Cha'Ka Chkit: Difference between revisions
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'''Low Light Vision''' | '''Low Light Vision''' | ||
'''''Languages''''': Thri-Kreen, HU-Man (Common) | |||
== '''''Defenses''''' == | == '''''Defenses''''' == | ||
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'''AC''' 20= 10+3(1/2 LvL)+6(Armor+Ability)+1 (Fixed rate) | '''AC''' 20= 10+3(1/2 LvL)+6(Armor+Ability)+1 (Fixed rate) | ||
'''Fort''' 15= | '''Fort''' 15= 10+3 (1/2 LvL)+1 (Ability) +1 (fixed rate) | ||
'''Ref''' 18= | '''Ref''' 18= 10+3 (1/2 LvL)+3 (Ability) +1 (Class)+1 (fixed rate) | ||
'''Will''' 19= | '''Will''' 19= 10+3 (1/2 LvL)+4 (Ability) +1 (Class)+1 (fixed rate) | ||
== '''''Ability Scores''''' == | == '''''Ability Scores''''' == | ||
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== '''''Feats''''' == | == '''''Feats''''' == | ||
Toughness (+5 HP), Durable (+2 surges per day), Agile form (Shift 1 when using Wild shape between either form), Implement Expert (+1 to attacks with Totems), Ritual Casting | Toughness (+5 HP), Durable (+2 surges per day), Agile form (Shift 1 when using Wild shape between either form), Implement Expert (+1 to attacks with Totems), Ritual Casting | ||
== '''''@-WILLs''''' == | == '''''@-WILLs''''' == | ||
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'''Effect''': Each target sees the image of a small or smaller object (of your choice) either in your hand or in a square in the burst. The image lasts until the end of your next turn | '''Effect''': Each target sees the image of a small or smaller object (of your choice) either in your hand or in a square in the burst. The image lasts until the end of your next turn | ||
'''Wild Shape''' | |||
Polymorph | |||
'''Minor Action''' (Special) Personal | |||
'''Effect''': You change from your humanoid form to beast form or vice versa. When you change from beast form back to your humanoid form or vice versa (Agile form feat), you shift 1 square. While you are in beast form, you can’t use attack, utility, or featpowers that lack the beast form keyword, although you can sustain such powers. | |||
You choose a specific form whenever you use wild shape to change into beast form. The beast form is your | |||
size, resembles a natural beast or a fey beast, and normally doesn’t change your game statistics or movement | |||
modes. Your equipment becomes part of your beast form, but you drop anything you are holding, except | |||
implements you can use. You continue to gain the benefits of the equipment you wear. | |||
You can use the properties and the powers of implements | |||
as well as magic items that you wear, but not the | |||
properties or the powers of weapons or the powers of | |||
wondrous items. While equipment is part of your beast | |||
form, it cannot be removed, and anything in a container | |||
that is part of your beast form is inaccessible. | |||
'''Special''': You can use this power once per round. | |||
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'''Target''': One creature | '''Target''': One creature | ||
'''Attack''': + | '''Attack''': +9 vs. Reflex | ||
'''Hit''': 1d6 fire damage, and the squares adjacent to the target become a fiery zone that lasts until the end of your next turn. Any enemy that enters the zone or starts its turn there takes fire damage equal to your Wisdom modifier (4). | '''Hit''': 1d6+1 fire damage, and the squares adjacent to the target become a fiery zone that lasts until the end of your next turn. Any enemy that enters the zone or starts its turn there takes fire damage equal to your Wisdom modifier (4). | ||
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'''Target''': One creature | '''Target''': One creature | ||
'''Attack''': + | '''Attack''': +9 vs. Reflex | ||
'''Hit''': 1d8 + 4 (Wis) damage, and you slide the target 1 square. | '''Hit''': 1d8 +1 +4 (Wis) damage, and you slide the target 1 square. | ||
'''Special''': This power can be used as a melee basic attack. | '''Special''': This power can be used as a melee basic attack. | ||
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'''Target''': One creature | '''Target''': One creature | ||
'''Attack''': + | '''Attack''': +9 vs. Reflex | ||
'''Hit''': 1d8++4 (Wis)damage. The target grants combat advantage to the next creature that attacks it before the end of your next turn. | '''Hit''': 1d8+1+4 (Wis)damage. The target grants combat advantage to the next creature that attacks it before the end of your next turn. | ||
'''Special''': When charging, you can use this power in place of a melee basic attack. | '''Special''': When charging, you can use this power in place of a melee basic attack. | ||
== ''''' Encounters ''''' == | == ''''' Encounters ''''' == | ||
''Thri-Kreen Claws'' | '''''Thri-Kreen Claws''''' | ||
Minor Action Melee 1 | Minor Action Melee 1 | ||
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''' Target''': One, two, or three enemies | ''' Target''': One, two, or three enemies | ||
'''Attack''': + | '''Attack''': +11 (Wis +3 +1/2LvL +1) vs. AC | ||
'''Hit''': 1d8++4 (WIS) damage. You gain a bonus to the damage roll equal to the number of targets. | '''Hit''': 1d8+1+4 (WIS) damage. You gain a bonus to the damage roll equal to the number of targets. | ||
'''Spirit of Athas''' | |||
Conjuration, Implement, Primal | |||
Minor Action Ranged 5 | |||
'''Effect''': You conjure a spirit of Athas. You and your allies gain a +1 power bonus to all defenses while adjacent to it. As a standard action, you can dismiss the spirit and make the following melee 1 attack from the spirit’s square. | |||
Target One enemy | |||
'''Attack''': +9 vs. Reflex | |||
'''Hit''': 1dl0 + 1 +4 (wis), and the target takes a -2 penalty to attack rolls and all defenses until the end of your next turn. | |||
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'''Target''': Each creature in blast | '''Target''': Each creature in blast | ||
'''Attack''': + | '''Attack''': +9 vs. Fortitude | ||
'''Hit''': 1d6 +4 (Wis) damage, and the target takes a -4 penalty to all defenses until the end of your next turn. | '''Hit''': 1d6+1+4 (Wis) damage, and the target takes a -4 penalty to all defenses until the end of your next turn. | ||
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'''Target''': One creature | '''Target''': One creature | ||
'''Attack''': + | '''Attack''': +9 vs. Reflex | ||
'''Hit''': 1d8 + 4(Wis) damage. | '''Hit''': 1d8+1+ 4(Wis) damage. | ||
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'''Effect''': The target can spend a healing surge. | '''Effect''': The target can spend a healing surge. | ||
'''Physician's Care''' | '''Physician's Care''' | ||
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'''Effect''': The target can spend a healing surge. | '''Effect''': The target can spend a healing surge. | ||
== '''''Daily'''''== | |||
'''Savage Frenzy''' | |||
Beast Form, Implement, Primal | |||
'''Standard Action''' Close burst 1 | |||
== ''''' | '''Target''': Each enemy in burst you can see | ||
'''Attack''': +9 vs. Reflex | |||
'''Hit''': 1d6 +1 +4(Wis) damage, and the target is dazed and slowed (save ends both). | |||
'''Miss''': Half damage, and the target is slowed until the end of your next turn | |||
'''Summon Fire Beetle''' | |||
Fire, Implement, Primal, Summoning | |||
'''Standard Action''' Ranged 5 | |||
'''Effect''': You summon a Small fire beetle in an unoccupied square within range. The beetle has speed 6 and resist 5 fire. You can give the beetle the following special command. On the turn you summon the beetle, you give that command as part of using this power. | |||
'''Standard Action''': Close blast 3; targets each creature in blast; | |||
'''Attack''': +9 vs. Reflex | |||
'''Hit''': 1d8+1+ 4 (Wis) fire damage. | |||
'''Instinctive Effect''': If you haven't given the beetle any commands by the end of your turn, it makes its attack against at least one enemy, targeting as many enemy as possible. If it can't target any enemies, it moves its speed to a square adjacent to an enemy. | |||
== '''''GEAR''''' == | |||
Adventurer's Kit | |||
Totem (A blackened severed left hand of an adult human. Its in a terrifying "DEATH" claw pose... but on occasion has been seen in other poses.) | |||
Hide Armor | |||
230gp worth in rare herbs and what not for martial components for my rituals. | |||
EverBurning Torch | |||
'''Arm bands of MIGHTY STRIKING''' (LvL 2) | |||
+2 Item bonus to Damage with Basic Melee attack. | |||
'''BAG of HOLDING''' (LvL 5) | |||
'''Gift of FIRE''' (LvL 6) | |||
Boon: Elemental | |||
Property: You gain resist 5 fire. | |||
Power (Daily Fire): Minor Action. Fire erupts from one weapon (...so, my Claws?) you are wielding. Until the end of your next turn, attacks made with that weapon deal 1d6 extra fire damage. | |||
'''Battle Scar''' | |||
These horrific scars mar your carapace, and seem to have toughened you up against further damage. | |||
Property: +1 item bonus to saves vs. Ongoing Damage. | |||
Power: (DAILY) Minor Action. Make a saving throw against an ongoing damage throw that a save can end with a +5 item bonus. | |||
---- | |||
Rituals: | |||
Animal Messenger, Endure Elements, Purify Water, Create Campsite, | |||
XP: 7,550 | |||
Next level: 10,000 | |||
[ | [[Shattered Lands]] |
Latest revision as of 02:02, 8 November 2010
General Info[edit]
Eyes: green Chitin: Rusty Red Height: 5'4" Weight: 180lbs.
MAX HP 55 Bloodied 27 Surge Value 13 Surge per Day 10
Initiative 6
Speed 8
Low Light Vision
Languages: Thri-Kreen, HU-Man (Common)
Defenses[edit]
AC 20= 10+3(1/2 LvL)+6(Armor+Ability)+1 (Fixed rate)
Fort 15= 10+3 (1/2 LvL)+1 (Ability) +1 (fixed rate)
Ref 18= 10+3 (1/2 LvL)+3 (Ability) +1 (Class)+1 (fixed rate)
Will 19= 10+3 (1/2 LvL)+4 (Ability) +1 (Class)+1 (fixed rate)
Ability Scores[edit]
Ability Bonus(B) [B+1/2 LvL]
STR 12 (+1) [+4] INT 10 (+0) [+3]
CON 13(+1) [+4] WIS 19 (+4) [+7]
DEX 17(+3) [+6] CHA 11 (+0) [+3]
SKILLz[edit]
Trained
Athletics(Str) 10
Endurance (Con) 10
Heal (Wis) 12
Nature (Wis) 14
Passive
Insight(Wis) 17
Perception (Wis) 17
Feats[edit]
Toughness (+5 HP), Durable (+2 surges per day), Agile form (Shift 1 when using Wild shape between either form), Implement Expert (+1 to attacks with Totems), Ritual Casting
@-WILLs[edit]
Psionic, Illusion
Minor Action Close Burst 5
Target: One or more creatures in burst
Effect: Each target sees the image of a small or smaller object (of your choice) either in your hand or in a square in the burst. The image lasts until the end of your next turn
Wild Shape
Polymorph
Minor Action (Special) Personal
Effect: You change from your humanoid form to beast form or vice versa. When you change from beast form back to your humanoid form or vice versa (Agile form feat), you shift 1 square. While you are in beast form, you can’t use attack, utility, or featpowers that lack the beast form keyword, although you can sustain such powers.
You choose a specific form whenever you use wild shape to change into beast form. The beast form is your size, resembles a natural beast or a fey beast, and normally doesn’t change your game statistics or movement modes. Your equipment becomes part of your beast form, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment you wear.
You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your beast form, it cannot be removed, and anything in a container that is part of your beast form is inaccessible.
Special: You can use this power once per round.
Flame Seed
Fire, Implement, Primal, Zone
Standard Action Ranged 10
Target: One creature
Attack: +9 vs. Reflex
Hit: 1d6+1 fire damage, and the squares adjacent to the target become a fiery zone that lasts until the end of your next turn. Any enemy that enters the zone or starts its turn there takes fire damage equal to your Wisdom modifier (4).
Savage Rend
Beast Form, Implement, Primal
Standard Action Melee touch
Target: One creature
Attack: +9 vs. Reflex
Hit: 1d8 +1 +4 (Wis) damage, and you slide the target 1 square.
Special: This power can be used as a melee basic attack.
Pounce
Beast Form, Implement, Primal
Standard Action Melee touch
Target: One creature
Attack: +9 vs. Reflex
Hit: 1d8+1+4 (Wis)damage. The target grants combat advantage to the next creature that attacks it before the end of your next turn.
Special: When charging, you can use this power in place of a melee basic attack.
Encounters [edit]
Thri-Kreen Claws
Minor Action Melee 1
Target: One, two, or three enemies
Attack: +11 (Wis +3 +1/2LvL +1) vs. AC
Hit: 1d8+1+4 (WIS) damage. You gain a bonus to the damage roll equal to the number of targets.
Spirit of Athas
Conjuration, Implement, Primal
Minor Action Ranged 5
Effect: You conjure a spirit of Athas. You and your allies gain a +1 power bonus to all defenses while adjacent to it. As a standard action, you can dismiss the spirit and make the following melee 1 attack from the spirit’s square.
Target One enemy
Attack: +9 vs. Reflex
Hit: 1dl0 + 1 +4 (wis), and the target takes a -2 penalty to attack rolls and all defenses until the end of your next turn.
Thorn Spray
Implement, Primal
Standard Action Close blast 5
Target: Each creature in blast
Attack: +9 vs. Fortitude Hit: 1d6+1+4 (Wis) damage, and the target takes a -4 penalty to all defenses until the end of your next turn.
Feral Harrier
Beast Form, Implement, Primal
Standard Action Melee touch
Effect: Before the attack, you shift 3 squares. After the attack, you shift 3 squares.
Target: One creature
Attack: +9 vs. Reflex
Hit: 1d8+1+ 4(Wis) damage.
Healer's Gift
Heal Utility
Standard Action Melee 1
Target: One dying creature
Effect: The target can spend a healing surge.
Physician's Care
Heal Utility
Standard Action Melee 1
Target: You or one ally
Effect: The target can spend a healing surge.
Daily[edit]
Savage Frenzy
Beast Form, Implement, Primal
Standard Action Close burst 1
Target: Each enemy in burst you can see
Attack: +9 vs. Reflex
Hit: 1d6 +1 +4(Wis) damage, and the target is dazed and slowed (save ends both).
Miss: Half damage, and the target is slowed until the end of your next turn
Summon Fire Beetle
Fire, Implement, Primal, Summoning
Standard Action Ranged 5
Effect: You summon a Small fire beetle in an unoccupied square within range. The beetle has speed 6 and resist 5 fire. You can give the beetle the following special command. On the turn you summon the beetle, you give that command as part of using this power.
Standard Action: Close blast 3; targets each creature in blast;
Attack: +9 vs. Reflex
Hit: 1d8+1+ 4 (Wis) fire damage.
Instinctive Effect: If you haven't given the beetle any commands by the end of your turn, it makes its attack against at least one enemy, targeting as many enemy as possible. If it can't target any enemies, it moves its speed to a square adjacent to an enemy.
GEAR[edit]
Adventurer's Kit
Totem (A blackened severed left hand of an adult human. Its in a terrifying "DEATH" claw pose... but on occasion has been seen in other poses.)
Hide Armor
230gp worth in rare herbs and what not for martial components for my rituals.
EverBurning Torch
Arm bands of MIGHTY STRIKING (LvL 2) +2 Item bonus to Damage with Basic Melee attack.
BAG of HOLDING (LvL 5)
Gift of FIRE (LvL 6)
Boon: Elemental
Property: You gain resist 5 fire.
Power (Daily Fire): Minor Action. Fire erupts from one weapon (...so, my Claws?) you are wielding. Until the end of your next turn, attacks made with that weapon deal 1d6 extra fire damage.
Battle Scar
These horrific scars mar your carapace, and seem to have toughened you up against further damage.
Property: +1 item bonus to saves vs. Ongoing Damage.
Power: (DAILY) Minor Action. Make a saving throw against an ongoing damage throw that a save can end with a +5 item bonus.
Rituals:
Animal Messenger, Endure Elements, Purify Water, Create Campsite,
XP: 7,550 Next level: 10,000