Ankheg

Th'Kal's page

495 posts. Alias of Mur.


Full Name

Th'Kal

Race

Thri-Kreen

Classes/Levels

Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Gender

Male

Size

6' 3" 220lb

Age

7

Alignment

Good

Languages

Common, Thri-Kreen

Occupation

Caravan Guard

Strength 20
Dexterity 17
Constitution 14
Intelligence 10
Wisdom 10
Charisma 8

About Th'Kal

XP: 5783 ... (Next Level: 7500)

Health:
53 HP 26 blooded; 13 surge value; 10 surges/day

20 AC
20 Fort
19 Ref
13 Will
Resist: 5 cold
Saves: none

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
+5 Initiative

12 passive Insight
17 passive Perception
Low-Light Vision

Languages: Common, Thri-Kreen

Trained Skills: Acrobatics, Athletics, Perception
Background: Last of Clutch (+2 Endurance)

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:
+1 to Hit & Damage (and +1d6 on a Crit)
+1 to Defenses

*All damage with axes: a result of 1 on one die can be rerolled, but the second result must be kept (feat bonus).

  • Melee Basic:
    (Greataxe) +11 vs AC, 1d12+6 damage*

  • Ranged Basic:
    (Handaxe) +11 vs AC, 1d6+6 damage*, Range 5/10

  • Special Charge:
    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
    = Damage Die is a d10 (not a d12), but the damage bonus increases by 1
    When using his Handaxes instead of his Greataxe
    = Damage Die is 1d6 (not 1d12) and it can be thrown

  • In First Round: I have Combat Advantage (feat)

    <<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>>
    Lvl 1: Axe Expertise (+1 feat bonus to att & reroll a single "1" on damage)
    Lvl 2: Powerful Charge (+2 dam on a charge and +2 to Bull Rush attempts)
    Lvl 4: Superior Reflexes (+2 Ref and gain CA during first round)

    Future Feat Choices:

    Defense-Type Feats:
    - Superior Fortitude (+2 fort & resis3 vs ongoing dam)

    Healing-Type Feats:
    - Improved Rageblood Vigor (temp hp increased by 5 which is a big boost)
    - Warlord Multiclass (extra heal & training in Endurance... never a bad thing)

    Surge-Type Feats:
    - Durability (2 extra surges)
    - Swift Recovery (+3 surge value)

    Combat-Type Feats:
    -Monk Multiclass (nice extra attack power & training in Stealth or Thievery Skill to back-up Arakan)
    -Weapon Focus (additional damage!)

    <<Boon>>
    Warrior of the Frozen Heart (resist cold 5 + daily)

    <<EQUIPMENT AND MONEY>>
    Hide Armor
    Belt of Feral Might (Lvl 3; Property: when you gain temporary hit points from your Rageblood Vigor class feature, you can add your Strength modifier to the temporary hit points gained)
    +1 Vanguard Greataxe (+2prof, 1d12, High Crit, +1d8 on Crit, +1d8 on charge + daily)
    Battleaxe (+2prof, 1d10, Versatile)
    2 Hand Axes (+2prof, 1d6, Off Hand and Heavy Thrown 5/10)
    Healing Fruit (healing potion, from the crodlu mount)

    Crodlu Mount:

    Large natural beast (reptile), Lvl 3 Brute

    STR 19 (+5)
    CON 15 (+3)
    DEX 15 (+3)
    INT 3 (-3)
    WIS 11 (+1)
    CHA 8 (+0)

    HP 55; Bloodied 27 Initiative +3
    AC 15, Fortitude 17, Reflex 15, Will 13
    Perception+1
    Speed 8

    Beak: At-Will, Standard Action. Attack: Melee 1 (one creature); +8 vs. AC. Hit: 1d8 + 4 damage.
    Claws: At-Will, Standard Action. Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d6 + 4 damage.
    Pounce: At-Will, Standard Action. Effect: The crodlu can move its speed. Whether or not the crodlu moves, it can use beak and claws, making each attack against the same target. If both attacks hit, the target also falls prone.

    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
    XP: (See Below)

    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:
    Unless you are a Thri-kreen or have spent a fair amount of time with one, you wouldn't really be able to tell Th'Kal from any other Kreen. He is a golden-brown, wears several axes about his body, and occasionally wears bits of human clothing (as close as possible, as a way to fit in with his human family that raised him).

    BACKGROUND:
    <needs a slight rewrite to reflect life near Tyr and current companions>
    Th'Kal would have been born in the Sand Wastes south of Urik, and may have grown up in sevice to its grand army. Fate had a different plan. His unhatched clutch was stumbled upon by a trade caravan and his unhatched brothers and sisters were destroyed. For whatever reason, his egg alone was spared. One of the Melokot handlers, Ajaj, raised and nutured him. Ajaj gave him a traditional Thr'Kreen name, Th'Kal (a name he had heard in the markets along their journey) -- it was supposed to be Thek'aal and mean "strength", but the humans of the caravan have a hard time pronouncing Kreen, and it has slowly slurred to be Th'Kal ("rage") a name better fitting him anyway (a few members of the caravan now even call him Kal for short... which is meaningless in Kreen but Th'Kal accepts it because it makes his human-pack happy).

    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 was raised by humans and not Kreen - while he has all his racial memories and thus knows what it means to be a member of his race, he still tries to "please" his human pack. He often tries to wear bits of human clothes, or immitate human action, or even talk "more <click> hooman"... but a large 4-armed insect-looking creature is not the easiest thing to pass for a human and when Th'Kal gets angry he has been known to lash out with his lower arms clawing everything around him. It kinda makes you stand out.

    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