Kragga's page

267 posts. Alias of Brainiac.

Full Name






About Kragga

Female orc barbarian 1
N Medium Humanoid (Orc)

Senses: Perception +6 (+5 proficiency, +1 Wis); darkvision

AC 18 (+3 proficiency, +4 armor, +1 Dex)
HP 27

Fort +8 (+5 proficiency, +3 Con)
Ref +4 (+3 proficiency, +1 Dex)
Will +6 (+5 proficiency, +1 Wis)


Melee greatsword +7 (1d12+4, or +10 when raging!)
Ranged harpoon +4 (1d8+4 P, 30 ft., thrown, tethered)

Spd 25 ft

Str 18 (+4)
Dex 12 (+1)
Con 16 (+3)
Int 10 (+0)
Wis 12 (+1)
Cha 10 (+0)


Barbarian Concentrate Emotion Mental
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 Strikes. 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.

Giant Instinct: Your rage gives you the raw power and size of a giant. This doesn't necessarily mean you revere giants—you might scoff at them or even aspire to slay them! You could instead seem like a giant to other people due to your exceptional strength or larger-than-life emotions and ego.

Failing to face a personal challenge of strength is anathema.

Titan Mauler (Instinct Ability)
You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging). If you're not Small or Medium, you can use a weapon built for a creature one size larger than you. You gain access to this larger weapon, which can be of any weapon type otherwise available at character creation. It has the normal Price and Bulk for a weapon of its size. When wielding such a weapon in combat, increase your additional damage from Rage from 2 to 6, but you have the clumsy 1 condition because of the weapon's unwieldy size. You can't remove this clumsy condition or ignore its penalties by any means while wielding the weapon.


Hold-Scarred Orc: You are part of an orc community that participates in ritual scarification or tattooing. The marks on your skin show your exceptional hardiness and vitality. You gain 12 Hit Points from your ancestry instead of 10. You also gain the Diehard feat.


Osprey Warrior :You’d always been the most athletic child of your play group, leading the other children in games of skill and strategy. As an adult, there are few opportunities for you to employ these skills in the village. Osprey Cove is a quiet community, with hardly any dangers or foes to fight. You occasionally break up pub brawls, or perhaps start them out of boredom. Elder Ordwi asks you to come with her simply because of your endurance and athleticism—the Old Coast Road is poorly maintained, and the physical aid you’ll bring on the trip will likely be invaluable.

Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost. You’re trained in the Athletics skill and the Gorum Lore skill. You gain the Hefty Hauler skill feat.



1st: Orc Ferocity [reaction]
Frequency: once per day
Trigger: You would be reduced to 0 Hit Points but not immediately killed.
Fierceness in battle runs through your blood, and you refuse to fall from your injuries. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1.

Class Feats

1st: 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.

Skill Feats

Background: Hefty Hauler: You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2.

General Feats

Heritage: Diehard: It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4.

Athletics +7
Gorum Lore +3
Intimidation +3
Medicine +4
Nature +4
Survival +4

Common, Orcish

breastplate, Large greatsword, harpoon