Thokk Gravemaker
Thokk Gravemaker
Sheet
AC 19 · HP 285 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- InsightWIS
- IntimidationCHA
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
28 featuresBonus action
- Fisticuffs (1d12)Level 1
Mastery of Unarmed Strikes and Pugilist weapons. Gain a Bonus Action Unarmed Strike. Improvised weapons have the Sap property.
- Dig DeepLevel 4
Bonus action to gain Resistance to B/P/S damage and ignore exhaustion for 10 minutes.
- TraitOrcAdrenaline Rush (Dash as a Bonus Action PB times per day, gain 1d10 temp HP)
Reaction
- Clean FinishLevel 17
Force grappled creature to be Incapacitated or die if Bloodied via a Reaction.
Always on
- Iron ChinLevel 1
While unarmored and without a shield, AC is 12 + Constitution modifier.
- Moxie (20 Points)Level 2
Spend Moxie points to fuel Brace Up, One-Two Punch, or Stick and Move features.
- Bloodied But UnbowedLevel 2
Reaction to regain Moxie points when taking damage. Gain Temp HP if Bloodied.
- Swagger StreakLevel 2
Spend Moxie to add Fisticuffs die to failed STR, DEX, CON, or CHA checks.
- Heavy HitterLevel 3
When you hit with an Unarmed Strike, you can both deal damage and Grapple or Shove.
- Groundwork (Subclass)Level 3
Gain Compression Lock, Inescapable grapple, and Stop and Drop benefits.
- Extra AttackLevel 5
Attack twice per Attack action.
- HaymakerLevel 5
Spend Moxie for maximum damage on a hit; regain Moxie if it hits.
- Moxie-Fueled FistsLevel 6
Unarmed strikes and improvised weapons can deal Force damage.
- Meat ShieldLevel 6
While grappling, gain half-cover. Redirect missed attacks to the grappled creature.
- Down But Not OutLevel 7
While Bloodied, add CON and Exhaustion level to damage for 1 minute.
- School of Hard KnocksLevel 9
Deal +1d12 damage once per turn, or apply Endanger or Provoke effects.
- HerculeanLevel 10
Double carry capacity, auto-crits on objects, double jump distance.
- Shake It OffLevel 10
Start of turn, remove one Exhaustion or one status condition (Blinded, Charmed, etc).
- HeavyweightLevel 11
Count as one size larger for grappling/shoving and ignore movement penalties for dragging.
- Dig DeeperLevel 13
Enhances Dig Deep for 1 minute and allows two Hard Knocks per turn.
- UnbreakableLevel 14
Advantage on STR, DEX, and CON saves. Reroll failed saves with 1 Moxie point.
- PugnaciousLevel 15
When rolling initiative, clear exhaustion and regain usage of major features.
- Fighting SpiritLevel 18
If reduced to 0, drop to 1 HP, gain half max HP as Temp HP, and gain major resistances.
- Peak Physical ConditionLevel 20
STR and CON increase by 2. Long rests clear all Exhaustion. Short rests heal 40 HP.
- TraitOrcDarkvision 60 ft.
- TraitOrcPowerful Build (Count as one size larger for carrying/pushing/lifting)
- TraitOrcRelentless Endurance (When reduced to 0 HP but not killed, drop to 1 HP instead once per long rest)
- AlertCriminal
You gain a +6 bonus to Initiative rolls and can swap your initiative with a willing ally at the start of combat.
Gear
4 itemsTools
- CrowbarUseful for leverage and as an improvised weapon.
- Thieves' ToolsStandard tools for lockpicking and trap disabling.
Gear
- Traveler's ClothesRugged attire suitable for travel through Atrix.
- Heirloom BeltA championship belt from the pits of Emberheart.
Appearance
Thokk stands as a tower of green-toned muscle, her body a map of scars earned in the underground pits of Atrix. She has short, cropped black hair and intense amber eyes. Her physique reflects her futanari nature, possessing a blend of raw feminine power and masculine structural strength. She typically wears little more than leather loincloths and heavy hand wraps, adorned with a massive gold-plated championship belt that she never removes.
Mannerisms
She constantly rolls her shoulders and cracks her neck as if loosening up for a match that is always three seconds away.
Personality
Thokk is surprisingly articulate for a woman who makes her living headbutting stone walls. She carries herself with an unshakable swagger, a byproduct of hundreds of victories in the squared circle. While she was raised in the grime of criminal back-alleys, she adheres to a strict code of pugilist honor. She treats her opponents with respect only after she has successfully broken their ribs, finding the truth of a person only in the heat of a struggle.
Ideals
Might makes right, but it must be tempered by the discipline of the ring. Every fight is a lesson.
Bonds
I owe my survival to the promoter who pulled me from the gutter, though I have long since paid my debt in blood.
Flaws
I cannot ignore a challenge to my title, often walking into obvious traps if a fight is promised.
Quirks
Background
Born in the harsh transition lands between the Emberheart and the Titanforge Peaks, Thokk was never destined for a quiet life. Abandoned as a youth due to her unique physiology, she was discovered by a criminal syndicate operating out of the Atrix mainland. They saw not a freak, but a prospect. She was thrown into the pit circles before she had lost her first milk teeth, learning to use her height and natural orcish tenacity to overwhelm those twice her age. Over decades, she conquered every major pit across the realms, from the frozen wastes of Frostspire to the humid Riverrine Heartlands. She became more than a fighter, she became a legend of the underground, the undisputed champion of the squared circle. Now, at the peak of her physical condition, she has outgrown the pits of Atrix and seeks larger arenas, viewing the entire world as one giant ring waiting for its next champion.
“Abandoned as a youth due to her unique physiology, she was discovered by a criminal syndicate operating out of the Atrix mainland.”
- Background
- Criminal
Connections
Species
Orc
Media
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