Drinking & Dragons

User:Wizardoest/PCs/TskTsk: Difference between revisions

From Drinking and Dragons
m -1 action point
→‎Powers: Adding bonus powers
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;CL=HD
;CL=HD
: 1/day: Master's Touch—Swift; 1min@HD; prof with weapon/shield
: 1/day: Master's Touch—Swift; 1min@HD; prof with weapon/shield
;Once — Grave Strike
;Once — Golem Strike
;Once — Vine Strike
;Once — Iron Body (self only), 15min
: DR 15/adamantine
: Immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire of all kinds. However, you also become vulnerable to all special attacks that affect iron golems.
: +6 enhancement bonus Strength score
: -6 penalty to Dexterity
: Speed is reduced to half normal.
: You have an arcane spell failure chance of 50% and a -8 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can’t use potions) or play wind instruments.
: Unarmed attacks deal 1d6 and you are considered armed when making unarmed attacks.
: Your weight increases by a factor of ten, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the ocean—at least until the spell duration expires.


== Stats ==
== Stats ==

Revision as of 20:56, 20 October 2010

Thri-kreen 2, Rogue 3, Swashbuckler 1, Extreme Explorer 3 (ECL 12 [LA +3])
N Medium Monstrous Humanoid (Reptile [Chameleon template])
Patron Deity Kord
Init +10; Senses: Darkvision 60', Low-light; Listen/Spot +4
Daryl Points 1 (Spend a point to cast Heal for 120hp)
Action Points 14 (d8s; Max is five higher)
Extreme Hustle Spend an action point for a move action
Speed: 50'; Climb 30' (Trackless step)

Defense

AC 26, Touch 19, FF 26
+2 natural in daylight
+2 vs traps
+1 vs AoOs
+7 dex; +3 natural, +5 mithril chain shirt [+1], +1 dodge bonus; Uncanny Dodge
HP 77
3d6+5d8+1d10+27
Fort +9, Ref +16, Will +8
Evasion
+2 vs traps
Draconic Defiance: +4 to one saving throw against any ability used by a type Dragon creature. Usable once as a free action. Declare before the roll.

Resist Negative Energy 2
Immune Magic sleep effects
Special Deflect Arrows

Attack

Melee: Claw +14/14/14/14 (1d6+2) and Bite +9 (1d4+1+poison 1/day [Fort 14; 1d6 dex, Paralysis)
Melee: Adamantine Heavy Flail, mw +14/9 (1d10+3 19×2) and Claw +9/9 (1d6+2) and Bite +9 (1d4+1+poison)
Melee: Cold Iron Scimitar, mw +14/9 (1d8+2 18×2) and Claw +9/9/9 (1d6+2) and Bite +9 (1d4+1+poison)
Ranged: Longbow, comp, mw, str(+2) +15/10 (1d8+2 / ×3 / 110')
Ranged: Tongue +14 (-)
Special: +2d6 sneak
Space: 5'; Reach: 5'; BAB: +7/2; Grapple: +8

Powers

CL=1/2HD
3/day: Chameleon—+10 Hide enhancement for CL*10min
3/day: Know Direction—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.
1/day: Psionic Displacement—50% miss chance for CL rnds
1/day: Metaphysical Claw—+1 att/dmg with one natural weapon, CL mins.
Power Points: 1
CL=HD
1/day: Master's Touch—Swift; 1min@HD; prof with weapon/shield
Once — Grave Strike
Once — Golem Strike
Once — Vine Strike
Once — Iron Body (self only), 15min
DR 15/adamantine
Immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire of all kinds. However, you also become vulnerable to all special attacks that affect iron golems.
+6 enhancement bonus Strength score
-6 penalty to Dexterity
Speed is reduced to half normal.
You have an arcane spell failure chance of 50% and a -8 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can’t use potions) or play wind instruments.
Unarmed attacks deal 1d6 and you are considered armed when making unarmed attacks.
Your weight increases by a factor of ten, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the ocean—at least until the spell duration expires.

Stats

Abilities Str 14 +2 | Dex 22 +6 (24 +7) | Con 18 +3 | Int 12 +1 | Wis 10 +0 | Cha 8 -1

Feats
Race: Deflect Arrows, 1: Action Boost, 3: Speed of Thought, S1: Weapon Finesse, Scout ability: Track (replaces trapfinding), 6: Improved Natural Attack (Claw), Ex3: Heroic Spirit ECS, 9: Photosynthetic Skin (+2 Natural Armor outside in daylight)


Acrobatics (Dex) (9 ranks)
Balance +18 (+2 dual skill)
Tumble +18 (+2 dual skill)
Athletics (Str) (11 ranks)
Climb +23 (+2 dual skill, +8 racial)
Swim +15 (+2 dual skill)
Jump +53 (+30 racial, +12 speed)
Long Jump: DC = Distance (Ht at midpoint = D*.25)
High Jump: Ht = DC/4 (+8' reach, move action to pull up, Climb DC15)
Animals (Cha) (0 ranks)
Handle Animal
Ride
Concentration (Con) (0 ranks)
Autohypnosis
Concentration
Craft (Int)
Skill (0 ranks)
Deception (Cha) (0 ranks)
Bluff
Disguise
Influence (Cha) (0 ranks)
Diplomacy
Intimidate
Heal (Wis) (0 ranks)
Inspect (Int) (8 ranks)
Appraise +9
Search +14 Trapfinding
Legerdemain (Dex) (2 ranks)
Escape Artist +9
Sleight of Hand +9
Linguistics (Int) (0 ranks)
Decipher Script
Forgery
Mechanics (Dex) (1 ranks)
Disable Device +8
Open Locks +8
Notice (Wis) (4 ranks)
Listen +4
Spot +4
Perform (Cha) (0 ranks)
Profession (Hunter) (Wis) (12 ranks, always max) +12
Streetwise (Wis) (0 ranks)
Gather Information
Sense Motive
Spellcraft (Int) (0 ranks)
Psicraft
Spellcraft
Stealth (Dex) (10 ranks)
Hide +27 (+10 racial, +4 racial in sandy/arid)
Move Silently +21 (+4 racial)
Survival (Wis) (11 ranks)
Survival +11
Use Rope +11
Use Magic (Int) (0 ranks)
Use Magic Device
Use Psionic Device
Knowledge (Dungeoneering) (5 ranks) +5
Knowledge (Geography) (1 ranks) +2
Knowledge (Nature) (12 ranks, always max) +13
Initiative (n/a) (0 ranks)
Speak Language
Terran, Thri-kreen
Int: list int bonus languages
Celestial, Giant
Truespeak (Int) (0 ranks)

Gear

1,951.1gp
Slotted
Armor Mithril Chain Shirt
Googles Goggles of Minute Seeing
Gloves Gloves of Dex +2
Cloak Cloak of Protection +3
Magic
Potion belt (free action)
Align Fang
CSW
Fly
Inv
Bless Weapon
Magic Fang
Magic Fang
Prot Evil
Waterbreathing
Silversheen
Potions (move action)
Remove Blindness
Remove Paralysis
Lesser Restoration
Prot Evil
Jump
Bless Weapon
Oil of Align Fang
Waterbreathing
Feather Token Whip The weapon has a +10 base attack bonus, does 1d6+1 points of damage, has a +1 enhancement bonus on attack and damage rolls, and a makes a free grapple attack (with a +15 attack bonus) if it hits. The whip lasts no longer than 1 hour.
Mundane
Music Box 35gp
Backpack 1gp
Chatkchas x4

Special

Weapon Familiarity
Thri-kreen can treat gythkas and chatkchas (see the sidebar) as martial weapons rather than exotic weapons.