Ankheg

Skarsnikt's page

136 posts. Alias of Vattnisse.


Full Name

Skarsnikt

Race

Thri-kreen

Classes/Levels

Monk 2 (ECL 6)

Gender

Male

Size

Medium

Age

10

Special Abilities

Poison bite 3/day, Thri-kreen abilities, Monk abilities, Psions, Evasion, Combat Reflexes

Alignment

LN

Occupation

Pit fighter

Strength 16
Dexterity 18
Constitution 16
Intelligence 10
Wisdom 16
Charisma 6

About Skarsnikt

Appearance and background: 6’9", 210 lbs; Skarsnikt was hatched in captivity, after his egg clutch was found by enterprising elves and sold to a human collector. Initially, the collector intended to keep the thri-kreen as his personal servant and bodyguard, but he proved to be both vicious and unruly, and was hurriedly sold off to a retired gladiator after a number of painful mishaps. He raised Skarsnikt to fight in the arena - his name was given to him by his trainers and refers to the crisscrossing patterns of shiny scars running across his otherwise drab brown carapace. He doesn't particularly like his given name, but has resigned himself to it - after all, one does not get to choose one's own name. After years of exposure to humans and other two-legs, he is more comfortable around soft-shells than most of his kind, and has learned to approximate human speech well enough to get his point across without too much trouble. The time spent fighting in the pit have demonstrated the virtues of loyalty and cooperation to him, but has done next to nothing to enlighten him to the tastes and preferences of the soft-shells. Also, he's never been to a city before - his arena was a crummy little hole in the ground at some nameless oasis. After it got levelled by a sandstorm, he snuck off into the wilds before getting captured by yet another band of elves.

At some point, he thinks he would like to return to his ancestral desert, but is unsure of what he would do once there, or if he could even survive the challenges posed by the harsh lands. In short, despite his desire to leave the soft-shells and their lands behind, Skarsnikt is uncertain about what to do with himself should that ever happen. Until then, he passes the time as best he can.

Skarsnikt is uncomfortable with manufactured weapons, though he sees the usefulness of missiles. Instead, he prefers to seize his foes with his claws and pump them full of venom, snickering to himself as their movement becomes slow and erratic.

XP:

Action points: 3

Init: +4

Senses: Listen +6, Spot +6; Darkvision

AC: 21, touch 17, flat-footed 17; (+3 natural, +3 Wis, +4 Dex, +1 bracers)

HP: 36 (HD: 4d8+12); current damage: 14

Saves: Fort +6, Ref +10, Will +9

Speed: 40' (8 squares)

Melee: 4 claws +7 (1d4+4) and bite +5 (1d4+2+poison)
or unarmed strike +7 (1d6+4) and bite +5 (1d4+2+poison)
or unarmed strike w/flurry of blows +5/+5 (1d6+4) and bite +5 (1d4+2+poison)

Ranged: stone +7 (1d2+3, RI 10')

Space: 5'; Reach 5'

Base Atk: +3; Grp +10

Feats: Deflect Arrows (Thri-kreen), Improved Grapple (Monk1), Multiattack, Ability Focus (poison), Combat Reflexes (Monk2)

Skills: Balance +7 (3r), Climb +6 (3r), Hide +5 (+9 in sandy conditions) (1r), Jump +33 (0r), Listen +6 (3r), Move Silently +5 (1r), Spot +6 (3r), Tumble +8 (4r)

Languages: Common, Thri-kreen

Equipment: Harness with two waterskins and a pouch containing some coins and a jeweled choker from the bathhouse, Ostro the intelligent battle bracers.

Racial traits:

Spoiler:

-+2 Str +4 Dex +2 Wis -2 Int -4 Cha
-Immune to sleep; thri-kreen do not sleep.
-Darkvision 60 feet.
-+3 natural armor
-Multiple Limbs- may take multiweapon fighting and/or multiattack as feats
-Natural attacks
-Poison: Bite, initial damage 1d6 Dex, secondary damage paralysis, DC 16 (11+Con modifier+Ability focus)
-Leap: +30 jump checks.
-Weapon familiarity: gythka and chatchka are martial weapons for thri-kreen.
-Psi-like abilities: 3/day- chameleon, know direction; 1/day-psionic displacement, metaphysical claw. (As 1st level wilder)
-2 monstrous humanoid HD and 10 skill points
-Deflect arrows as bonus feat
-Thri-kreen receive +4 bonus on Hide checks in arid or sandy settings.
-Level adjustment +2

Psionic powers:

Spoiler:

Chameleon:
Psychometabolism
Level: Egoist 2, psychic warrior 1
Display: Olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
Power Points: 1

Your skin and equipment take on the color and texture of nearby objects, including floors and walls. You receive a +10 enhancement bonus on Hide checks.

Know direction:
Clairsentience
Level: Psion/wilder 1
Display: Mental
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 1

You generally know where you are. This power is useful to characters who end up at unfamiliar destinations after teleporting, using a gate, or traveling to or from other planes of existence. The power reveals general information about your location as a feeling or presentiment. The information is usually no more detailed than a summary that locates you according to a prominent local or regional site. Using this power also tells you what direction you are facing.

Using this power prior to making a Knowledge (the planes) check with astral caravan grants a +2 bonus on the check.

Metaphysical claw:
Psychometabolism
Level: Psychic warrior 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level
Power Points: 1

If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast) or a bite attack (which could be a natural bite attack or one you gain by means of the power bite of the wolf), you can use this power to provide one of your natural weapons a +1 enhancement bonus on attack rolls and damage rolls.
Augment

If you spend 4 additional power points, this power’s duration increases to 1 hour per level.

In addition, for every 4 additional power points you spend, this power improves the natural weapon’s enhancement bonus on attack rolls and damage rolls by 1.