Harsk

Thordak Ironheart's page

750 posts. Alias of Javell DeLeon.


Full Name

Thordak Ironheart

Race

Dwarf

Classes/Levels

Barbarian(Titan Mauler) 16

Stats:
Hp's 260/260; AC: 31/touch 17/ff 27(vs. giants 34/21/25); Perc: +19; Init: +4; Fort: +19, Ref: +12, Will: +13; CMD 35(40 vs giant type/35 vs larger)

Gender

M

Size

Med

Alignment

CG

Strength 22
Dexterity 18
Constitution 24
Intelligence 12
Wisdom 16
Charisma 7

About Thordak Ironheart

Titan Mauler

Thordak:

Thordak Ironheart
Male Mountain Dwarf Barbarian (Titan Mauler) 16
CG Medium humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +22
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Defense
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AC 31/touch 17/flat-footed 27 (+11 armor, +4 Dex, +3 Amulet, +3 ring) (AC 38/touch 24/flat-footed 34 vs. Giants)
hp 260 (1d12+105lvl+112con+15fc+16feat)
Fort +22 (+10base/+7con/+5cloak)
Ref +14 (+5base/+4dex/+5cloak)
Will +15 (+5base/+3will/+2feat/+5cloak)
(+2 vs. poison, spells, and spell-like abilities; +2 trait bonus vs. fear)
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); DR 4/—(Raging: 6/-)
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Offense
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Speed 20 ft. (50' w/raging)
Melee +2 Furious/keen/commanding dwarven longaxe +23/+18/+13/+8 (1d12+8/19-20/×3)
Ranged Darkwood composite longbow +19/+14/+9/+4 (1d8+5/×3)
Space 5 ft
Reach 5 ft. (10 ft. with +1 furious keen dwarven longaxe)
Special Attacks Rage (48 rounds/day), rage powers (Increased Damage Reduction +2; elemental rage; elemental rage, lesser; Guarded stance +3; renewed vigor 4d8+11; Elemental Blood, Lesser; Elemental Blood; Elemental Blood, Grtr; Superstition)
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Statistics
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Str 16(20)(+1@4th), Dex 14(18), Con 19(24)(+1@8th/12th/16th), Int 10(12), Wis 14(16), Cha 7
Base Atk +15; CMB +20; CMD 35(40 vs. Giants)
Feats Big Game Hunter, Iron Will, Power Attack, Raging Vitality, Extra Rage Power(Elemental Rage); Extra Rage Power(Elemental Blood), Extra Rage, Toughness
Traits courageous, giant slayer
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Skills
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Acrobatics +22 (+16(+28 raging) jump): (+16rnks/+4dex/+3cs/-1ac)
Climb +23: (+8rnk/+5str/+3cs/+2tools/+5 competence)
Craft (weapons) +9: (+3rnk/+1int/+3cs/+2mwk tools)
Fly +19: (+16rnks/+4dex/-1acp)
Intimidate +4: (+3rnk/-2chr/+3cs)
Knowledge (nature) +5: (+1rnk/+1int/+3cs)
Perception +22: (+16rnk/+3wis/+3cs) (+27 vs Giants)
Sense Motive +3: (+4 vs Giants)
Survival +22: (+16rnk/+3wis/+3cs) (+26 to track/+28 to track vs. Giants)
Swim +13: (+1rnk/+5str/+3cs/-1ac/+5 competence)
Languages Common, Dwarven
SQ big game hunter, evade reach, giant hunter, jotungrip, mountaineer, rock stepper
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Combat Gear
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+5 Defiant(Giant) Vital guard mithral agile breastplate
+2 furious/keen/commanding dwarven longaxe

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Other Gear
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Amulet of natural armor +3
Belt of physical perfection +4
Boots of the cat
Cloak of resistance +5/Muleback cords
Gloves of swimming and climbing
Headband of Mental prowess +2(Wis/Int(Fly))
Ring of protection +3
Ring of foe focus
potion of cure moderate wounds(2d8+3) (x0)
potion of cure serious wounds(3d8+5) (x1)
potion of delay poison
potion of fly(x1)
Cape of the mountebank
Handy haversack
Cold weather outfit
Climber's kit
Tent pavilion

Backpack, blanket, masterwork; masterwork artisan's tools; flint and steel; rope; waterskin

3,592 gp total

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Rage Powers
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Elemental Rage (Su) While raging, all of the barbarian's melee attacks deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire). The type is chosen when the barbarian begins her rage. A barbarian must have the lesser elemental rage power to select this rage power. A barbarian must be at least 8th level to select this rage power. Note that the barbarian can still use her lesser elemental rage power while using this rage power, but she must select a different energy type.
Elemental Rage, Lesser (1/rage) (Su) As a swift action, the barbarian can cause her melee attacks to deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire) for 1 round. A barbarian must be at least 4th level to select this rage power. This power can only be used once per rage.
Elemental Blood, Lesser (1d6 fire, fire 3/day) (Su) While raging, as a swift action up to three times a day, the barbarian can imbue her melee attacks with elemental energy, dealing an additional 1d6 points of damage of the chosen energy type for 1 round.
Elemental Blood(Fire) (Su): While raging, the barbarian gains energy resistance 10 against the energy type chosen when she took lesser elemental blood.
Elemental Blood, Greater (Su): While raging, the barbarian gains a special movement type or bonus based on her chosen element: acid grants a burrow speed of 30 feet, cold grants a swim speed of 60 feet, fire grants an increase of 30 feet to her base land speed, and electricity grants a fly speed of 60 feet (good maneuverability).
Guarded Stance +3 (11 rds) (Ex) The barbarian gains a +1 dodge bonus to her Armor Class against melee attacks for a number of rounds equal to the barbarian's current Constitution modifier (minimum 1). This bonus increases by +1 for every 6 levels the barbarian has attained. Activating this ability is a move action that does not provoke an attack of opportunity.
(x2)Increase Damage Reduction +2 (Ex) While raging, your DR increases by 2.
Renewed Vigor 4d8+11 Hp (1/day) (Ex) As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every four levels the barbarian has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. A barbarian must be at least 4th level before selecting this power. This power can be used only once per day and only while raging.
Superstition +6(Ex): The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

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Special Abilities
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Big Game Hunter You gain a +1 bonus on attack rolls and a +2 bonus on weapon damage rolls against Large or larger creatures.
Big Game Hunter (Ex) A titan mauler gains a +1 bonus on attack rolls and a +1 dodge bonus to AC in melee with creatures larger than themselves.
Courageous +2 save vs. fear.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Evade Reach (15 ft) (Ex) At 5th level, as a swift action, a titan mauler may choose one creature within her line of sight. Until the end of her turn, that target's reach is treated as if it were 5 feet shorter with respect to reaching the titan mauler, and this reduction increases by 5 feet for every five levels beyond 5th.
Giant Hunter +1 to attack/+2 to tracking Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype.
Giant Slayer +1 Bluff, Perception, Sense Motive, Attack and Damage against giants.
Hardy Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Jotungrip (Ex) At 2nd level, a titan mauler may choose to wield a two-handed weapon in one hand with a –2 penalty on attack rolls while doing so. The weapon must be appropriately sized for her, and it is treated as one-handed when determining the effect of Power Attack, Strength bonus to damage, and the like.
Massive Weapons (+4) (Ex):Rule(the latter one) taken from this link: Titan Mauler At 3rd level, a titan mauler becomes skilled in the use of massive weapons looted from her titanic foes. This allows her to use weapons designed for creatures larger than her size, always treating them as two-handed weapons and applying a cumulative -2 penalty on attack rolls per size category of difference. The total attack roll penalty is reduced by 1, and this reduction increases by 1 for every three levels beyond 3rd (to a minimum of 0). This ability replaces trap sense.
Mountaineer Mountain dwarves are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Greater Rage (45(+1fc) rounds/day) (Ex) +6 Str, +8 Con, +3 to Will saves, -2 to AC when enraged.
Raging Vitality Whenever you are raging, the morale bonus to your Constitution increases by +2. Your rage does not end if you become unconscious. While unconscious you must still expend rounds of rage per day each round.
Rock Stepper Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step.
Titanic Rage (Su)
At 14th level, a titan mauler may choose to gain the benefits of enlarge person when she enters a rage. While using titanic Rage, she must spend 2 rounds of rage per round, and she becomes exhausted rather than fatigued when the rage ends.

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MODIFIERS
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Big game hunter(feat): +1 to hit +2 to damage on Large or larger
Big game hunter(Ex): +1 to hit, +1(dodge) AC vs. creatures larger than himself
Giant hunter: +1 to hit vs Giants
Giant Slayer(trait): +1 to hit and +1 to damage vs. Giants
Defensive Training: +4 dodge vs. Giants
Defiant armor ability: +2AC, DR (2-)

+4 hit/+3 damage vs Giants

+7 AC vs Giants

Dice:

[dice=Renewed Vigor]4d8+11[/dice]

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[dice=+1 Furious/keen/commanding Dwarven Longaxe w/PA]1d20+18[/dice]
[dice=Damage]1d12+21[/dice]

[dice=+1 Furious/keen/commanding Dwarven Longaxe w/PA]1d20+13[/dice]
[dice=Damage]1d12+21[/dice]

[dice=+1 Furious/keen/commanding Dwarven Longaxe w/PA]1d20+8[/dice]
[dice=Damage]1d12+21[/dice]

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Titanic rage
[dice=+2(+4) Furious/keen/commanding Dwarven Longaxe w/PA]1d20+24[/dice]
[dice=Damage]3d6+28+1d6[/dice]

[dice=(Haste)+2(+4) Furious/keen/commanding Dwarven Longaxe w/PA]1d20+24[/dice]
[dice=Damage]3d6+28+1d6[/dice]

[dice=+2(+4) Furious/keen/commanding Dwarven Longaxe w/PA]1d20+19[/dice]
[dice=Damage]3d6+28+1d6[/dice]

[dice=+2(+4) Furious/keen/commanding Dwarven Longaxe w/PA]1d20+14[/dice]
[dice=Damage]3d6+28+1d6[/dice]

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[dice=+2(+4) Furious/keen/commanding Dwarven Longaxe w/PA]1d20+26[/dice]
[dice=Damage]3d6+31+1d6[/dice]

[dice=+2(+4) Furious/keen/commanding Dwarven Longaxe w/PA]1d20+21[/dice]
[dice=Damage]3d6+31+1d6[/dice]

[dice=+2(+4) Furious/keen/commanding Dwarven Longaxe w/PA]1d20+16[/dice]
[dice=Damage]3d6+31+1d6[/dice]

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vs. Giants

[dice=+2(+4) Furious/keen/commanding Dwarven Longaxe w/PA]1d20+30[/dice]
[dice=Damage]1d12+36+1d6[/dice]

[dice=+2(+4) Furious/keen/commanding Dwarven Longaxe w/PA]1d20+25[/dice]
[dice=Damage]1d12+36+1d6[/dice]

[dice=+2(+4) Furious/keen/commanding Dwarven Longaxe w/PA]1d20+20[/dice]
[dice=Damage]1d12+36+1d6[/dice]

[dice=+2(+4) Furious/keen/commanding Dwarven Longaxe w/PA]1d20+15[/dice]
[dice=Damage]1d12+36+1d6[/dice]

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vs. large or larger only

[dice=+1 Furious/keen/commanding Dwarven Longaxe w/PA]1d20+24[/dice]
[dice=Damage]1d12+29+1d6[/dice]

[dice=(Haste)+1 Furious/keen/commanding Dwarven Longaxe w/PA]1d20+24[/dice]
[dice=Damage]1d12+29+1d6[/dice]

[dice=+1 Furious/keen/commanding Dwarven Longaxe w/PA]1d20+19[/dice]
[dice=Damage]1d12+29+1d6[/dice]

[dice=+1 Furious/keen/commanding Dwarven Longaxe w/PA]1d20+14[/dice]
[dice=Damage]1d12+29+1d6[/dice]

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[dice=+1 Furious/keen/commanding Dwarven Longaxe w/PA]1d20+22[/dice]
[dice=Damage]1d12+27+1d6[/dice]

[dice=(Haste)+1 Furious/keen/commanding Dwarven Longaxe w/PA]1d20+22[/dice]
[dice=Damage]1d12+27+1d6[/dice]

[dice=+1 Furious/keen/commanding Dwarven Longaxe w/PA]1d20+17[/dice]
[dice=Damage]1d12+27+1d6[/dice]

[dice=+1 Furious/keen/commanding Dwarven Longaxe w/PA]1d20+12[/dice]
[dice=Damage]1d12+27+1d6[/dice]

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[dice=+1 Furious/keen/commanding/Bane(Evil out.) Dwarven Longaxe w/PA]1d20+26[/dice]
[dice=Damage]1d12+31+1d6+2d6[/dice]

[dice=+1 Furious/keen/commanding/Bane(Evil out.) Dwarven Longaxe w/PA]1d20+21[/dice]
[dice=Damage]1d12+31+1d6+2d6[/dice]

[dice=+1 Furious/keen/commanding/Bane(Evil out.) Dwarven Longaxe w/PA]1d20+16[/dice]
[dice=Damage]1d12+31+1d6+2d6[/dice]

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[dice=Initiative]1d20+4[/dice]

[dice=Fort]1d20+19[/dice]
[dice=Ref]1d20+13[/dice]
[dice=Will]1d20+15[/dice]
[dice=Renewed Vigor]3d8+10[/dice]

[dice=Acrobatics]1d20+21[/dice]
[dice=Climb]1d20+15[/dice]
[dice=Craft (weapons)]1d20+9[/dice]
[dice=Fly]1d20+18[/dice]
[dice=Intimidate]1d20+4[/dice]
[dice=Knowledge (nature)]1d20+5[/dice]
[dice=Perception]1d20+22[/dice]
[dice=Sense Motive]1d20+3[/dice]
[dice=Survival]1d20+21[/dice]
[dice=Swim]1d20+8[/dice]

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Background:

"We were sittin' around a fire, enjoyin' a good, stout ale when they suddenly emerged out o' nowhere. We couldn't believe it. We dwarves have been dealin' with these stupid brutes for as long as we lived and I've never witnessed such. Heck, we've never even really had to fight 'em. We'd just always scare 'em away. They're stupid but they're not that stupid. Especially when there's the lot o' us around. But not this time, no sir. I wasn't prepared; never saw 'em comin'." Thordak takes a drink of his ale before continuing his tale to no one.

"We were completely surprised. Giants sneakin' in. It makes no sense. The only explanation I can come up with is there's magic abou' 'em. And no' giant magic either, no. This was beyond them. Somebody was aidin' 'em, directin' 'em. Which means the dumb brutes are bein' used for some reason; somethin' bigger. Maybe it was a test, I'm not for knowing. Giants ain't smart enough to work smart like that. Not the stupid ones, anyway. And the smart ones aren't feared o' nothin', so they not be needin' sneakin' magic." He takes another drink.

"At least I managed ta take down one o' 'em before another'un got me good with his hammer on the side of me head. Well, I like ta tell myself that anyway. Truth is, I never even got a swing in. I... Anyway, I must o' flew a hunderd yards," he exaggerates. "All I know is when I woke, there weren't many of us left. We lost a lot o' good dwarf that day." He whispers that last statement, becoming a bit emotional as the memory of it remains fresh within his mind.

Quickly regaining his composure, "These giants need to be stopped and stopped soon. My guess is, whoever's behind this has a greater purpose for 'em than riddin' themselves of a small clan of dwarves. And that canno' be allowed ta happen, no sir, I won't allow it. They've messed with the wrong dwarf." He takes another swig.

Thordak's thoughts continue as he continually finds himself regretting not being able to do more. Fortunately for him and what's left of his clan, they were taken in by the Dwarves of Janderhoff and returned back to health before returning and rebuilding.

A slight grin forms at the thought, "I'm glad for me kin who live within the mountains... they've done a great deal for us. One day, I'll return the favor. But for now, I've got me mission in front of me. I've got ta avenge those that didn't make it and put an end ta whoever is behind this madness." Thordak vows, staring off into the distance, the sun just rising above the horizon as he finishes off his last bit of ale. "And make sure no one else suffers the same fate. I'll be makin' me way to Sandpoint first. It's a small town. They may make their way there first. Well we'll see about that. Plus, I believe it's near time for that festival they have every year. I've heard the stories but've never seen it. Might be interestin'." He grabs his gear and heads out.

His clan knew how hard Thordak took the losses of their people. They all did but Thordak so much more due to the fact he felt he let everyone down by not managing to contribute in any way. He feels he did nothing for his clan. He told them of his impending journey and they knew for him to have any peace within himself, it would be necessary. None could come with him though. They would need to remain behind to rebuild and restore. He fully expected this though and would have it no other way.

Thordak has somewhat of a serious side to him due to what he's been through. But he's actually quite calm and friendly for a barbarian. Well... except for when he's mad. Outside of that, he's as solid as they come when it comes to dependability. He's big on helping the helpless. Which in his mind is probably most anyone that's not dwarf.

Damage/Healing:

History of Scars

Damage = 18,12,12,19,4,17,16,15,17,30,68,16,35,9,26,3,3,6,3,5,3,5,16,14,23,14,26,17, 16,62,24,74,17,15,15,18,40,43,33,14,19,22,34,27,22,25,21,45,18,25,13,10,14, 26,11,29,33,28,47,20,73,34 = 1419
Healing = 4,7,9,15,13,12,20,11,19,22,28,19,13,21,6,5,8,5,6,4,7,110,74,18,20,30,23,18, 110,17,5,5,110,13,14,23,20,22,20,3,24 = 963 -1/5 healed = 192

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Total = 1227