Ankheg

Nnn'tkklik'l's page

822 posts. Alias of Tenro.


Race

ThriKreen

Classes/Levels

Mender Vitalist (Life Leech) 10 | AC 16* Touch 13 Flat-Footed 13* | HP 90/90 | F +13* R +8 W +14 | Init +3 | Perc +19 (*=check traits)

Size

Active Spells: bless, delay poison, resist fire 20 and resist death x3, Haste, Vigor (25 temp hp)

Age

10

Special Abilities

PP 122/122; Transfer Ailment 8/8; Request Aid 9/9; Mender's Pulse; Swift Aid

Languages

Kreen, Common

Occupation

Torc of Power Preservation

Strength 16
Dexterity 17
Constitution 18
Intelligence 13
Wisdom 22
Charisma 5

About Nnn'tkklik'l

Max HP: 90
Resists:
Immunities: Sleep effects
Init: +3
AC: 16*: 10 + 3 Natural Armor + 3 DEX (*= +1 vs weapons with Fragile quality)
Undead take -2 to hit me, Incorporeal undead take -4 to hit me

SAVES
FORT: 13 -------|7 Base + 4 CON| + 2 RESIST
REF : 8 --------|3 Base + 3 DEX| + 2 RESIST
WILL: 14 -------|7 Base + 5 WIS| + 2 RESIST
MISC: +4 trait bonus on any saving throws made to resist the effects of being in hot conditions, and a +1 trait bonus on all saving throws against fire effects.

COMBAT STATS
Primary Claws, +8/+8 Melee, 1d4+3/1d4+3
Secondary Bite, +3 melee, 1d4+1
Unwilling Participant, Will DC 23 negates
Drain Health, 24hp, Will DC 23 halves, enemy takes -2 on this save (see Unwilling Participant)(enemy must have CON score and have more HD than 1/2 my level)

Paralytic Venom: Injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
+1 attack vs Elves

Ranged Touch: +9 (mostly used with staff)

BAB +5
CMB +8
CMD 21

PSIONIC FOCUS:

Gain Focus: move action that provokes attacks of opportunity

While Focused:

Expend Focus to do one of the following:
concentration check is treated as if you rolled a 15
Unwilling Participant as a move action
Transfer Attack as an immediate acction

RACIAL ABILITIES:

  • Ability Score Modifiers: +2 Str, +2 Dex, -2 Int, -4 Cha.
  • Type: Monstrous humanoid (thri-kreen)
  • Size: Medium.
  • Speed: 40 feet.
  • Automatic languages: Kreen. Bonus languages: Common, Dwarven, Elven, Halfling, Gith.
  • Antennae: Thri-kreen gain Blind-Fight as a bonus feat.
  • Carapace: Thri-kreen gain a +3 natural armor bonus. Their carapace is vulnerable to moisture. For each day spent in a moist or humid environment, a thri-kreen loses one point of natural armor bonus.
  • Darkvision: Thri-kreen can see perfectly in the dark up to 60 feet.
  • Efficient Physiology: Thri-kreen don't need to sleep and are immune to sleep effects. They need to consume ¼ of the amount of water a human needs to avoid dehydration.
  • Exotic Frame: Thri-kreens’ multi-limbed bodies and exoskeletons make it impossible for them to use certain equipment including footgear and robes designed for more common humanoids. Armor designed for a thri-kreen costs twice as much. Thri-kreen can never become proficient with armor, which means armor check penalties always apply as a penalty to their attacks. They may gain proficiency with shields and use them normally.
  • Hatred (elves): Thri-kreen gain a +1 racial bonus on attack rolls against elves.
  • Intuitive Psionics: Thri-kreen may substitute Wisdom as their primary ability score when using psionics powers or psionic class abilities or determining bonus power points.
  • Jumper: Thri-kreen are always considered to have a running start when jumping.
  • Multi-Armed: A thri-kreen has four arms but only the top pair are dexterous enough to wield weapons. The second pair can be used to carry items or gesture. For the cost of one feat, the secondary arms become capable of carrying a shield or making secondary claw attacks; for the cost of a second feat the arms can be used to attack with a shield bash or off-hand weapon attacks.
  • Natural Attacks: Thri-kreen begin with a pair of primary claw attacks (1d4 damage) and a secondary bite attack (1d4 damage). A thri-kreen’s bite is poisonous; a number of doses are available each day equal to the thri-kreen’s Constitution modifier and may be delivered by a successful bite attack or applied to a weapon as a swift action.
  • Paralytic Venom: Injury; save Fort DC 10 + the 1/2 user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
  • Stalker: Thri-kreen always treat Perception and Stealth as class skills.
  • Weapon Familiarity: Thri-kreen are proficient with the gythka and chatka.
  • Wild Talent: Most thri-kreen begin play with some psionic ability and may roll once on the Wild Talent table. (Empathic Connection and Thicken Skin)

    Favored Class: +2 Collective members; +4 Skill Point; +2 PP

  • CLASS ABILITIES:

    Vitalist Class
    Life Leech Archetype

  • Powers: A vitalist's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Vitalist. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

    A vitalist begins play knowing two vitalist powers of your choice. At every odd-numbered class level after 1st, he unlocks the ability to know more powers at any given time.

    Choose the powers known from the vitalist power list, or from the list of powers of your chosen discipline (if any). You cannot choose powers from disciplines other than your chosen discipline. (Exception: The feat Expanded Knowledge does allow a vitalist to learn powers from the lists of other disciplines or even other classes.) A vitalist can manifest any power that has a power point cost equal to or lower than his manifester level.

    The number of times a vitalist can manifest powers in a day is limited only by his daily power points.

    A vitalist never needs to prepare powers ahead of time; he draws them from his mind when needed. When a vitalist recovers his daily power points after resting, he may choose to rotate one or more powers he knows for new ones. These powers must always be chosen from the vitalist power list, and the maximum number of powers the vitalist may know at any one time in this fashion is listed on Table: The Vitalist. If a vitalist learns a power through other means, such as the Expanded Knowledge feat or psychic chirurgery, this power is known in addition to his normal powers. He may never exchange it for another power from the vitalist list when he chooses his powers known, and it doesn't count against his limit of powers known at any one time.

    The Difficulty Class for saving throws against vitalist powers is 10 + the power's level + the vitalist's Wisdom modifier.

    Maximum Power Level Known: A vitalist begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers.

    To learn or manifest a power, a vitalist must have an Wisdom score of at least 10 + the power's level.

  • Knacks (Ps): Vitalists of all forms learn to manipulate the energy of body and mind in minor ways. A vitalist gains two talents from the vitalist power list, as well as one talent from his method power list

  • Vitalist Method: All vitalists must choose a particular method that encompasses their focus in the skills they develop. As they gain in level, their method determines the abilities they gain.

  • Collective (Su): A vitalist learns to use psionic power to connect willing minds through an internal network that strengthens their psychic bonds. As a standard action, a vitalist can join a number willing targets into his collective equal to his key ability modifier or half his vitalist level, whichever is higher. The vitalist must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within Medium range (100 ft. + 10 ft. per class level). A vitalist's collective can never have more members than his class level. The vitalist is always considered a member of his own collective, and does not count against this limit.

    The vitalist can choose to remove a member as a free action on his turn, and any member can voluntarily leave the collective as a free action on their turn. Any member whose Wisdom drops to zero or who moves out of range of the collective is automatically removed. If a member enters a null psionics field, the connection to the collective is suppressed until that member leaves the field. A member who leaves the collective for any reason immediately loses any and all benefits they may have gained from being a member. A vitalist is aware of the status of his collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member, this has no mechanical benefit until higher levels (see telepathy and health sense, below).

    A vitalist can manifest certain powers through his collective. If a vitalist power specifies one or more willing targets (or is harmless) and has a range greater than personal, he can manifest this power on a member of his collective regardless of the range of the actual power. All other non-range restrictions still apply. He may also manifest any power with the Network descriptor this way, regardless of their actual ranges or targets. If he is capable of manifesting powers or casting spells from a different class (as is the case for a multiclass vitalist), any compatible spell or power with a range greater than touch can also be used through the collective.

    If a member of the collective dies, the member is removed from the collective and the vitalist must make a Fortitude save (DC 15) or lose 1 power point for every Hit Die of the fallen member and be sickened for an equal number of rounds.

    - At 15th level, a vitalist's collective range is limitless on the same plane as the vitalist.
    - At 19th level, a vitalist's collective reaches even across to other planes and dimensions.

  • Collective Healing (Su): Whenever a willing member of the vitalist's collective could regain lost hit points or ability damage, the vitalist may choose to redirect any or all of that healing to one or more other willing members of the collective as a free action. This can transfer instantaneous healing (such as a body adjustment power), healing from ongoing healing effects, such as fast healing, and even hit points gained from rest (in which case, a member of the collective would rest for a period of time as normal, and the amount of hit points and ability damage healed would go to another).

    In any case, the original recipient of the healing effect chooses whether to allow the diverted healing, and does not gain the benefits of any healing he grants to another. The type of healing (positive energy, negative energy, construct repair, etc.) is unchanged from the original source for determining who or what can be healed.

    A vitalist may even heal wounds through collective healing if at full health. This may only be used with healing effects such as potions, powers, or other such effects. [Healing] from long term care or natural healing cannot be transferred in this way.

  • Medic Powers: The vitalist gains special uses of some of his powers that are unavailable to other characters.

    The following powers gain the Network descriptor when manifested by a vitalist: all powers of the [healing] subdiscipline, animal affinity, biofeedback, body of iron, endorphin surge, expansion, oak body, physical acceleration, sustenance, suspend life, timeless body, and vigor.

  • Transfer Ailment (Su): A 1st level life leech can transfer the dazed, dazzled, shaken, or staggered condition from one member of his collective to another as a standard action. At 4th level, the life leech can transfer the blind, deafened, fatigued, frightened, or sickened condition. At 7th level, the life leech can transfer the exhausted, panicked, nauseated, or paralyzed condition. At 10th level, the life leech can transfer the stunned or unconscious condition (although a creature that receives the unconscious condition from this ability is not reduced to negative hit points by this effect, nor is the original creature brought automatically to positive hit points; such a creature would still have 0 or negative hit points, but would become conscious, stable, and likely given the disabled condition). If this ability is used on an unwilling target and the recipient of the effect makes a successful save (see the Unwilling Participant feat), the creature with the condition being transferred still suffers from the condition. A life leach may use this ability a number of times per day equal to 3 + his Wisdom modifier. This ability may only be used on creatures with a Constitution score and may not be used against creatures with a total number of hit dice less than half the life leech's level. This ability can only be used to transfer temporary conditions. For example, a life leech could not transfer blindness from a creature that has somehow lost its eyes permanently. This ability replaces Transfer Wounds and the accompanying benefits from the vitalist's selected method.

  • Vitalist's Touch: Once a vitalist reaches 2nd level, he learns to apply the skills of his method to his transfer wounds ability, as detailed in the vitalist's method of choice.

  • Unwilling Participant: A life leech of 2nd level gains the Unwilling Participant feat as a bonus feat. In addition, when any creature in the collective against their will makes a save against an effect from over the collective, they suffer a -2 penalty on the save to resist the effect. This ability replaces Health Sense.

  • Spirit of Many (Su): A vitalist of 2nd level gains special abilities when manifesting powers with the Network descriptor. He can manifest these powers on any member of his collective, even if they are out of the power's range or would normally be immune to the power. Whenever a vitalist manifests a power with the Network descriptor targeting only members of his collective, the power loses the mind-affecting descriptor (if it had it) and bypasses any power resistance, although it still provokes an attack of opportunity to manifest as normal. Network powers manifest only on members of the collective never allow saving throws -- their saving throw entry becomes “None,” although if the power specifies a subsequent saving throw, subjects attempt those saves normally. The vitalist also adds the following augment to all powers with the Network descriptor:

    Augment: For every additional power point you spend, you can choose an additional target, so long as the target is a member of your collective.

  • Drain Health (Su): A life leech of 3rd level can steal hit points from members of his collective and transfer them as healing to other members of the collective. As a standard action, one member of the collecgtive takes damage equal to double the life leech's class level + the life leech's Wisdom modifier and another member of the collective heals the same amount. If used on an unwilling target, a successful Will save halves the amount of damage taken and healed. This ability may only be used on creatures with a Constitution score and may not be used against creatures with a total number of hit dice less than half the life leech's level. This ability replaces Steal Health.

  • Telepathy (Su): When a vitalist reaches 3rd level, all willing members of his collective (including the vitalist himself) can communicate with each other telepathically, even if they do not share a common language. Psionic creatures who are willing members in a vitalist's collective (including the vitalist himself) may manifest unknown powers from powers known by another willing psionic creature in the collective as if they were making physical contact.
    A vitalist may temporarily deactivate, and reactivate, this ability as a swift action.

  • Request Aid (Su): Starting at 5th level, members of a vitalist's collective are able to request aid from the vitalist, should he not realize such aid is needed. As a standard action, any member of the collective can request healing from the vitalist. The vitalist can grant this request by spending up to his level in power points as a free action, even if it is not his turn. Each power point spent in this fashion heals 3 hit points to the target. A vitalist can even initiate this healing himself should he realize someone needs healing, by spending a standard action. A vitalist can do this a number of times per day equal to 3 + his Wisdom modifier.

  • Pulse (Su): A vitalist of 6th level can project an pulse of psionic energy to all members of his collective as a free action by spending 1 power point. The effect of the pulse depends on the vitalist's chosen method. The pulse lasts one round.

  • Transfer Attack (Su): A 9th level life leech can expend his psionic focus as an immediate action to redirect damage being taken by one member of the collective to another member of the collective. Calculate the damage as if the original target would have taken it. The damage transferred is empathic in nature, so damage reduction or other means to block the damage to the final target are not effective.

  • Mender Method:

    Mender Method: A mender vitalist is the most common found, as he focuses on healing wounds more efficiently, even bringing back life to the dead. The mender vitalist learns how to boost the body's natural healing ability to unimaginable regenerative levels.

  • Mender Power: A mender vitalist adds natural healing to his list of powers known. This does not count against his number of powers known.

  • Mender Knacks: The mender gains the talent below as his method knack.

    - Halt Death: The mender can target one member of his collective that is dying (at -1 hp or less). That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.

  • Mender's Pulse: As a free action, a mender of 6th level may project a pulse to all members of his collective by spending one power point, granting fast healing 1 for one round. Every three vitalist levels thereafter, this fast healing increases by 1. This healing is not eligible to be redirected using collective healing.

  • Swift Aid: A mender of 8th level may, as an immediate action and by expending his psionic focus, heal a member of his collective as if he had used transfer ailment.

  • Mender's Expertise: Upon achieving 11th level, a mender is skilled at restoring the psyche of the recently deceased and efficiently healing his collective members. Any time a mender manifests psionic revivify, the maximum number of rounds after the target's death allowed increases by his Wisdom modifier (minimum 1) without the need to suffer additional negative levels.

    In addition, anytime a mender manifests a power with the [Healing] descriptor, it heals an additional 50% hit points (round down).

  • Master Mender: A mender of 20th level is capable of healing even the most grievous of injuries. As a full-round action and by expending his psionic focus, the mender can heal a member of his collective to full health, including restoring any ability drain, removing fatigue or exhaustion, and curing any poisons or diseases. The mender can use this ability once every 10 minutes.

  • FEATS and TRAITS:

  • Blind-Fight (Racial Bonus)
  • Wild Talent (Racial Bonus from rolls)
  • Psionic Body
  • Unwilling Participant Will save (DC 10 + half manifester level level + Wisdom modifier +2; Subsequent saves at -2)
  • Ability Focus (Drain Health)
  • Ability Focus (Unwilling Participant)
  • Psionic Meditation
  • Deep Focus: can store an additional psionic focus

  • Desert Nomad
  • Hardened Carapace (Race, thri-kreen): Your exoskeleton provides especially effective protection against the inferior weapons common in the Tablelands.
    Benefit: Your natural armor bonus is increased by +1 when an opponent attacks you with a weapon that has the fragile quality.
  • SKILLS:

    FORMAT:
    Skill name: ##=Rank+Ability Mod+(3 if class skill and trained)+Misc Mod+Conditional Mod

    • Autohypnosis: 15 =4+6 WIS+3(+2 Cs)
    • Bluff: -3 =r+-3 CHA+0
    • Concentration: 1d20 + ML + 4 + WIS MOD vs DC = 15 + Power Level x2 don't forget Combat Manifestation
    • Craft: 1 =r+1 INT+0
    • Diplomacy: -3 =r+-3 CHA+0
    • Heal: 19 =10+6 WIS+3
    • Intimidate: -3 =r+-3 CHA+0
    • Know: History: 5 =1+1 INT+3
    • Know: Local: 5 =1+1 INT+3
    • Know: Psionics: 14 =5+1 INT+3 (plus mask +5)
    • Linguistics: 1 =r+1 INT+0
    • Perception: 19 =10+6 WIS+3
    • Perform: -3 =r+-3 CHA+0
    • Profession: 6 =r+6 WIS+0
    • Sense Motive: 6 =r+6 WIS+0
    • Spellcraft: 6 =2+1 INT+3
    • Stealth: 3 =r+3 DEX+0
    • Survival: 10 =1+6 WIS+3

      Misc Mod Codes: Cl = Class; R = Racial; Cm = Competence; Cs = Circumstance


    POWERS:

    Vitalist Power List
    Max Power Points: 122 = 88 class + 2 feat + 30 WIS + 2 FC


      Powers Known (can change each day after resting)
      Knacks:
    • Disruptive Touch
    • Sense Poison
    • Halt Death: The mender can target one member of his collective that is dying (at -1 hp or less). That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.
    • Empathy (Racial Bonus Linked Talent)
    • Vim (Racial Bonus Linked Talent)

      For the below listed powers, the Vitalist can know 3 powers per day (aside from bonus powers, and rotated as desired when resting), with a maximum power level of 2.

      1st:

    • Natural Healing (Network) (Mender Bonus)
    • Empathic Connection (Racial Bonus)
    • Thicken Skin (Racial Bonus)
    • Sense Link
    • Vigor (Network)

      2nd:

    • Empathic Transfer

      3rd:

    • Battlesense

      4th:
      Energy Adaptation ^

      5th:
      Psionic Revivify ^

      Network descriptor powers gain: Augment: For every additional power point you spend, you can choose an additional target, so long as the target is a member of your collective.


    EQUIPMENT:

    2 full waterskins
    psionic focus crystal (+2 autohypnosis)
    1 reliquary crystal (+2 WIS, takes headband slot. can also be put in heart slot for +2 CON instead. houses The Warden.)

    Crystal Staff of Battle. In addition to functioning as a +1 quarterstaff, it allows a psionic wielder to manifest energy push (sonic) or deceleration as if they were among the wielder’s known powers, using the wielder’s power points and manifester level. As part of an attack action, the wielder may spend one power point to imbue the blow with psionic force. If successful, the blow inflicts an additional 1d6 damage allows the wielder to attempt a bull rush against the target using the wielder's manifester level and primary ability modifier in place of BAB and Strength.

    blackened leather bracers inscribed with runes of warding (function as a +2 cloak of resistance)
    gravewatch pendant

    HISTORY:

    Nnn'tkklik'l was a healer in his tribe, and he enjoyed it very much. To look after them and tend to their wounds was a great honor, and he was blessed with gifts to be able to do so. He often accompanied his tribe's hunters on hunts, ensuring that they came back alive, and suturing lacerations as necessary. It was on one such hunt that the tribe came across the aftermath of a raid. Durwadala, Nnn'tkklik'l's friend and a respected shaman of the tribe, heard the sounds of survivors in the wreckage and ordered hunters to investigate. A half-elf was found under the human corpse of what was likely its mother.

    Durwadala decided to raise it. Could be useful, Durwadala says. Can go into town and trade goods for us, get better trade. Nnn'tkklik'l is not one to question Durwadala's wisdom. Named halfelf "D'Vreck". Tried to teach halfelf the way of nature, but halfelf had no gift for it. Despite some tribe member's doubts, D'Vreck could survive on its own and hunt.

    One day, we were on a hunt, and slavers attacked us. Nnn'tkklik'l did best to keep hunters alive to fight off slavers, but the wounds were too many. He tried to absorb as much damage as he could, to give the hunters a better chance to fight off the slavers. They failed, and several hunters were captured along with Nnn'tkklik'l and D'Vreck.

    CAMPAIGN NOTES:

    Dark Sun Races, Classesl Wild Talents
    Dark Sun House Rules
    Dark Sun Equipment

    "Wish List":
    some things to store extra PP in or grant more PP
    Some survival gear, like a sand tube, some waterskins, food, etc.
    Some clothes would be nice, like a robe or something.

    "Goals": (updated at level 6)
    [x]To be free from slavery.
    [x]To get back to his tribe.
    [_]To see more of the world as we know it.
    [X]To help the Dwarves of Kled.
    [X]To find Durwadala.
    [_]To learn more of The Warden.
    [_]To stop Dote Mel Payne, the vile necromancer.

    PLAYER NOTES: