The Enraged Warrior

Throkk the Mighty's page

235 posts. Alias of Decimus Observet.


Full Name

Throkk the Mighty

Race

| HP: 34/44 | Non-lethal: 0 |Temp HP : 0/6| AC: 17 (19 not raging), TAC: 11 (13 not raging) | F: +8, R: +3, W: +5 | Perc: +5 Athletics +6 Intimidation +1

Classes/Levels

| Speed 25ft | Hero Points: 1/2 | | Active conditions: none

Gender

Human Barbarian 2 (Giant Instinct)

Size

6' 4", 210lb

Age

18

Alignment

Chaotic Neutral

Languages

Common

Occupation

Adventurer

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

About Throkk the Mighty

==== Basics ====

HP: 44
AC: 19

Ancestry: Human (8 HP)
Heritage: Versatile Heritage (Free general feat)
Background: Lost and Alone
Class: Barbarian (12 HP + 4 con mod + 1 level Toughness; skills 3 -1 int mod)

Size: Medium
Traits: Human, Humanoid

Str 18 +4 [Boosts: Ancestry, Background, Class, Free]
Dex 12 +1 [Boosts: Free]
Con 18 +4 [Boosts: Ancestry, Background, Free, Voluntary]
Int 8 -1 [Flaw: Voluntary]
Wis 12 +1 [Boosts: Free]
Cha 8 -1 [Flaw: Voluntary]

Speed 25 feet

Languages; Common, Giant

=== Resistances ===

=== Weapons ===
Melee
Greataxe (large)
Dagger (large)
Warhammer (large)

Ranged

5 Javelins (large)

Trained in simple weapons

Trained in martial weapons

Trained in unarmed attacks

=== Armor ===

10+6(chainmail)+1(Dex)+2(Trained=Level)

Chainmail

Trained in light armor and medium armor and unarmored defense

=== Ancestry Feats ===
1 at first level, then another every 4 levels (5th/9th/13th/17th)

=== Proficiencies ===

Expert in Perception 5 = +1 Wis +4 (Expert=Level+2)

Expert in Fortitude 8 = +4 Con +4 (Expert=Level+2)

Trained in Reflex 3 = +1 Dex + 2 (Trained=Level)

Expert in Will 5 = +1 Wis +4 (Expert=Level+2)

=== Skills ===
Additional Trained Skills per level: 2 +2 (int) = 4

Acrobatics
Arcana
Athletics (trained)
Crafting
Deception
Diplomacy
Intimidation (trained)
Lore, Warfare (trained)
--
Medicine
Nature (trained)
Occultism
Performance
Religion
Society
Stealth
Survival (trained)

=== General Feats ===
Toughness Feat 1
General

You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level.

You reduce the DC of recovery checks by 1.

=== Skill Feats ===

Intimidating Glare Feat 1
General Skill

Prerequisite(s) trained in Intimidation

You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.

=== Equipment ===
lesser healing potion
Greataxe (large) 2 gp
Dagger (large) 0.2 gp
Warhammer (large) 1 gp

Chain mail 6 gp 9.2

Adventurer’s Pack 0.7 gp
Common Clothing 0.1gp
Winter Clothing 0.4gp
Crowbar 0.5gp
5 Sacks 0.01gp 10.91
5 Sheaths 0.05gp
Grappling Hook 0.1sp 11.06
Pup Tent 0.8 11.86

5 Javelins (large) 0.5 12.36

=== Class Features ===

Rage

You gain the Rage action, which lets you fly into a frenzy.
Rage [one-action]

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 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.

Instinct

Your rage wells up from a dominant instinct—one you learned from a tradition or that comes naturally to you. Your instinct gives you an ability, requires you to avoid certain behaviors, grants you increased damage and resistances at higher levels, and allows you to select feats tied to your instinct. For more information, see Instincts.

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.
Anathema

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 one weapon one size larger than you, 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.
Specialization Ability

Increase the damage from Rage when using a larger weapon from 6 to 10; if you have greater weapon specialization, increase it from 10 to 18.
Raging Resistance

You resist bludgeoning damage and your choice of cold, electricity, or fire, chosen when you gain raging resistance.

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

Acute Vision Feat 1
When you are raging, your visual senses improve, granting you darkvision.

Raging Intimidation Feat 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.

Lost and Alone
You were training to become a knight in Lastwall when the Whispering Tyrant escaped his imprisonment and destroyed the nation. It was only by dumb luck that you are alive at all, but the memories of that fateful day haunt your dreams. When play begins, you have boarded a caravan heading toward a new town, having worn out your welcome in Falcon's Hollow.
Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. You are trained in the Intimidate skill and the Warfare Lore skill. You gain the Intimidating Glare skill feat.

Description:
Throkk is hairy, unkempt, and heavily muscled. He is far more perceptive than many onlookers give him credit for, even if he does not necessarily understand the reasons behind what he sees and hears. His stature, weapons, and emotions are all larger than life, reminiscent of the giants that he speaks of at times.

History:
Throkk's eighteenth summer saw him grow restless. His eagerness for battle was exceptional even by the ways of his people. The tribal elders read signs that Throkk had inherited some of the stature, battle prowess, and deadliness of the giants. They thought it best to tell Throkk that he should spend a few summers questing. Far, far away.

Thus Throkk has ventured forth, seeking adventure and great fights! He has ventured to the Land of the Last Wall, but while he found chain mail and other goods, even he had to leave due to the collapse. Now, he guards the caravan, hoping for a great fight that he can win!

Reminder:

Untrained +0
Trained 2+level
Expert 4+level
Master 6+level
Legendary 8+level

Throkk the Mighty, PF 1e Original:

Name: Throkk the Mighty
Sex: Male Race: Human Class/Level: Barbarian 1
Alignment: Chaotic Neutral Size: Medium Humanoid(human)
Init +2; Senses ; Perception +6
Favored Class Bonus: Barbarian, +1 hit points, +0 skill points

DEFENSE
AC 18, touch 12, flat-footed 16 (+6 armor, +2 dex)
HP 16 (1d12 +3 Con +1 Favoured Class)
Fort +5, Ref +2, Will +2
Special Defenses

OFFENSE
Spd 30ft between fast movement and medium armour

Melee
Masterwork Greataxe +6 (1d12+4, x3)

Dagger +5 (1d4+4, 19-20/x2)

Ranged
Hurlbat +3 (1d6+4,x3) Range 10ft

Special Attacks

STATISTICS
Str 19 (+4), Dex 14 (+2), Con 16 (+3), Int 7 (-2), Wis 14 (+2), Cha 7 (-2)
BAB +1, CMB +5, CMD 17

Feats
Power Attack
Intimidating Prowess

Skills

Armour check penalty of -5 from chain mail.

Acrobatics 2+2+3= 6 (-5 from chain mail)
Intimidate -2+4+2+3= 6
Perception 2+2+3= 6

Languages
Common

Racial Abilities
Bonus Feat
Skilled

SQ
Fast Movement
Rage

Combat Gear
Masterwork Greataxe 320g
Dagger 2g
2 x Hurlbats 16g

Chainmail 150g

Other Gear
Barbarian's Kit 9g

This kit includes a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin.

Money
Starting: 500g
Spent: 497g

Current: 3g

Description:
Throkk is hairy, unkempt, and heavily muscled. He is far more perceptive than many onlookers give him credit for, even if he does not necessarily understand the reasons for what he sees and hears.

History:
Throkk's eighteenth summer saw him grow restless. His eagerness for battle was exceptional even by the ways of his people and the tribal elders thought it best to tell Throkk that he should spend a few summers questing. Far, far away.

Thus Throkk has ventured forth, seeking adventure and great fights!