Post by Xynphos on Jan 18, 2015 0:11:14 GMT
Myth'Rik
Played by: Xynphos
Character Sheet: Link
Other Characters: Hons Pyx
Race: Non-Psionic Thri-Kreen
Classes: Monstrous Humanoid 1/Grod's Ranger 1/Grod's Fighter 3
Effective Character Level: 5(+1 LA, Bought off, 1 RHD retrained)
Gender: Male
Age: 18
Alignment: CG
Deity: Meiki
Height/Weight: 6'1", 185 lbs.
Personality: Myth'Rik is fairly straight forward. Though he doesn't speak often, when he does, it is to the point, and relevant so the situation at hand. He usually speaks first in this native tounge, followed by common so that others may understand him. What people do is far more important than what they say. He is quick to take action when he sees great injustice done, but when small unfortunate things happen, he blames the victims for not being strong enough to defend themselves from the pettiness of others.
Appearance: See Picture, his eyes are green though.
History: Myth'Rik is young for all he has witnessed. Upon reaching his 16th year, his clutch(entire immediate family) was attacked by undead in the desert night. Most were mercilessly slaughtered, only to raise again in and unnatural state of undeath right before his eyes. He saw his uncle give his life so that he could live. Only he and his his cousin Tyk'Rok survived the fateful encounter, eventually going their separate ways, Tyk'Rok went into hiding as a coward, while Myth'Rik swore never to let this happen to anyone of any race again. He focused his hatred of undead into his training, becoming the warrior he his today.
Threads: None so far
Party Role Proficiency:
Battlefield Control: 4, not yet, getting boomerang daze next level though
Buffer: 4, None in sight
Curiosity: 4, not unless you count being a walking insect
Debuffer: 4, No, just No
Dominator: 4, Noperino
Game Changer: 4, Never
Healer: 4, ... yeah, no
Meat Shield: 2, Alright, better with levels
Melee Damage: 2, Not his main focus but can do well enough
Mobility: 3, Just for himself, can jump really far
Party Face: 4, Someone else will have to cover this
Ranged Damage: 1, main focus, though the range is small(Thrown weapons) gets best at level 6
Sage: 4, No knowledges
Scout: 3, Good Listen and spot, not sneaking up on anything any time soon
Thief: 3, ranks in slight of hand
Summoner: 4, um, what's a summon? xd
Trapfinder: 4, unless throwing enemies into them counts
Racial Abilities:
Ability Modifiers:
+2 Str +4 Dex -2 Int +2 Wis -4 Cha
Jump Bonus: +30 Racial Bonus to Jump
Darkvision 60'
+3 Natural Armor
40' Base Land Speed
Natural Attacks: 4 Claws and a Bite.
Poison(Ex): On Bite: DC 10+1/2HD + Con, 1d6 Dex/Paralysis Secondary
Weapon Familiarity: Thri-kreen can treat gythkas and chatkchas as martial weapons rather than exotic weapons.
Deflect Arrows as a racial bonus feat.
Feats:
Level 1: Weapon Focus(Chatkcha)(SRD): +1 Attack with Chatkcha
Ranger Style: Multiweapon Fighting (MM1): Like TWF but for multiple arms
Level 3: Point Blank Shot: +1 to Attack and Damage with ranged weapons within 30 ft. No -4 for firing into combat.
Fighter Aspect: Eyes in the Back of Your Head(Complete Warrior): Enemy's don't get bonuses for flanking me.
Fighter Style: Here Comes the Boom!: Boomerang Daze(Eberron Campaign Setting): When hit with the Xen'Drik Boomerang enemy must make a DC 10+Damage Dealt Fort Save or be dazed for 1 round.
Fighter Style: It Pays to go First: Improved Initiative: +4 to Initiative
Fighter Style: Anvil of Thunder: Weapon Focus(Light Hammer): +1 to Attack with Light Hammers
Class Abilities:
Skirmish (Ex): A ranger relies on mobility to deal extra damage and improve your defense. You deal an extra 1d6 points of damage on all attacks you makes during any round in which you moves at least 10 feet. The extra damage applies only to attacks taken during your turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).
The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. (Unless they are also a favored enemy; see the Favored Enemy ability). You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You may apply this extra damage to ranged attacks made while skirmishing, but only if the target is within one range increment.
Combat Style: At first level, you must pick a combat style: archery or two-weapon fighting. At first level, third level, and every additional third level, you gain a bonus feat from the list below. Universal feats may be selected by either style. You must meet all prerequisites except for ability scores. In addition, when using your chosen style, you may add your Dexterity modifier to damage.
Two-Weapon Fighting: Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Two-Weapon Defense, Improved Two-Weapon Defense, Greater Two-Weapon Defense, Two-Weapon Pounce, Whirlwind Attack, Combat Reflexes, Combat Expertise, Oversized Two-Weapon Fighting (CAdv), Two-Weapon Rend (PHB2), and Dual Strike (CAdv).
Track: At first level, you gain Track as a bonus feat.
Favored Enemy(Undead) (Ex)- At 1st level, you may select a type of creature from among those given on Table: Ranger Favored Enemies. You gain an insight bonus equal to one-fourth your ranger level to all attack rolls and skill checks made against your favored enemy. In addition, the bonus damage and AC from Skirmish are doubled against your favored enemy. If your favored enemy is normally immune to precision damage, you instead deal normal skirmish damage against them.
Aspect: Not all warriors are the same. Some are cunning generals, some brilliant leaders, and others pragmatic veterans. At first level, a fighter selects one of three Aspects: Adept, Leader, or Tactician, gaining benefits as shown on the table below-- he gains the listed feat as a bonus feat without needing to meet the prerequisites, and adds the listed skills to his list of class skills. Once selected, a fighter cannot change his Aspect.
Adept: Key Ability, Wisdom, New Skills, Autohypnosis, Sense Motive, Survival, Bonus Feat: Eyes in the Back of Your Head (Complete Warrior)
Combat Versatility (Ex): A fighter masters weapons and combat techniques like most men read books. At first level, he creates three fighting styles. At 4th level, and every subsequent 4th level, he may create one additional fighting style. For each fighting style, he may select a number of fighter bonus feats equal to one-half his fighter level, rounded up. He may switch between fighting styles as a free action, gaining the benefits of the bonus feats of whatever style he's currently using. He counts as knowing all bonus feats selected for this ability at the same time when it comes to qualifying for feats, prestige classes, and so on. (See Feat Section).
First in the Fight (Ex): A fighter adds one half his fighter level to initiative rolls.
AFC: Traditional Talent
Talent Points-- Beginning at second level, a fighter can draw upon a pool of skill and toughness far in excess of normal warriors. He gains a number of Talent points equal to his fighter level plus his key ability modifier. This pool may be refilled with 8 hours of rest. In addition, at the beginning of each combat encounter, he regains a number of points equal to his key ability modifier. This gain cannot cause his number of Talent points to exceed his normal maximum.
A fighter may expend one Talent point to gain a competence bonus equal to his key ability modifier on one attack roll, damage roll, saving throw, physical ability check (Strength, Dexterity, and Constitution), or physical skill check (one based on the aforementioned abilities), in addition to certain extra uses based on the fighter's Aspect. He may expend no more than one-half his key ability modifier points to boost a single roll.
Adepts may expend dice to gain a bonus on Wisdom checks and Wisdom-based skills.
Any abilities which require the expenditure of Talent Pool dice instead require the expenditure of an equal number of Talent points.
Equipment:
Gloves of Dex +2 (SRD): Item Description: +2 Enchantment Bonus to Dex -4000 GP
Chronocharm of the Horizon Walker (MIC): Item Description: 1/day move 1/2 my speed as a swift action -500 GP
Masterwork Chatkcha x4 (XPH): Item Description: 1d6, 18-20 x2, slashing, little thrown weapon, On a miss make a attack roll if the result is at least 10 I catch it as a free action. -1280 GP
Regular Chatkcha x8 (XPH)
Masterwork Light Hammer x2 (SRD): Item Description: Melee or 20ft thrown weapon, 1d4 damage, does bludgeoning damage -604 GP
Masterwork Handaxe x2(Sourcebook): Item Description: Melee slashing, 1d6 damage : -604 GP
Masterwork Xen'Drik Boomerang x4 (Eberron Campaign Setting): Item Description: 1d6 Slashing Thrown Weapon -1280 GP
Wounding Ring of Thrown Weapons(Chatkcha): Applies wounding weapon enchant to all thrown Chatkcha
+1 Mithral Chain Shirt(SRD): +5 AC +6 Max Dex
+1 Dastana(AEG): +2 AC
Total Inventory Cost: 8268 GP (732 GP Remaining)
Companions:Links to Companions Mythweaver Sheet
Other Misc Information:
4th Level Attribute Point went to DEX
Gained Proficiency with the Xen'Drik boomerang by practicing with it for 12 hours.
That's a Chatkcha he's throwing in the pic in case you were wondering.