rage trait, allowing you to use them while raging. As soon as you meet the prerequisites for the skill feats Intimidating Glare and Scare to Death, you gain these feats.

Sudden Charge Two Actions (From Class Feat 2)
Barbarian, Flourish, Open
Source Core Rulebook pg. 88 1.1
With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Fast Movement (From Class Feat 4)
Barbarian
Your rage is a frenzy of rapid movements. While you are raging, you gain a +10-foot status bonus to your Speed.

Attack of Opportunity (From Class Feat 6)
Reaction
Core Rulebook pg. 90 2.0
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

General/Skill Feats:

Titan Wrestler
General Skill
Source Core Rulebook pg. 268 1.1
Prerequisites trained in Athletics
You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.

Intimidating Glare (From Raging Intimidation)
General, Skill
Source Core Rulebook pg. 262 1.1
Prerequisites trained in Intimidation
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language

Quick Coercion (From Background)
General, Skill
Source Core Rulebook pg. 264 2.0
Prerequisites trained in Intimidation
You can bully others with just a few choice implications. You can Coerce a creature after 1 round of conversation instead of 1 minute. You still can’t Coerce a creature in the midst of combat, or without engaging in a conversation.

Toughness (General Feat 2)
General
Source Core Rulebook pg. 268 1.1
You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.

Intimidating Prowess (Skill Feat 4)
General, Skill
Source Core Rulebook pg. 262 2.0
Prerequisites Strength 16; expert in Intimidation
In situations where you can physically menace the target when you Coerce or Demoralize, you gain a +1 circumstance bonus to your Intimidation check and you ignore the penalty for not sharing a language. If your Strength score is 20 or higher and you are a master in Intimidation, this bonus increases to +2.

Untrained Improvisation (Bonus feat from Clever Improviser)
Source Core Rulebook pg. 268 2.0
You’ve learned how to handle situations when you’re out of your depth. Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you’re 7th level or higher, the bonus increases to your full level instead. This doesn’t allow you to use the skill’s trained actions.

Hefty Hauler (From Pathfinder Training)
Source Core Rulebook pg. 262 2.0
Prerequisites trained in Athletics
You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2.

Terrifying Resistance (From Skill feat 6)
Source: Advanced Player's Guide pg. 209
Prerequisites: expert in Intimidation
The spells of those you have Demoralized are less effective on you. If you succeed in Demoralizing a creature, for the next 24 hours you gain a +1 circumstance bonus to saving throws against that creature's spells.

Battle Cry (From General Feat 7)
Source Core Rulebook pg. 258 4.0
Prerequisites master in Intimidation
When you roll initiative, you can yell a mighty battle cry and Demoralize an observed foe as a free action.

Weapon Stats:

Warflail (+1 Striking)
Attack: +16
Damage: 2d10+6 B (+7 w/Raging, Positive or Negative Energy)
Traits: Disarm, Sweep, Trip

Shortsword
Attack: +15
Damage: 1d6+6 (+3 w/Raging, Positive or Negative Energy)
Traits: Agile, Finese, Versitle (S)

Javelin
Attack: +13
Damage: 1d6+4
Range: 30ft
Traits: Thrown

Equipment:

Warflail (+1 Striker)
Breastplate (+1)
Javelins x 4
Antidote (Lesser)
For 6 hours, gain +2 item bonus to Fort saves against poisons
Elixir of Life, Minor x 1
Restore 1d6 HP, and +1 item bonus to resist diseases and poisons for 10 minutes.
Adventure Kit
Levered Crowbar
+1 to athletics checks to Force Open anyting that can be pried open.
Extreme Climbing Kit
+1 to athletics checks to climb when using kit.
Aeon Stone (pearly white spindle) (Attuned, Resonate)
Heal 1 HP per minute, Resonant power give resistance 1 to Negative Damage.
Wayfinder (attuned)
Tattoo of Warding (Trial) (attuned)
Full time resistance 2 to hazardous terrain and environmental hazards.
Once a day as a reaction; Trigger: when an enemy, hazard, or environment makes an attack against AC, makes me roll a saving throw, or causes automatic damage.
Effect: Add +1 to AC and saving throws and increase resistance to 5 against triggering effect until end of current turn.

Boons of Note:

Heroic Hustle (Horizon Hunters):

In moments of true heroism, you can always move to where the action is. When you spend a Hero Point to reroll a check, you also gain a +10-foot status bonus to your Speed until the end of your next turn. After you spend a Hero Point to avoid death, you can also Stand as a free action when you next become conscious.

Storied Talent (Horizon Hunter):

Word of your skill and expertise is spreading, and you find that increasingly prestigious clients are prepared to pay for your services. When using Downtime to Earn Income, you can choose to attempt a task of your level.

Exotic Edge (Horizon Hunters):

By traveling so widely, you have developed an intuitive talent for using esoteric techniques. Once per adventure, you can activate this boon as a free action to apply these techniques, gaining a +1 circumstance bonus to either all of your attack rolls or all of your skill checks for 1 round.

Touched by the Storm (General):

Your exposure to the stormy power of the Scale of the Spurned Tempest has inured you to the elements to a small degree. While this boon is slotted, you gain cold resistance 1 and electricity resistance 1.

Experienced Mountaineer (General):

The trek from Isger to Molthune taught you tricks for navigating treacherously steep terrain. While this boon is slotted, you treat mountainous terrain and other steep slopes as difficult terrain, rather than as greater difficult terrain.

Devil’s Keep (Advanced):

You are the rightful master of the infernal keep known as Diggen’s Rest. Once per adventure, you can use the following reaction.
Infernal Detonations (reaction) Trigger A creature within 30 feet of you targets you or an ally with an attack; Effect The creature takes fire damage equal to 1d6 + your level (basic Reflex save). The DC of the Reflex save is equal to your spell DC or your class DC, whichever is higher.

Typical turn actions:

[dice=Intimidate: Demoralize]1d20+16+1[/dice]

When Raging:
[dice=War Flail]1d20+16[/dice][dice=Damage: Bludgeoning+Positive]2d10+6+7[/dice]

[dice=War Flail]1d20+16[/dice][dice=Damage: Bludgeoning+Negative]2d10+6+7[/dice]

[dice=War Flail]1d20+16[/dice][dice=Damage: Bludgeoning]2d10+6+2[/dice]