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About Griss ThisslethornHP: 120/120
Ancestry:
Human (Ulfen) HP: 8 Speed: 25 Size: Medium Skilled Heritage (Nature)
Ancestry Feat:
Clever Improviser (From Ancestry 5)
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
Skills
Attacks
Defenses
Class DC
Rage
Insticnt (Spirit)
Anathema: Disrespecting corpses or spirits is anathema to your instinct; defending yourself against undead creatures is not. Spirit Rage (Instinct Ability)
Deny Advantage (Class Feature Level 3)
Brutality (Class Feature 5)
Weapon Specialization (Class Feature 7)
Spirit Instinct – Specialization Ability (Instinct Ability 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)
Raging Intimidation (From Class 1)
Intimidating Glare (From Raging Intimidation)
Sudden Charge (From Class 2)
Fast Movement (From Class Feat 4)
Titan Wrestler (Skill Feat 2)
Intimidating Prowess (Skill Feat 4)
Toughness (General Feat 3)
Clever Improviser (Ancestry Feat 5)
Untrained Improvisation (Bonus feat from Clever Improviser)
Hefty Hauler (From Pathfinder Training)
Attack of Opportunity (From Class Feat 6)
Terrifying Resistance (From Skill feat 6)
Battle Cry (From General Feat 7)
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)
Fast Movement (From Class Feat 4)
Attack of Opportunity (From Class Feat 6)
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)
Quick Coercion (From Background)
Toughness (General Feat 2)
Intimidating Prowess (Skill Feat 4)
Untrained Improvisation (Bonus feat from Clever Improviser)
Hefty Hauler (From Pathfinder Training)
Terrifying Resistance (From Skill feat 6)
Battle Cry (From General Feat 7)
Weapon Stats:
Warflail (+1 Striking) Attack: +16 Damage: 2d10+6 B (+7 w/Raging, Positive or Negative Energy) Traits: Disarm, Sweep, Trip Shortsword
Javelin
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+Negative]2d10+6+7[/dice] [dice=War Flail]1d20+16[/dice][dice=Damage: Bludgeoning]2d10+6+2[/dice]
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