Full Name |
Tirshok |
Race |
Mul |
Classes/Levels |
Barbarian/Warlord Hybrid 1 |
Gender |
M |
Size |
M |
Age |
39 |
Alignment |
Unaligned |
Languages |
Common, Dwarven |
About Tirshok
STR 16
CON 18
DEX 10
INT 9
WIS 10
CHA 15
AC: 16
Fort: 15
Ref: 10
Will: 13
Init: +2
Speed: 5
Passive Perception: 10
Passive Insight: 10
HP: 31/31
Bloodied value: 15
Surges p/day: 12
Surges remaining: 9
Per surge: 7
Temp hp: 0
Action points: 0
XP: 120
Basic melee attack: Heavy War Pick / Attack +5 v AC / 1d12+3 damage
Basic ranged attack: Handaxe / Attack +5 v AC / 1d6+3 damage / 5/10
Racial Features:
Born of Two Races (chosen: Dwarf)
Mul Vitality (already included)
Tireless (need only 6 hours of sleep every 72 hours)
Incredible Toughness (already included)
Class Features:
Rampage (critical hit with barbarian power grants free melee basic attack)
Inspiring Word 1/encounter (already included)
Combat Leader (Tirshok and all allied within 10 that can hear and see him gain +2 to Initiative)
Theme:
Gladiator
Background:
Tattooed Warrior (+2 Intimidate)
Feats:
Armour Proficiency (Chainmail)
Skills (trained: Athletics, Heal, Intimidate):
Acrobatics -1
Arcana -1
Athletics +7
Bluff +2
Diplomacy +2
Dungeoneering +0
Endurance +5
Heal +5
History -1
Insight +0
Intimidate +9
Nature +0
Perception +0
Religion -1
Stealth -1
Streetwise +4
Thievery -1
Powers:
At Will:
Body Equilibrium: (Move, Psionic) Move speed (5). During move, gain +5 bonus to Acrobatics checks to balance and do not sink moving over soft or brittle terrain (e.g. dust, silt, mud, snow etc.).
Recuperating Strike: (Standard, Melee weapon, Primal, Weapon) One creature, +5 to hit v AC, 1d12+3 damage and gain CON (+4) temporary hit points. If raging, gain 5 + CON (+9) temporary hit points. Must be wielding a melee weapon in two hands.
Rousing Assault: (Standard, Melee weapon, Martial, Weapon) One creature, +5 to hit v AC, 1d12+3 damage and add CHA (+2) to the hp restored by any Warlord healing power used before the end of next turn.
Encounter:
Incredible Toughness: (No action) Trigger: you start your turn. You end any ongoing damage or any Dazed, Slowed, Stunned or Weakened condition currently affecting you.
Disrupting Advance: (Standard, Weapon, Martial, Melee Weapon) Targets one creature, +6 to hit v AC, 2d12+3 damage and you push the target 2 squares. Any enemies adjacent to the target at the end of its push are slowed until the end of your next turn.
Inspiring Word: (Minor, Healing, Martial) Close Burst 5, targets you or an ally within range. Target spends a Healing Surge and regains an additional 1d6 hp.
Vault the Fallen: (Standard, Melee weapon, Primal, Weapon) Targets one or two creatures, +5 to hit v AC, 1d12+3+1d6 damage. If target two creatures, can shift 1 square after the first attack.
Second Wind: (Standard)
Daily:
Thunder Hooves Rage: (Standard, Melee weapon, Primal, Rage, Weapon) One creature, +5 to hit v AC, 3d12+3 damage (half on miss). Enter rage. While in rage, can move through one or two enemies' spaces each turn. When you move through an enemy's space, your next attack in the same turn against that enemy does an extra 1W damage.
Equipment:
Chainmail, Heavy War Pick, 3 Handaxes, Backpack, Bedroll, Filter Mask, Fire Kit
Survival days: 4
Weight: 96
Capacity: 160
Money:
9sp
Background:
Tirshok fought as a gladiator in the arena at Tyr, the slave of a templar high in the service of King Kalak. Often fighting as part of a team, he would lead and motivate his fellow fighters, propelling them to victory through force of personality. After several punishing years, Tirshok was lucky enough to then be transferred to his master's bodyguard, a relatively safe life after the constant conflict of the arena floor.
But Tirshok did not forget the friends and comrades who died on the bloody sands, all for the pleasure of the baying crowd and the cold, languid elite. The fury which had brought him victory again and again still burned within him. Only this time it was aimed at his master, and those like him, who had brought such needless slaughter in the name of entertainment. While Kalak lived there was little he could do except secretly nurse his resentment. But when Kalak was slain and revolution erupted in the streets of Tyr, Tirshok was among the hordes that overthrew the old power-brokers and brought in the new regime.
But as the dust settled, Tirshok discovered that freedom also brought responsibility. He now had to make his own decisions and a living for himself. His years in the arena and his reasonably pampered life as a personal bodyguard had not equipped him for anything much other than fighting. Unwilling to return to gladiatorial combat, and anyway getting on in years, he drifted into freelance escort and bodyguard work where his skills could find a useful outlet.
Appearance:
Tirshok is a mul approaching middle-age, and looks older than his years. He is very tall and broad, and physically imposing, although he is developing a slight paunch. His skin is a leathery brown and heavily tattooed in abstract swirls. His bald head has an obvious dent on the top-left side, a souvenir of an old battle. His face is wrinkled and jowly and his natural expression is a suspicious scowl.
He wears a leather coat and leggings sewn with square plates of kank chitin, which often creaks when he walks. His weapon of choice is a huge pick, the haft made of mekillot bone and head from the claw of a dune reaper weighted with a smooth stone. He often leans on this pick while ruminating or dispensing advice. On a bandolier across his chest are three stone axes for throwing.
Mannerisms:
Tirshok has seen a lot of killing in his time and is fairly blasé about it. He is quite garrulous for a mul, often making comments and observations. Being relatively old for a starting adventurer, and having been around the block, he tends to be fairly patronising to younger compatriots. He is largely oblivious to any irritation this may cause. He is usually hostile to those who treat their slaves badly, although he is realistic enough to realise that slavery is integral in virtually every part of Athas. He also disapproves of gladitorial arenas as places of entertainment.
Not the sharpest knife in the block, he is generally poor at strategy, but makes up for it in grit and determination. He barks commands brusquely in battle, but is determined to leave no one behind. He will face great odds and cheerfully put himself at risk for those he considers his teammates.