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Thokk - AI-generated fantasy Character

Thokk

Half-Orc · Barbarian · Level 1 · Urchin

Thokk

Thokk is a man of few words and absolute certainty.
AC14
HP14/14
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 14 · 30 ft.
AlignmentLawful EvilGenderMaleAge22
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AthleticsSTR
  • IntimidationCHA
  • PerceptionWIS
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Disguise kit,
Thieves' tools

Languages

Common,
Orc

Features

7 features

Bonus action

  • RageLevel 1

    On your turn, you can enter a rage as a bonus action. While raging, you have advantage on Strength checks and saving throws, a +2 bonus to damage rolls when making melee weapon attacks using Strength, and resistance to bludgeoning, piercing, and slashing damage. Rage lasts for 1 minute.

Always on

  • Unarmored DefenseLevel 1

    While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

  • TraitHalf-OrcDarkvision (60 ft.)
  • TraitHalf-OrcMenacing (Proficiency in Intimidation)
  • TraitHalf-OrcRelentless Endurance (When reduced to 0 HP but not killed, drop to 1 HP instead once per long rest)
  • TraitHalf-OrcSavage Attacks (Add one extra weapon damage die to critical hits with melee weapons)
  • City SecretsUrchin

    You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Gear

8 items

Weapons

  • Greataxe
    A heavy, two-handed axe for heavy-duty destruction.
  • 2×
    Handaxe
    Light melee weapon that can be thrown.
  • 4×
    Javelin
    Ranged weapon for long distance piercing.

Gear

  • Explorer's Pack
    Includes backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, and 50ft of hempen rope.
  • Small Knife
    A simple blade from the streets.
  • Pet Mouse
    A small companion named Bitey.
  • Map of City
    A hand-drawn map of his hometown slums.

Purse

  • 10×
    Gold Pieces
    Street coins.

Appearance

Thokk stands at a massive six foot five inches. His skin is a deep, charcoal-gray, and his body is a roadmap of scars from street brawls and back-alley skirmishes. He has a square jaw with short, blunt tusks and hair that is kept shaved at the sides with a coarse black topknot. He wears crude, functional leathers and carry his heavy axe like it weighs no more than a feather. His eyes are small and sharp, constantly scanning for threats.

Mannerisms

He habitually rolls his shoulders as if preparing for a punch and speaks in a low, rumbling growl that sounds like grinding stone.

Personality

Thokk is a man of few words and absolute certainty. He believes that the world is a chaotic, dangerous place where only the strong survive, but he also believes that the strong have a duty to the pack. He is cold to outsiders and shows no mercy to those he considers enemies. He values structure and discipline, even in his violence, and expects the same from those he follows.

Ideals

Hierarchy. The strong lead and the loyal are protected. There is no middle ground.

Bonds

The urchins of the Low-Gut are my only family. I send half my coin back to them whenever I can.

Flaws

I have no patience for those I deem weak or indecisive. If a person does not have a purpose, I find them useless.

Quirks

Always sits with his back to a wall.
Feeds his pet mouse before he eats himself.

Background

Thokk was raised in the Low-Gut, the sprawling and lawless slum of the grand city. As a half-orc among starving humans and opportunistic goblins, he was forced to fight for every scrap of moldy bread and every coin dropped by a merchant. While other urchins tried to hide or beg, Thokk used his natural bulk to create a small empire within the gutters. He didn't just win fights. He organized the other orphans, teaching them that there is power in a group that follows a leader. Through blood and brutality, he secured their safety. He eventually left the gutters when he realized that his strength could be turned into real power in the wider world. He views his new companions as his new family. He will exploit others, steal what is needed, and kill those in his way, but he will never break his word to his own. To Thokk, the only sin is betraying the loyalty of the pack.

“While other urchins tried to hide or beg, Thokk used his natural bulk to create a small empire within the gutters.”
From their backstory
Background
Urchin

Connections

Species

Half-Orc

Media

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