Chief Jubbek

Hancock the Angry's page

578 posts. Organized Play character for miteke.


Full Name

Hancock the Angry

Race

| Acrobatics +9, Athletics +13, Diplomacy +9, Intimidation +6, legal +9, Medicine +11, Perception +10, Surv +8, Thievery +9

Classes/Levels

| Active Conditions: Raging

Gender

N/N male dwarf barbarian/5 | Init (Search) +10 | HP: 90/90(9/9 temp HP raging), 2 fire resist, 1 mental resist) | AC: 23 (21 raging) | F/R/W: +13/9/10| Speed: 20' (+10' raging)

Deity

Trudd (the Mighty)

Homepage URL

Google Docs for Hancock

Strength 18
Dexterity 12
Constitution 16
Intelligence 12
Wisdom 12
Charisma 8

About Hancock the Angry

Bot Me:

In combat Hancock will rage on the first round gaining temp HP, then do a sudden charge if necessary.
Latter rounds he will intimidate and swing twice.
If out of reach he will intimidate/interact/throw a javelin.

See spoiler labelled Offense to get the attack die rolls and the spoiler labelled Skills to get the intimidate bonus.

Resource Tracking:

Loot: PFS minor healing potion (Minor) (2/adventure/1d8); Grim ring
Mind Quake scars (1 time only, treat mental failure as crit success):
Rage rounds (10/rage):
  • 9 {+4[con] +5[lvl]} Temp HP, +2 bludgeoning or +4 electrical damage, -1 AC
    Hero Point (1/adventure): 1
    Rugged Wayfinder (1/adventure, reduce clumsy, enfeebled, or sickened ):
    Healer's Gloves uses (1/day, 2d6+7):
    Consumable uses:


  • Unkempt, slouching, and mumbling. Quick to anger and inpatient. When he sits too long a nervous twitch starts up in his leg and he starts drumming his foot on the ground.

    Main Stats:

    Hancock the Angry (141936-2001) N/N male dwarf barbarian/5
    Ancestry Dwarf
    Background Bounty Hunter
    Class Barbarian

    Str 19/+4 {10 +2[dwarf] +2[barbarian] +2[bounty hunter] +2[free] +1[level 5]}
    Dex 14/+2 {10 +2[free] +2[level 5]}
    Con 18/+4 {10 +2[dwarf] +2[bounty hunter] +2[free] +2[level 5]}
    Int 14/+2 {10 +2[free] +2[level 5]}
    Wis 12/+1 {10 +2[dwarf]}
    Cha 8/-1 {10 -2[dwarf]}

    Senses Darkvision (see through magical darkness[Defy the Darkness])
    Traits Dwarf, Humanoid
    Speed 20'[dwarf], 30' when raging

  • Unburdened Iron
  • Sudden Charge (2 actions)
  • Fast Movement
    Perception +10 {+1[wis] +4[expert] +5[lvl]}
  • Acute Scent
    Default Exploration Mode Search

    Initiative +10 (perception)
    Hero Points 1
    Languages Common, Dwarf, Jotun[int]

  • Boons:

  • Dacilane Academy Chaperone Gain access to Step Out of Phase [two-actions] Feat
  • Hireling/Expert Hireling Hire an ally (Bruce) who can perform checks for one skill (Diplomacy) and one Lore (Speech Impediments) at Expert (i.e. a modifier equal to 4 +5[lvl] your level).
  • Horizon Hunters Gear By building relationships and trust with the Horizon Hunters, you’ve gained access to special items favored by this faction. You gain access to the Horizon Hunters faction-specific gear (Lost Omens Pathfinder Society Guide 34). You must be Liked by the Horizon Hunters to use this boon.
  • Mind Quake Scars: You gain mental resistance equal to 1/3 your level. Check a box (1) to treat a mental success as critical success. May purchase more than once, but cost increases 50% at each purchase.
  • Rugged Mentor (Horizon Hunters) While working with less experienced Pathfinder allies, you provide important insights that keep your less experienced colleagues safe from harm. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase the Level Bump’s modifier to saving throws to 2. Normal: A Level Bump increases a PC’s saving throw modifiers by 1. Special: A PC can only benefit from two mentor boons.
  • Rugged Wayfinder You have modified your wayfinder to absorb a small amount of your exhaustion, allowing you to continue exploring unhindered. When you purchase this boon, you apply its benefits to one wayfinder in your possession, granting you a special ability when the wayfinder is invested and in your possession. As an action, you can reduce the severity of your clumsy, enfeebled, or sickened condition, reducing that condition’s value by 1. You can safely use this benefit once per adventure. You can attempt to use it a second time, overcharging the wayfinder at the risk of destroying it. When you do so, roll a DC 10 flat check. On a success, the wayfinder is broken. On a failure, the wayfinder is destroyed. If anyone tries to overcharge a wayfinder that’s already been overcharged, the item is automatically destroyed (even if it has been repaired) and does not provide the activated benefit. If the wayfinder with this upgrade is destroyed, you can apply the upgrade to another wayfinder during Downtime for no additional cost beyond that of the wayfinder itself.
  • Secondary Initiation Your contacts have introduced you to an influential member of another organization (Envoys' Alliance), allowing you to join that group or train in some of their techniques. Select an organization other than the Pathfinder Society. For the purpose of fulfilling prerequisites and Access conditions, you are treated as being a member of that group in addition to your belonging to the Pathfinder Society. Special: You can apply this boon multiple times to the same character, but each time you apply it, you relinquish your membership in the previous group in order to join a different group. Before doing so, you must retrain any options that listed membership in your previous group as a prerequisite.
  • Storied Talent (Horizon Hunters) 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. Normal: When Earning Income, a PC can attempt a task of their level –2 or lower.
  • Wayfinder To guide your path, your faction has secured a wayfinder (Pathfinder Core Rulebook 617) for you to carry on your journeys and serve as a badge of office in the Pathfinder Society. This wayfinder has an effective sale price of 0 gp. Bought twice accidentally.

  • Training:

    Perception
  • Expert in perception

    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

  • Expert in simple weapons
  • Expert in martial weapons
  • Expert in unarmed attacks

    Defenses

  • Trained in light armor
  • Trained in medium armor
  • Trained in unarmored defense

    Class DC

  • Trained in barbarian class DC

  • Defense:

    Hitpoints 90 {+10[dwarf] +4[con]*5[lvl] +12[barbarian]*5[lvl]}
    AC 23 {10 +2[trained] +5[lvl] +2[dex] +4[breastplate]}
    Fire Resistance: 2 {+5[lvl]/2[Forge dwarf]}
    Mental Resistance: 1 {+5[lvl]/3[Mind Quake Scars]}
    Fort +13 {+4[expert] +4[con] +5[lvl]}
    Ref +9 {+2[trained] +2[dex] +5[lvl]}
    Will +10 {+4[expert] +1[wis] +5[lvl]}
    Special Saving Throw Bonuses:

    Offense:

    Normal Attacks

  • +14/2d12+8 Maul with rage [2 H; 1d12 B]
    {+4[expert] +5[lvl] +4[strength] +1[potency rune] / 1d12 +1d12[striking rune] +4[strength] +4[draconic rage] (+2)[Rage]}
    -
  • [dice=to hit maul]1d20+14[/dice]
  • [dice=damage maul; bludgeoning, cold iron, ghost touch]2d12+4[/dice]
    4 additional damage with electrical, arcane, and evocation traits on a hit, shove on a crit
    -
  • [dice=to hit maul, iterative 1]1d20+14-5[/dice]
  • [dice=damage maul; bludgeoning, cold iron, ghost touch]2d12+4[/dice]
    4 additional damage with electrical, arcane, and evocation traits on a hit, shove on a crit
    -
  • [dice=to hit maul, iterative 2]1d20+14-10[/dice]
  • [dice=damage maul; bludgeoning, cold iron, ghost touch]2d12+4[/dice]
    4 additional damage with electrical, arcane, and evocation traits on a hit, shove on a crit

    Note: can do +2 instead of +4 if not using dragon instinct.

    Attack without rage

  • +14/2d12+4 Maul [2 H; 1d12 B) {+4[expert] +5[lvl] +4[strength] +1[potency rune] / 1d12 +1d12[striking rune] +4[strength]}
  • [dice=to hit maul]1d20+14[/dice]
  • [dice=damage maul; bludgeoning, cold iron, ghost touch]2d12+4[/dice]

    Javelin attack

  • +11/1d6+4 Javelin [range 30, 1d6 P] {+4[expert] +5[lvl] +2[dex] / 1d6 +4[strength]}
  • [dice=to hit javelin]1d20+11[/dice]
  • [dice=damage javelin]1d6+4[/dice]

  • Skills:

    Skill Ranks 13 = {+4[barbarian] +2[int] +2[bounty hunter] +1[bonus PFS lore] +4[hireling] +1[skill increase 3rd level]] +1[skill increase 5th level]}

    Acrobatics +9 {+2[trained][barbarian choice] +5[lvl] +2[dex]}
    Arcana +4 {+0[untrained] +2[int]}
    Athletics +13 {+4[expert][barbarian no choice][level 5 skill increase] +5[lvl] +4[str]}
    Crafting +2 {+0[untrained] +2[int]}
    Deception -1 {+0[untrained] -1[cha]}
    Diplomacy +9 {+4[hireling][expert] +5[lvl]}
    Intimidation +6 {+2[trained][barbarian choice] +5[lvl] -1[cha]}
    Lore
    - Legal +9 {+2[trained][bounty hunter] +5[lvl] +2[int]}
    - Speech Impediments +9 {+4[hireling][expert] +5[lvl]}
    - PFS +9 {+2[trained][bonus lore skill from pathfinder Society] +5[lvl] +2[int]}
    Medicine +11 {+4[expert][int][skill increase 3rd level] +5[lvl] +1[wis] +1[Healer's Gloves]}
    Nature +8 {+2[trained][barbarian choice] +5[lvl] +1[wis]}
    Occultism +2 {+0[untrained] +2[int]}
    Performance -1 {+0[untrained] -1[cha]}
    Religion +1 {+0[untrained] +1[wis]}
    Society +2 {+0[untrained] +2[int]}
    Stealth +2 {+0[untrained] +2[dex]}
    Survival +8 {+2[trained][bounty hunter] +5[lvl] +1[wis]}
    Thievery +9 {+2[trained][barbarian choice] +5[lvl] +2[dex]}

    Notes:

  • [experienced tracker skill feat] Tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you’re a master in Survival, you don’t take the –5 penalty. If you’re legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail.
  • [hireling][expert] A pair of boons which provides an agent to perform one skill and one lore as an expert
  • [barbarian choice] A barbarian gets 3 shills of choice
  • [barbarian no choice] A barbarian gets the Athletics skill, no choice in the matter.
  • [int] A character gets one skill per int bonus at trained.

  • Gear:

    Max Bulk: 9 {5 +4[str]}
    Current Bulk: 8.52
    Wealth: See spreadsheet
    Gear List
    Clan Dagger with Kin-Warded rune (see boon)
    Cold Iron Maul, potency +1, striking +1, ghost touch
  • hammer (knocks prone on crit), 1d12 2hd, Shove (can use to shove with athletics)
    Sap
    Spiked Gauntlet
    Breastplate
  • +4 AC, +1 Dex Cap, -2 ACP, -5 speed[0 because of Unburdened Iron], Plate
    Adventurer's pack
  • Contains a backpack (containing the other goods), bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin.
    Knotted silk rope and grappling hook
    Climbing Kit
    6 javelins
    Healing Potion (minor/1d8)
    2 Silversheen
    Brooch of Shielding (30 uses)
    Wayfinder, Rugged (boons)
    Healer's Gloves
    2 Scrolls of Heal
    Antidote (Lesser/+2 item bonus vs poisons for 6 hours)
    Antiplague (Lesser/+2 item bonus vs diseases for 24 hours)
    1 Potency Crystal
    Thieves' Tools
    Thieves' Tools Replacement Picks
    Writing Set
    Healer's Tools

  • Class Features:

    Skill Feats At 2nd level and every 2 levels thereafter, you gain a skill feat.
  • - Level 2: Titan Wrestler
  • - Level 4: Continual Recovery
  • - Level 6: ?

    Skill Increases At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert. At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.

  • - level 3: Medicine Expert
  • - Level 5: Athletics Expert
  • - Level 7: ?

    General Feats At 3rd level and every 4 levels thereafter, you gain a general feat.

  • - level 3: Assurance May take 10 on Medicine.
  • - level 7: (Heavy) Armor Proficiency

    Barbarian Feats At 1st level and every even-numbered level thereafter, you gain a barbarian class feat.

  • - Level 1: Sudden Charge
  • - Level 2: Acute Scent
  • - Level 4: Fast Movement
  • - Level 6: Fighter Dedication, trained in intimidation

    Rage: (1 action)

  • - Lasts 1 minute
  • - Add {+5[lvl] +4[con]} temp HP
  • - Gain a +2 conditional bonus to damage rolls.
  • - Take a –1 penalty to AC.
  • - You can’t use actions that have the concentrate trait unless they also have the rage trait. The Seek basic action gains the rage trait while you’re raging. After you have stopped raging, you lose any remaining temporary Hit Points from using the Rage action, you can’t use Rage again for 1 round, and you are fatigued for 1 round. You can’t voluntarily stop raging. If you stop raging before its usual duration expires, you are fatigued and can’t Rage again until after the end of your next turn.

    Barbarian Specials

  • - Level 3: Deny Advantage 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.
  • - Level 5: Brutality 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.
  • - Level 7: Juggernaut 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.
  • - Level 7: Weapon Specialization 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.
  • - Level 9: Lightning Reflexes Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.
  • - Level 9: Raging Resistance You resist piercing damage and the damage type of your dragon’s breath weapon.
  • - Level 11: Mighty rage Your rage intensifies and lets you burst into action. Your proficiency rank for your barbarian class DC increases to expert. You gain the Mighty Rage free action.

    Dragon Instinct Bronze/electricity

  • - Level 1: Anathema Letting a personal insult against you slide or defying a bronze dragon is anathema to your instinct.
  • - Level 1: Draconic Rage (Instinct Ability) While raging, you can increase the additional damage from Rage from 2 to 4 and change its damage type to match that of your dragon's breath weapon instead of the damage type for your weapon or unarmed attack. If you do this, your Rage action gains the arcane and evocation traits, as well as the trait matching the damage type.
  • - Level 7: Weapon Specialization draconic bonus When you use draconic rage, you increase the additional damage from Rage from 4 to 8. If you have greater weapon specialization, instead increase the damage from Rage when using draconic rage from 8 to 16.

    Ability Boosts At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts below 18.

  • - Level 5: str, dex, con, int
  • - Level 10: str, dex, wis, int

  • Ancestry and Background Features:

    Ancestry In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.
  • - Forge Dwarf (heritage): You have a remarkable adaptation to hot environments from ancestors who inhabited blazing deserts or volcanic chambers beneath the earth. This grants you fire resistance equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less extreme (incredible heat becomes extreme, extreme heat becomes severe, and so on).
  • - Level 1: Unburdened Iron
  • - Level 5: url=https://2e.aonprd.com/Feats.aspx?ID=4395]Defy the Darkness[/url]

    Background Bounty Hunter

  • - Trained in Survival skill
  • - Trained in Legal Lore skill
  • - Experienced Tracker

  • Chronicles:

    Falcon's Descent
    Balancing the Scales
    Boomtown Betrayal
    The Blackwood Abundance
    Fishing in Anthuthis
    Beginner Box - Upper Level
    Enter the Pallid Peak
    Little Trouble in Big Absalom
    A Fistful of Flowers
    Dacilane Academy’s Delightful Disaster
    The Arclord Who Never Was
    Arclord's Abode
    Devil at the Crossroads