Lokansir

Hurik's page

309 posts. Alias of Ridge.


Full Name

Hurik Frostheart

Race

Kellid Human

Classes/Levels

Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

Gender

Male

Size

Six foot Six Inches

Age

19 Winters

Special Abilities

Rage

Alignment

Neutral good

Deity

Sister Cinder

Location

Where ever the Broken Tusks are

Languages

Halit, Draconic

Occupation

Megafauna Hunter

Strength 18
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 12
Charisma 10

About Hurik

About Hurik
Class/Level: Barbarian 3 Ancestry/Heritage: Human Kellid (Versatile) Alignment & Deity: Neutral good (Sister Cinder)
Background: Megafauna Hunter
Perception: +8; Languages: Halit
Skills: Acrobatics +2, Athletics +11(E), Intimidation +5, Lore: Hunting +5, Medicine +1, Nature +6, Religion +1, Stealth+7, Survival +6, Thievery +2
Attributes:
Str 18(+4), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 10
Items Hide, Barbarian Kit, 4 Javelins, 1 Maul
Hunter's Bane Talisman-This talisman is a ring of dried, interwoven leaves. When you activate the hunter’s bane, you sense the exact location of the attacker, making it hidden from you instead of undetected. If the attacker is behind lead, the hunter’s bane fails and is wasted.
Defenses
AC 20, Fort +9, Ref +7, Will +8* HP 53;
Speed 25 feet [B]Melee Maul +9 (Shove), Damage 1d12+4 (B) Range: Javelins +7 (Thrown), Damage 1d6+4(B)
Rage: (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.

Draconic Instinct (White):
You summon the fury of a mighty dragon and manifest incredible abilities. Perhaps your culture reveres draconic majesty, or you gained your connection by drinking or bathing in dragon’s blood or after watching a marauding wyrm burn your village. Select a type of dragon from Table 3–4: Dragon Instincts to be your instinct’s dragon type. Chromatic dragons tend to be evil, and metallic dragons tend to be good.
White (Chromatic) - Cone of cold
Anathema
Letting a personal insult against you slide is anathema to your instinct. Choose whether your character respects or abhors your dragon type. If you respect it, defying such a dragon is anathema, and if you abhor it, failing to defeat such a dragon you come across is anathema.
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.
Specialization Ability (Level 7)
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.
Raging Resistance (Level 9)
You resist piercing damage and the damage type of your dragon’s breath weapon.
Feats & More
Haughty Obstinacy- 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).
Toughness- 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 (page 459).
Titan Wrestler- (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.
Sudden Charge- 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.
Tame Animal- (Gained in Game)Animals born and raised far from humanoid settlements rarely get along with two-legged beings, whom they assume to be dangerous predators. In spite of this, you know how to approach and entreat a wild animal so that it's more receptive to your presence and requests.
To use this feat, choose a wild animal that isn't actively hostile to you and which isn't confined to an area smaller than its Speed in diameter (animals held in place or trapped are typically too scared to be tamed). Attempt a Nature check against a DC determined by the GM; this is usually the animal's Will DC, but circumstances might adjust the precise DC. This attempt usually takes an hour, but you can perform it in 10 minutes if you have expert proficiency in Nature, 1 minute if you have master proficiency, or as a three-action activity if you have legendary proficiency.
Critical Success You form a friendly bond with the animal. As long as it isn't starving, the animal won't attack you or creatures obviously allied with you, even if they're creatures the animal would normally prey upon. This effect is permanent.
Success As critical success, but the effect lasts for 1 month. If you or an ally teach the animal a basic action during that time with the Train Animal skill feat, the effect is permanent.
Failure You fail to make any kind of meaningful impression on the animal.
Critical Failure The animal does its best to attack you and is immune to Tame Animal for 1 month.
Feats gained at level 2:
Class: No Escape (You keep pace with a retreating foe. Stride up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you’ve moved your full Speed. You can use No Escape to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type. Must be raging)
Skill: Hefty Hauler (Bulk Capacity increased by 2)

Feats gained at Level 3:
General: Pick up the Pace (You lead by example and can help others push themselves beyond their normal limits. When Hustling in a group during exploration mode, your group can Hustle for up to 20 additional minutes, to a maximum of the amount of time the character with the highest Constitution modifier could Hustle alone.)

Backstory: "I am not a tale spinner, but gather and I shall try. My father, Horok, was considered by some a liar and there is no denying that HE could spin a tale. His boasts were such it was hard to believe. He claimed that before he was bound to my mother, he seduced a frost giant's wife. He claimed to have been in a cave so large one could fill all the herds of the Tribe in with room to spare. But his boldest boast was no doubt that he helped a group of foreigners take down a great white dragon. When someone demanded proof of this deed, to show some treasure as proof, or at least some part of the creature; Horok merely smiled and said that they knew not where the treasure of the slain beast lay, but each got some part of it's scales, claws or teeth. His part was the Heart. And when asked to show it? His grin grew wider and he said he ate it. And most laughed or rolled their eyes"
"Father died of Frostfever when I was still a child, but it was time enough for him to sire my two sisters and I. We were... different. None so more than I. Dreams plagued me, even as a child, of cruel hunts with talons and fangs, with icy breath. And as I became a man, I grew not just in might and size, but in odd fits of rage, cold and cruel they seemed to me. I am filled with pride so that I do not bear insult well or wisely. Who can now deny my father told at least one true tale? I still dream of white dragons; nightmares that remind me of the cruelty they have put inside me. I dream of them, I am tempted, and... I hate them. I doubt I shall ever see one in my life time but if i do. I'll kill it. I'll make it take the curse of its people back!"
Description: Six feet tall, six inches, more broad at the shoulders than many of his tribe, Hurik is a monster of a man. He has cold green eyes, and a mane of dark brown hair that has three odd streaks of white starting at the top of his head then falling back. He moves with surprising grace considering his size.
Hurik loves hunting, as it is an outlet for odd instincts that can be used to benefit the Broken Tusk. He likes to be DOING something at most times, and will pace if inactive too long. When he is still, he has time to dwell on his condition. He fears more than anything that he will grow evil and cruel.
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”Original Level 1 stuff”:
Class/Level: Barbarian 1 Ancestry/Heritage: Human Kellid (Versatile) Alignment & Deity: Chaotic Good (Sister Cinder)
Background: Megafauna Hunter
Perception: +6; Languages: Halit, common ?
Skills: Acrobatics +2, Athletics +7, Lore: Hunting +3, Medicine +1, Nature +4, Religion +1, Stealth+5, Survival +4
Attributes:
Str 18(+4), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 10
Items Hide, Barbarian Kit, 4 Javelins, 1 Maul
Hunter's Bane Talisman-This talisman is a ring of dried, interwoven leaves. When you activate the hunter’s bane, you sense the exact location of the attacker, making it hidden from you instead of undetected. If the attacker is behind lead, the hunter’s bane fails and is wasted.
Defenses
AC 18, Fort +7, Ref +5, Will +6 HP 23;
Speed 25 feet Melee Maul +7 (Shove), Damage 1d12+4 (B) Range: Javelins +5 (Thrown), Damage 1d6+4(B)