Ice Devil

T'klik Chik's page

96 posts. Alias of Troy Malovich.


Full Name

T'klik Chik

Race

Thri-Kreen

Classes/Levels

Monk 1, Centered Breath, Wasteland Nomad

Gender

Male

Size

Medium, 6'6" 240lbs

Age

7

Alignment

Unaligned (Kind of an animal neutral)

Languages

Common, Thri-Kreen, Urikite

Strength 14
Dexterity 18
Constitution 13
Intelligence 10
Wisdom 16
Charisma 8

About T'klik Chik

Defenses:
AC - 16
Fort - 14
Ref - 15
Will - 14

HP: 25/25 (Bloodied 12)
Surges: 6/8 (Value 6)
AP: 1

Init: +6
Speed: 7

XP: 187

Class Features
Centered Breath Flurry of Blows (see power below)
Mental Equilibrium (+1 to Fort)
Unarmed Combatant (Unarmed Strike +3 attack, 1d8 dmg)
Unarmored Defense (+2 AC in cloth or no armor)

Race Features
Low-light vision
Multiple Arms (draw or sheathe a weapon as a free action 1/turn)
Natural Jumper (always considered to have a running start when jumping)
Torpor (Enter aware torpid state 4 hours instead of sleep)

Passives
Insight: 13
Perception: 20

Skills:(*trained)
Acrobatics +4
Arcana +0
Athletics* +9
Bluff -1
Diplomacy -1
Dungeoneering +3
Endurance* +8
Heal +3
History +0
Insight +3
Intimidate -1
Nature +7
Perception* +10
Religion +0
Stealth* +9
Streetwise -1
Thievery +4

Feats:
Wasteland Wanderer (+2 Nature, Perception and Initiative)

Background:
Last of the Clutch (+2 Endurance)

Equipment:(Encumbrance 69/140)
Spear
Sling (20 bullets)
Adventurer's Kit (No Sunrods)
2 belt pouches
3 survival days
56gp (ceramic)

At-Will Powers
Melee Basic, Unarmed (claws): 1d20+5, 1d8+2 damage;
Melee Basic, Spear: 1d20+4, 1d8+2 damage

Ranged Basic, Sling: 1d20+6, 1d6+4 damage (Range 10/20, Load Free)

Centered Flurry of Blows; melee 1; one creature
Free action
Trigger: You hit with an attack during your turn
Effect: The target takes 5 (2+3 Wis mod) damage, and you slide it 1 square to a square adjacent to you, or 1 square in any direction if the target wasn't targeted by the triggering attack.
Special: You can use this power only once/round.

Five Storms (Ref); close burst 1; each enemy you can see
1d20+4
1d8+4

Five Storms (movement)
Move action
Effect: You shift 2 squares.

Dancing Cobra (Ref); melee touch; one creature
1d20+4
1d10+4
Hit: If the target has made an opportunity attack against you during this turn, the target takes extra damage equal to your Wis modifier (+3).

Dancing Cobra (movement)
Move action
Effect: You move your speed +2.

Telekinetic Grasp; range 5; one object weighing 20 pounds or less and isn't carried by another
Minor
Effect: You manipulate the target or move it 5 squares to a square within range.

Encounter Powers:
Thri-Kreen Claws (AC); melee 1; one, two, or three enemies
Minor
1d20+7 (Unarmed)
1d8+4
Hit: You gain a bonus to the damage roll equal to the number of targets.

Wasteland Fury (AC); melee or ranged weapon; one creature
1d20+7 (Unarmed) +6 (Spear or Sling)
1d6+4 (Unarmed, Spear) 1d6+4 (Sling)
Effect: If you use this power while you are not adjacent to any of your allies, you can shift 1 square before or after the attack.
Hit: If you have combat advantage against the target, you deal extra damage equal to your Dex modifier (+4).

Laughing Wind (Fort); melee touch; one creature
1d20+4
2d8+4
Hit: Until the start of your next turn, as a free action, you slide any enemy that ends its turn in a square adjacent to you a number of squares equal to your Wis modifier (+3).

Laughing Wind (movement)
Move action
Effect: Until the start of your next turn, you gain a +2 power bonus to all defenses against opportunity attacks. You then move your speed.

Daily Powers:
Masterful Spiral (Ref); close burst 2; each enemy in burst
1d20+4
3d8+4 force
Miss: Half damage.
Effect: You assume the spiral stance. Until the stance ends, your reach with melee touch attacks increases by 1.

Spirit of Sand (Elemental Gift, Zone)
Free Action
Trigger: You hit an enemy with an attack.
Effect: You create a zone in a close burst 1 that lasts until the end of your next turn. Squares within the zone are lightly obscured. You can slide any creature that starts its turn within the zone 1 square.

History:
T'klik Chik was hatched and raised in the wastes not far to the northwest of Yaramuke. He was taught the ways of the clutch, and learned the vital methods of the hunt. While still a youth, about 5, T'klik's hunting pack was entrapped by slavers out of Urik. They fought visciously, as to lose is to die to a Kreen, but they were defeated. Only T'klik and one packmate, Kel't'aal, survived the battle.

They were forced into the gladiatorial arena, and did well for a while, until Kel't'aal met his match and was slain. It wasn't the fighting or killing that bothered the two Kreen, it was the pointlessness. It was not for the hunt, it was not out of need. This was not a worthwhile death, he did not die for the clutch, the pack, or even the Kreen. He died for the laughing crowds. This was when T'klik began to mind his surroundings more, and was offered to join in an escape attempt by a few of the other prisoners.

The escape was successful, in that some slaves did escape, less than half of those that were involved. T'klik was amongst those that survived. One of the escapees, (TBD if it's one of the party members), had known of a place they could take refuge a nearby slave tribe. On arrival the tribe accepted T'klik for his role in the escape, he came to think of them as his clutch, and often traveled as a pack for hunting to help provide for the clutch. T'klik had found a new purpose and is happy to help his new clutch grow and remain strong. Sometimes, when members of the clutch leave the safety of the encampment, they ask T'klik to join them. The tribe members recognize him as an eager hunter and a worthwhile companion.