Cha'Ka Chkit: Difference between revisions
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'''Hit''': 1d8+1+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. | |||
Revision as of 04:47, 21 October 2010
General Info
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
AC 20= 10+3(1/2 LvL)+6(Armor+Ability)+1 (Fixed rate)
Fort 15= 13+1+1
Ref 18= 13+3+1+1
Will 19= 13+4+1+1
Ability Scores
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
Trained
Athletics(Str) 10
Endurance (Con) 10
Heal (Wis) 12
Nature (Wis) 14
Passive
Insight(Wis) 17
Perception (Wis) 17
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
@-WILLs
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
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
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
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
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.
Rituals:
Animal Messenger, Endure Elements, Purify Water, Create Campsite,