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About Th'KalXP: 5783 ... (Next Level: 7500) Health:
20 AC
Defense Breakdowns:
20 AC = 10 + 3(hide) + 3(dex) + 1(Class Feature) + 2(Level) + 1(Inherent) 20 For = 10 + 5(str) + 2(Class) + 2(Level) + 1(Inherent) 19 Ref = 10 + 3(dex) + 1(Class Feature) + 2(Level) + 1(Inherent) + 2(Feat) 13 Wil = 10 + 2(Level) + 1(Inherent) Resist: 5 cold (Boon) 7 Speed
12 passive Insight
Languages: Common, Thri-Kreen Trained Skills: Acrobatics, Athletics, Perception
Skills:
Acrobatics +9 Arcana +2 Athletics +13 Bluff +1 Diplomacy +1 Dungeoneering +2 Endurance +5 Heal +2 History +2 Insight +2 Intimidate +1 Nature +4 Perception +7 Religion +2 Stealth +4 Streetwise +1 Thievery +4 <<RACIAL ABILITIES>>:
Bonus to Athletics and Nature Skills Multiple Arms: Once per turn, you can draw or sheath a weapon (or an item on my person) as a free action instead of a minor action. Natural Jumper: I am always considered to have a running start when jumping Torpor: Rather than sleep, I enter a torpid state. In this state, I remain aware of my surroundings, and I only require 4 hours of torpor (rather than 6 hours of sleep) to gain the benefit of an extended rest. Thri-Kreen Claws Encounter Power <<CLASS ABILITIES>>:
Barbarian Agility: +1 bonus to AC and Ref when not wearing heavy armor. Rageblood Vigor: Whenever my attack reduces an enemy to 0 hit points, I gain temp hit points equal to my Con modifier (2). SPECIAL!! Belt of Feral Might allows me to add my Str modifier too ==> Total Temp HP on a kill: 7 Swift Charge Power: Encounter Rage Strike Power: Daily Rampage: Once per round, when I score a critical hit with a barbarian attack power, I can immediately make a melee basic attack as a free action. I do not have to attack the same target that I scored a critical hit against. Theme: Wilder Inherent Bonus:
*All damage with axes: a result of 1 on one die can be rerolled, but the second result must be kept (feat bonus). (Greataxe) +11 vs AC, 1d12+6 damage* (Handaxe) +11 vs AC, 1d6+6 damage*, Range 5/10 Attack is +1 (charge) and Damage is +1d8 + 2 (weapon/feat) I can use Howling Strike in place of a basic melee at the end of a charge (If raging and charging with Howling Strike, Speed = 9). (Howling Strike Charge w/ Greataxe ==> +12 vs AC, 1d12+1d6+1d8+6+2 damage*) When using battleaxe instead of his Greataxe
<<POWERS>> At Will (Wild Talent) Minor: manipulate/move a 20lb object Telekinetic Grasp:
At Will; Psionic Minor Action; Ranged 5 Target: One object that weighs 20lb or less and isn't carried by another creature. Effect: You manipulate the target or move it 5 squares to a square within range. At Will (lvl 1) Standard: +11 vs AC, 1d12+1d6+6* Howling Strike:
With a blood-freezing scream, you throw yourself into the fray. At-Will; Primal, Weapon Standard Action; Melee weapon Requirement: You must be wielding a melee weapon in two hands. Target: One creature Attack: Strength vs. AC Hit: 1[W] + 1d6 + Strength modifier damage. Special: When charging, I can use this power in place of a melee basic attack. If I am raging, I can move 2 extra squares as part of the charge. At Will (lvl 1) Standard: +11 vs AC, 1d12+6* + push 1sq (if raging +1d6) Pressing Strike:
You push lesser foes from your path, moving through the lines of battle at will. At-Will; Primal, Weapon Standard Action; Melee weapon Effect: Before the attack, I shift 2 squares. I can move through an enemy’s space during the shift, but I can’t end there. Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and I push the target 1 square. If I am raging, the attack deals 1d6 extra damage. ----------------------- Encounter (Ability) Standard: Spend HS, +2 all def Second Wind:
Encounter Standard Action; Personal I spend a healing surge and regain hit points (11). I also gain a +2 bonus to all defenses until the SOMNT Encounter (Class Feature) Free: Charge an enemy Swift Charge:
Encounter; Prinal Free Action; Personal Trigger: My attack reduces an enemy to 0 hit points Effect: I charge an enemy Encounter (Racial) Minor: +11 vs AC, 1d8+6 (+1/target) Thri-Kreen Claws:
Encounter; Minor Action; Melee 1 Target: 1, 2, or 3 enemies Attack: Str + 3 vs AC Hit: 1d8 + Str + a bonus to damage equal to the number of targets Encounter (Theme) Standard: +8 vs Ref, 1d8+6 (and crit range bonus) Psychic Surge:
You unleash a psychic shock wave at your enemy, hoping to harness its energy on your next attack. Encounter; Implement, Psionic, Psychic Standard Action; Range 10 Target: one creature Attack: Str vs Ref Hit: 1d8 + str psychic damage, and my attacks against the target before the end of my next turn can score a critical hit on a roll of 18-20. Encounter (lvl 1) Standard: +11 vs AC, 2d12+6* (plus 1d6 and 1sq slide if it takes damage before SOMNT) Rending Strike:
You tear your weapon through the enemy, leaving it vulnerable to an ally’s attack. Encounter; Fear, Primal, Weapon Standard Action; Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage, and the next time the target takes damage before the start of my next turn, it takes 1d6 extra damage and I slide it 1 square. Encounter (lvl 3) Standard: +11 vs AC, 2d12+6* (plus 1d12 IF me or target is Bloodied) Blood Strike:
Blood calls to blood. Your pain and your enemy’s give strength to your assault. Encounter; Primal, Weapon Standard Action; Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage. If you or the target is bloodied, the attack deals 1[W] extra damage. ----------------------- Daily (lvl 1) Standard: +11 vs AC (+2 if target is bloodied), 3d12+6* (+Rage Power) Rage Drake's Frenzy:
You slam your weapon into your wounded foe, and the rage drake’s spirit fills you. You erupt in violence, swinging furiously at a new foe as soon as the last one falls. Daily; Primal, Rage, Weapon Standard Action; Melee weapon Target: One creature Attack: Strength vs. AC. If the target is bloodied, I gain a +2 bonus to the attack roll. Hit: 3[W] + Strength modifier damage. Miss: Half damage. Effect: I enter the rage of the rage drake. Until the rage ends, once per round when I reduce an enemy to 0 hit points, I can make a melee basic attack as a free action. Daily (lvl 2) Free: Spend a HS Feral Rejuvenation:
You call on the spirits to stitch your wounds, proudly displaying the blood you have spilled in their names. Daily; Healing, Primal Free Action; Personal Trigger: My attack damages an enemy Effect: I spend a healing surge. If the triggering attack reduced an enemy to 0 hit points, I regain additional hit points equal to one-half my level + Charisma modifier. Daily (Class Feature) Standard: +11 vs AC, Special Damage* Rage Strike:
You channel your primal rage into a devastating attack Daily (Can be used twice per day); Primal, Weapon Standard Action; Melee Weapon Requirement: You must be raging and have at least one unused barbarian rage power. Target: One creature Attack: Strength vs. AC. To make this attack, you expend an unused barbarian rage power. Hit: Damage is based on the level of the rage power expended: ....1st lev: 3[W] + Strength modifier damage. ....5th lev: 4[W] + Strength modifier damage. ....9th lev: 5[W] + Strength modifier damage. ...15th lev: 6[W] + Strength modifier damage. ...19th lev: 7[W] + Strength modifier damage. ...25th lev: 8[W] + Strength modifier damage. ...29th lev: 9[W] + Strength modifier damage. Miss: Half damage. Special: Can be used twice per day. Daily (lvl 5) ?????????? ???????????????:
Daily (Greataxe) Minor: my charge == allies +1 to hit Vanguard Greataxe:
Property: +1d8 on a crit; +1d8 on a charge Power (Daily) Minor Action Use this power when you make a charge attack. If you hit with your charge attack, all allies within 10 squares of you gain a +1 bonus to attack rolls and gain your Charisma bonus as a bonus to damage rolls until the start of your next turn. Daily (Boon) Free: +1d10 + Restrained Warrior of the Frozen Heart Boon:
My attacks can freeze my enemy in his tracks. Property: You gain cold resistance 5 Power (Daily) Free Action Trigger: You hit with an attack. Effect: Your attack deals 1d10 extra cold damage and the target is Restrained until the end of your next turn -----------------------
<<FEATS>>
Future Feat Choices:
Defense-Type Feats: - Superior Fortitude (+2 fort & resis3 vs ongoing dam) Healing-Type Feats:
Surge-Type Feats:
Combat-Type Feats:
<<Boon>>
<<EQUIPMENT AND MONEY>>
Crodlu Mount:
Large natural beast (reptile), Lvl 3 Brute STR 19 (+5)
HP 55; Bloodied 27 Initiative +3
Beak: At-Will, Standard Action. Attack: Melee 1 (one creature); +8 vs. AC. Hit: 1d8 + 4 damage.
Alignment: Unaligned
On Crodlu Mount: [] 2 Hand Axes [] 1 Spear (+2prof, 1d8, Versatile -Spear) [] 1 Trikal (+2prof, 1d10, Reach -Axe/Polearm) [] 5 Survival days of food and water [] 1 Healing Fruit (potion) Adventurer's Kit kit contains:
backpack bedroll flint and steel belt pouch 2 x sunrod 10 x trail rations 50' hempen rope waterskin 740 crowns, 5 ceramics (722.5 gp) 81/190 Encumbrance
Note to Self on Currency of Athas:
Crown = Gold (10 silver) Ceramic Pieces (cp)= Silver (10 copper) Bit = Copper In the world: 1cp can be broken into 10 bits, but crowns are not broken into smaller denominations.
DESCRIPTION:
BACKGROUND:
Th'Kal was born with his racial memories (that's how he knows the Thri'Kreen language), but lately his instincts towards the "clutch" have surfaced. His instinctive desire to find a tight-fit group to call his clutch is what lead him to seek out his newest family. Furio might be very rough around his edges, but the gladiator and Th'Kal have become close fighting partners - easily watching the others back. Th'Kal is happiest when he is on the hunt. Letting his axe swing wild and free. He is skilled in combat and relishes his role in the his small clutch. Th'Kal trusts those that are wiser to make the proper decisions of what to hunt. And that leads him to the now... CHARACTERISTICS
Th'Kal has been "alone" for a long period of time (eternity for a Kreen). He has developed his fighting skills to fit in with the humans and fulfill a needed role (and he's good with an axe!). He may seem defiant at times and other times completely loyal, but you'd need to understand how he sees the pack's leadership... generally, he's just plain odd to most. XP Tracker:
Starting from the beginning of 3rd level: 2250 (07/28/2013) + 146 = 2396 (09/12/2013) + 250 = 2646 (10/28/2013) + 150 = 2796 (11/29/2013) + 050 = 2846 (01/24/2014) + 125 = 2971 (02/18/2014) + 167 = 3138 (03/15/2014) + 200 = 3338 (04/09/2014) + 152 = 3490 (05/19/2014) + 300 = 3790 (09/15/2014) + 083 = 3873 (11/18/2014) + 450 = 4323 (01/26/2015) + 210 = 4533 (02/02/2015) + 075 = 4608 (02/26/2015) + 200 = 4808 (03/17/2015) + 100 = 4908 (05/22/2015) + 425 = 5333 (09/18/2015) + 450 = 5783 |