Thak-Sk'ss

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Thak-Sk'ss
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Thak-Sk'ss is a thri-kreen psychic warrior and clutchmate of the aarakocra, Giovelli.

He had been part of a clutch to which he was extremely loyal. He was a warrior and prided himself on defending those weaker than himself. One night they were ambushed by fearsome creatures. He saw his clutch losing the battle and in a desperate attempt to help his clutchmates accidentally unleashed a blast of psychic power - something he didn't know he was capable of. The creatures seemed to be susceptible to the attack and fell dead but many of his clutchmates were gravely injured. The clutch decided it was too dangerous to have him around and banished him from their midst. He still does not know if any of his comrades died from their wounds. He had been wandering the desert alone since then.

He encountered a gravely injured Giovelli and brought him to a cave, where he cared for him and saved his life over the course of two weeks. In that time Thak-Sk'ss shared his story with Giovelli.

After Giovelli's wounds had fully recovered he and Thak-Sk'ss became a pair of wandering peddlers who also offered their services as mediators, and protectors.

Thak-Sk'ss (Dark Sun)
Vital Statistics
Str 10 (+0)   AC 20 Thri-kreen.jpg
Con 18 (+4) Fort 15
Dex 12 (+1) Ref 14
Int 8 (-1) Wil 16
Wis 16 (+3) HP 45/
Cha 11 (+0) Surges 13/
 
Triggered Actions
 
Opportunity/Personal [W]
Blurred Step (psionic)
Trigger: An adjacent enemy marked by you shifts.
Effect: You shift 1 square.
 
Immediate Reaction/Melee [W]
Mind Spike (force, psionic, psychic)
Trigger: An adjacent enemy marked by you deals damage to your ally with an attack that doesn't include you as a target.
Target: Melee 1
Effect: The target takes force and psychic damage equal to the damage that its attack dealt to your ally.
Effect: Bolstering Spike: When Mind Spike is used, you gain Con Mod (+4) Temporary Hit points.
 
Immediate Reaction/Melee [E]
Battle Resilience (force, psionic, psychic)
Trigger: An adjacent enemy marked by you deals damage to your ally with an attack that doesn't include you as a target.
Target: Melee 1
Effect: The target takes force and psychic damage equal to the damage that its attack dealt to your ally.
Effect: Bolstering Spike: When Mind Spike is used, you gain Con Mod (+4) Temporary Hit points.
 
Minor Actions
 
Minor/Close Burst 3 [W]
Battlemind's Demand (augmentable, psionic)
Target: One Creature Attack: Close burst 3 (one creature in burst)
Effect: You mark the target until you use this power again or until the end of the encounter.
Augment 1: Target: One or two creatures in burst.
 
Minor/Melee [E]
Thri-kreen Claws
Target: Melee 1 (one, two, or three creatures.) Attack: +6 vs AC
Hit: 1d8+3 (+1 per target)
 
Move Actions
 
Opportunity/Personal [W]
Feather Walk (psionic)
Effect: Until the end of this turn, you ignore difficult terrain and can both move across liquid (and silt) and stand on it as if it were solid ground. In addition, you move 3 squares.
 
Standard Actions
 
Standard/Melee [W]
Iron Fist (augmentable, psionic, weapon)
Target: One Creature Attack: +8 vs AC
Hit: 1d10+5
Effect: Until the end of your next turn, you gain resistance to all damage equal to your Wisdom modifier.
Augment 1: Effect: Until the end of your next turn, you gain fire resistance equal to 5 + your Wisdom modifier.
Augment 2: Hit: 2[W] + Constitution modifier lightning damage. Until the start of your next turn/the target takes lightning damage equal to your Constitution modifier whenever it hits one of your allies.
 
Standard/Melee [W]
Conductive Defense (augmentable, lightning, psionic, weapon)
Target: One Creature Attack: +8 vs Ref
Hit: 1d10+5 lightning, and until the start of your next turn, the target takes lightning damage equal to your Constitution modifier whenever it hits one of your allies.
Augment 1: Hit: As above, and, until the start of your next turn, the target also takes the lightning damage whenever it shifts to a square adjacent to one of your allies.
Augment 2: Hit: 2[W] + Constitution modifier lightning damage. Until the start of your next turn/the target takes lightning damage equal to your Constitution modifier whenever it hits one of your allies.
 
Standard/Melee [W]
Momentum Swing (augmentable, psionic, weapon)
Target: One Creature Attack: +8 vs AC
Hit: 1d10+5
Effect: You shift 2 squares to a square adjacent to any enemy other than the target.
Augment 1: Effect: You shift your speed to a square adjacent to any enemy other than the target.
Augment 2: Effect: Make a charge attack against a creature other than the target. Movement made as part of the charge does not provoke opportunity attacks.
 
Standard/Range 10 [E]
Psychic Surge (implement, psionic, psychic)
Target: One Creature Attack: +5 vs Ref
Hit: 1d8+5 Psychic, and your attacks against the target before the end of your next turn can score a critical hit on a roll of 18-20.
 
Standard/Melee [D]
Psionic Anchor (psionic, teleportation, weapon)
Target: One Creature Attack: +8 vs AC
Hit: 2d10+5, as a free action at the end of the target's turn, you can teleport the target to a square adjacent to you (save ends).
Miss: Half damage. As a free action at the end of the target's next turn, you can teleport the target to a square adjacent to you.

[edit] Stats

Thri-kreen Battlemind
Wilder Theme

Level: 3
XP: 2250

HP: 45 (22 bloodied); surge value 11; surges/day 13 AC: 20 (+1 level, +7 armor, +2 shield); Fort 15 (+1 level, +4 Con) ; Ref 14 (+1 level, +1 Dex, +2 misc); Will 16 (+1 level, +3 Wis, +2 class)

Increase all defenses by 2 with Battlemind Resilience

Initiative +2
Perception +4 (passive 14); low-light vision
Speed 6

Traits

Multiple Arms: Once per turn, you can draw or sheathe a weapon as a free action instead of a minor action.
Natural Jumper: A thri-kreen is always considered to have a running start when jumping.

Standard Actions

Broadsword (weapon) * At-Will. Attack: Melee 1; +5 vs AC. Hit: 1d10+1 damage. (+1d6 damage on a crit.)

Iron Fist (augmentable, psionic, weapon) * At-Will.
You change the density of your hand and arm to that of iron, allowing you to ward off your foe's attacks.
Target: One creature. Attack: Constitution (+9) vs. AC. Hit: 1[W] + Constitution modifier +1 damage (+1d6 damage on a crit). Effect: Until the end of your next turn, you gain resistance to all damage equal to your Wisdom modifier.
Augment 1: Effect: Until the end of your next turn, you gain fire resistance equal to 5 + your Wisdom modifier.
Augment 2: Hit: 2[W] + Constitution modifier damage.

Conductive Defense (augmentable, lightning, psionic, weapon) * At-Will.
Your attack surrounds a foe with a shroud of crackling lightning, threatening retribution for strikes against your allies.
Target: One creature. Attack: Constitution vs. Reflex. Hit: 1 [W] + Constitution modifier lightning damage. Until the start of your next turn, the target takes lightning damage equal to your Constitution modifier whenever it hits one of your allies.
Augment 1: Hit: As above, and, until the start of your next turn, the target also takes the lightning damage whenever it shifts to a square adjacent to one of your allies.
Augment 2: Hit: 2[W] + Constitution modifier lightning damage. Until the start of your next turn/the target takes lightning damage equal to your Constitution modifier whenever it hits one of your allies.

Momentum Swing (augmentable, psionic, weapon) * At-Will.
Your vicious attack lets you swing away from the target, ready to strike the next foe.
Target: One creature. Attack: Constitution vs. AC. Hit: 1 [W] + Constitution modifier damage. Effect: You shift 2 squares to a square adjacent to any enemy other than the target.
Augment 1: Effect: You shift your speed to a square adjacent to any enemy other than the target.
Augment 2: Effect: Make a charge attack against a creature other than the target. Movement made as part of the charge does not provoke opportunity attacks.

Psionic Anchor (psionic, teleportation, weapon) * Daily
You bind your foe with an anchor of psionic energy so that you can draw it back to your side with only a thought.
Target: One creature. Attack: Constitution vs. AC. Hit: 2[W] + Constitution modifier damage. As a free action at the end of the target's turn, you can teleport the target to a square adjacent to you (save ends).
Miss: Half damage. As a free action at the end of the target's next turn, you can teleport the target to a square adjacent to you.

Move Actions

Feather Step (psionic) * At-Will.
With a focused thought, you lift your body slightly off the ground on a current of psionic energy, allowing you to move over water or broken ground with ease.
Effect: Until the end of this turn, you ignore difficult terrain and can both move across liquid (and silt) and stand on it as if it were solid ground. In addition, you move 3 squares.

Minor Actions

Battlemind's Demand (augmentable, psionic) * At-Will.
You draw your foe's concentration, taunting the foe to strike at you.
Attack: Close burst 3 (one creature in burst). Effect: You mark the target until you use this power again or until the end of the encounter.
Augment 1: Target: One or two creatures in burst

Psychic Surge (implement, psionic, psychic) * Encounter
You unleash a psychic shock wave at your enemy, hoping to harness its energy on your next attack.
Ranged 10; Target One creature. Attack: Primary ability vs. Reflex. Hit 1 d8 + ability modifier psychic damage, and your attacks against the target before the end of your next turn can score a critical hit on a roll of 18-20.


Thri-Kreen Claws * Encounter
You quickly lash out with all your claws, tearing at nearby enemies.
Attack: Melee 1; one, two or three enemies. Attack: Wisdom + 3 vs AC. Hit: 1d8 + Wisdom modifier damage. You gain a bonus to the damage roll equal to the number of targets.

Triggered Actions

Blurred Step (psionic) * At-Will.
You bend reality with the power of your mind, flashing across the space between you and your enemy.
Trigger: An adjacent enemy marked by you shifts. Effect (Opportunity Action, Personal): You shift 1 square.

Mind Spike (force, psionic, psychic) * At-Will.
You force your enemy to feel the pain that it inflicts on your friend.
Trigger: An adjacent enemy marked by you deals damage to your ally with an attack that doesn't include you as a target. Attack (immediate action): Melee 1; The target takes force and psychic damage equal to the damage that its attack dealt to your ally. Effect: Bolstering Spike: When Mind Spike is used, you gain Con Mod (+4) Temporary Hit points

Battle Resilience (psionic) * Encounter
You steel yourself for battle, girding yourself against your foe's initial assault.
Trigger: An attack hits or misses you for the first time during an encounter. Hit (Free Action): 1 [W] + Constitution modifier damage. Effect: Until the end of your next turn, you gain resistance to all damage equal to 3 + your Wisdom modifier. Deceptive Mind: +2 to all defenses when Battle Resilience is activated.
Augment 1: Effect: You shift your speed to a square adjacent to any enemy other than the target.

Feats

Psionic Study: Battle Resilience
Bolstering Spike: Gain Con bonus (+4) temporary hit points when Mind Spike is used
Deceptive Mind: +2 to all defenses when Battle Resilience is activated

Skills: Athletics (+2 bonus), Nature (+2 bonus)
Equipment: Broadsword, Scale Armour, Heavy Shield, Adventurer’s kit, 2 Survival Days


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