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Thokk the Iron-Gut - AI-generated fantasy Character

Thokk the Iron-Gut

Half-Orc · Barbarian (Path of the Totem Warrior) · Level 10 · Outlander

Thokk the Iron-Gut

Stoic and incredibly deliberate, Thokk rarely speaks unless the survival of the group depends on it.
AC15
HP105/105
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 105 · 40 ft.
AlignmentChaotic NeutralGenderMaleAge34
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AthleticsSTR
  • IntimidationCHA
  • PerceptionWIS
  • StealthDEX
  • SurvivalWIS

Armor

Light Armor,
Medium Armor,
Shields

Weapons

Simple Weapons,
Martial Weapons

Tools

Pan Flute

Languages

Common,
Orc

Features

17 features

Action

  • Extra AttackLevel 5

    You can attack twice, instead of once, whenever you take the Attack action on your turn.

Always on

  • RageLevel 1

    4 times per day, +3 bonus to damage. Resistance to bludgeoning, piercing, and slashing damage.

  • Unarmored DefenseLevel 1

    While not wearing armor, AC equals 10 + DEX mod + CON mod. Can use a shield and still gain this benefit.

  • Reckless AttackLevel 2

    Advantage on melee weapon attack rolls using Strength, but attack rolls against you have advantage until your next turn.

  • Danger SenseLevel 2

    Advantage on DEX saving throws against effects you can see while not blinded, deafened, or incapacitated.

  • Spirit SeekerLevel 3

    Can cast Beast Sense and Speak with Animals as rituals.

  • Totem Spirit: BearLevel 3

    While raging, you have resistance to all damage except psychic damage.

  • Fast MovementLevel 5

    Your speed increases by 10 feet while you aren't wearing heavy armor.

  • Aspect of the Beast: BearLevel 6

    Your carrying capacity is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.

  • Feral InstinctLevel 7

    Advantage on initiative rolls. If surprised, you can act normally on your first turn if you enter a rage.

  • Brutal CriticalLevel 9

    Roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

  • Spirit WalkerLevel 10

    Can cast the Commune with Nature spell as a ritual.

  • TraitHalf-OrcDarkvision
  • TraitHalf-OrcMenacing
  • TraitHalf-OrcRelentless Endurance
  • TraitHalf-OrcSavage Attacks
  • WandererOutlander

    You have an excellent memory for maps and geography, and you can always recall the general layout of terrain and other features around you. You can find food and fresh water for yourself and up to five other people each day.

Spells

3 spells

Spellcasting. Thokk the Iron-Gut casts with Wisdom (spell save DC 12, to hit with spell attacks).

1st level:

2nd level:

5th level:

Gear

7 items

Weapons

  • Greataxe
    1d12 slashing damage.
  • Battleaxe
    1d8 slashing (1d10 versatile).
  • 4×
    Javelin
    1d6 piercing, range 30/120.

Armor

  • Shield
    +2 to AC.

Gear

  • Explorer's Pack
    Includes a backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
  • Staff
    A walking staff from his home.
  • Hunting Trap
    A heavy steel trap.

Appearance

Thokk is a towering Half-Orc standing nearly seven feet tall, with slate-gray skin and prominent tusks. He wears a massive, tattered bear-skin mantle draped over his shoulders, the head of the beast resting like a second crown atop his own. His torso is covered in ritualistic scarring and heavy bone piercings, and he carries a greataxe that looks more like a slab of sharpened iron than a crafted tool.

Mannerisms

He lets out a low, guttural vibration in his throat when he is thinking, which sounds like a distant avalanche.

Personality

Stoic and incredibly deliberate, Thokk rarely speaks unless the survival of the group depends on it. He treats his companions like a pack of cubs that require constant monitoring, though he shows his affection through shared meat rather than kind words. He finds the cities of men to be loud, confusing, and smelling of decay, preferring the honest silence of the tundra.

Ideals

Nature is the only true law. Civilized rules are just shadows that vanish when the sun goes down.

Bonds

The Great Spirit Bear saved my life in the ice. I carry its hide to keep its spirit warm in this soft, southern air.

Flaws

I am prone to fits of tunnel vision when I see blood. Once my rage starts, it is very hard for me to distinguish a surrender from a plea for a quicker death.

Quirks

Always sleeps with his greataxe cradled like a child.
Refuses to eat food that hasn't been cooked over an open flame.
Whispers to the bear head on his shoulder when he is stressed.

Background

Thokk was born to the Frozen Tusk tribe, a nomadic group that wandered the jagged edges of the northern wastes. He was never the fastest or the most cunning of his kin, but he possessed a physical durability that bordered on the supernatural. After surviving a week-long blizzard trapped beneath the carcass of a giant bear that had initially tried to eat him, Thokk claimed to have seen the Great Spirit Bear in his dreams, beckoning him to walk a path of iron and fur. He began to manifest the strength of the mountain, eventually leaving his tribe to follow the spirit's erratic whispers through the southlands. He believes his life is a gift from the wilderness, and he pays for that gift by ensuring the cycle of life and death is respected. He has broken the bones of many who thought the woods were theirs to despoil, and he bears each scar as a testament to the earth's harsh lessons.

“He was never the fastest or the most cunning of his kin, but he possessed a physical durability that bordered on the supernatural.”
From their backstory
Background
Outlander

Connections

Species

Half-Orc

Media

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