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Rated: E · Article · Other · #2225217
Thri Kreen Barbarian
Male Thri-Kreen Barbarian
Level 4
Lawful Good
Strength 14 (+2)
Constitution 16 (+3)
Dexterity 14 (+2)
Intelligence 13 (+1)
Wisdom 11 (+0)
Charisma 10 (+0)
Height: 5' 8"
Weight: 195 lb
Skin: Pale
Eyes: Red
Hair: None
Maximum Hit Points: 54 [includes toughness]

Bloodied: 27
Surge Value: 13
Surges / Day: 11 [includes constitution modifier]


Size: Medium
Speed: 7 squares
Vision: Normal

Initiative: 1d20 +4 = 2 [half level] + 2 [dexterity]
Base Strength Attack: 1d20 +4 = + 2 [half level] + 2 [strength]
Base Dexterity Attack: 1d20 +4 = + 2 [half level] + 2 [dexterity]
Base Constitution Attack: 1d20 +5 = + 2 [half level] + 3 [constitution]
Base Intelligence Attack: 1d20 +3 = + 2 [half level] + 1 [intelligence]
Base Wisdom Attack: 1d20 +2 = + 2 [half level] + 0 [wisdom]
Base Charisma Attack: 1d20 +2 = + 2 [half level] + 0 [charisma]

Armor Class: 18 = 10 + 2 [half level] + 2 [dexterity] + 1 [barbarian agility] + 3 [Hide)]
Fortitude Defense: 17 = 10 + 2 [half level] + 2 [barbarian] + 3 [constitution]
Reflex Defense: 15 = 10 + 2 [half level] + 2 [dexterity] + 1 [barbarian agility]
Will Defense: 12 = 10 + 2 [half level]

If your campaign uses the fixed-enhancement bonus system [PH2/Dark Sun], level 4 characters get +1 on attack/damage (1d6 extra damage on a critical hit) and +1 on all defenses. These bonuses do not stack with magic items.

Armor: Hide) (25 lb)

Shield: None
Attacks:

Unarmed Melee: +4 [base strength attack] vs AC; damage 1[W]=1d4+2 [strength bonus]
Greataxe: +6 vs AC [+4 strength attack] [+2 proficiency]; damage 1[W]=1d12+2 [strength bonus] 12 lb (Axe) High crit
Thri-Kreen Claws +7 [base strength attack + 3] vs reflex
Devastating Strike [see online revision] +4w [base strength attack] vs AC
Howling Strike [see online revision] +4w [base strength attack] vs AC
Avalanche Strike +4w [base strength attack] vs AC
Bloodhunt Rage +4w [base strength attack] vs. AC
Blade Sweep +4w [base strength attack] vs AC
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
Base Saving throw: d20 vs 10
Encumberance 4e
Normal Load:
Heavy Load:
Maximum Drag Load
140 lb.
280 lb.
700 lb.

Encumberance 3.5
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
58 lb. or less
59-116 lb.
117-175 lb.
175 lb.
350 lb.
875 lb.


Languages: Common; Thri-Kreen;

Rituals Known:

Skills:

Acrobatics: +8 = 2 [dexterity] + 2 [half level] +5 [class training]-1 [armor]
Arcana: +3 = 1 [intelligence] + 2 [half level]
Athletics: +10 = 2 [strength] + 2 [half level] + 2 [Thri-Kreen] +5 [class training]-1 [armor]
Bluff: +2 = 0 [charisma] + 2 [half level]
Diplomacy: +2 = 0 [charisma] + 2 [half level]
Dungeoneering: +2 = 0 [wisdom] + 2 [half level]
Endurance: +9 = 3 [constitution] + 2 [half level] +5 [class training]-1 [armor]
Heal: +2 = 0 [wisdom] + 2 [half level]
History: +3 = 1 [intelligence] + 2 [half level]
Insight: +2 = 0 [wisdom] + 2 [half level]
Intimidate: +2 = 0 [charisma] + 2 [half level]
Nature: +4 = 0 [wisdom] + 2 [half level] + 2 [Thri-Kreen]
Perception: +4 = 0 [wisdom] + 2 [half level] + 2 [alertness]
Religion: +3 = 1 [intelligence] + 2 [half level]
Stealth: +3 = 2 [dexterity] + 2 [half level]-1 [armor]
Streetwise: +2 = 0 [charisma] + 2 [half level]
Thievery: +3 = 2 [dexterity] + 2 [half level]-1 [armor]
Feats:

Alertness Per Essentials, you cannot be surprised at all
Combat Reflexes
Toughness
At-Will:

Melee Basic Attack: By weapon, damage 1[W]+2 [strength bonus] [standard action]
Ranged Basic Attack: By weapon, damage 1[W]+2 [dexterity bonus] [standard action]
Bull Rush: +4 [base strength attack] vs fortitude [standard action]
Grab: +4 [base strength attack] vs reflex [standard action]
Move grabbed target: +4 [base strength attack] vs fortitude [standard action]
Escape: +8 [acrobatics] vs reflex / +10 [athletics] vs fortitude [move action]
Devastating Strike [Level 1] [see online revision]
Howling Strike [Level 1] [see online revision]
Other Standard Actions: Administer a potion; Aid another [revised: skill check vs. 10+level/2, success helps +2, failure hurts -1]; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);
Other Move Actions: Crawl; Run [speed 9]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action)
Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight)
Other Immediate Actions: Readied action
Other Opportunity Actions: Opportunity attack
Other Free Actions: Drop held items; End a grab; Talk
Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive
Short rest: Healing surges as available
Five minutes: Normal escape from restraints (Acrobatics)
One hour: Forage; Streetwise check

Encounter Powers:

Second Wind
Spend an Action Point [free action, not in surprise round]
Thri-Kreen Claws [Thri-Kreen][minor action]
Swift Charge [free action]
Avalanche Strike [Level 1]
Combat Sprint [Level 2 Utility][move action]
Blade Sweep [Level 3]
Daily Powers:

Bloodhunt Rage [Level 1]
Thri-Kreen

+2 Dexterity, +2 strength or Wisdom (already included; you chose Strength.)
+2 Athletics, +2 Nature
Multiple arms (draw/sheathe/retrieve/stow item 1/turn as free action not minor)
Natural jumper
Torpor (aware of surroundings instead of sleeping)
Thri-Kreen Claws (1/encounter)
Barbarian
This barbarian chose the Rageblood Vigor feral might option.
Barbarian Agility
Rage
Rampage

Equipment:

37 lb
2 lb
5 lb

4 lb
2 lb
5 lb
1 lb
10 lb
10 lb
2 lb
4 lb
_____
82 lb Weapons / Armor / Shield (from above)
Backpack
Bedroll
Flint and steel
Grappling hook
Hammer
Pitons x10
Pouch (belt) x1
Rations (1 day) x10
Rope (50', hempen) x1
Sunrods x2
Waterskins x1

Total

Magic items:
Weapon:
Weapon:
Weapon:
Weapon:
Armor:
Shield:
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:








Resistances:
Action Point Tally:

Daily Item Powers Per Day: Heroic Tier Milestones: / / /

Death Saving Throw Failures:

More about this character:









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