Dark Sun: North & South Tablelands Games
Kri-kcht
Description:
KRI-KCHT 6th LEVEL THRI-KREEN RANGER KALAK KIT (SCOUT) NG XP 36000/75000
STR 19
DEX 12
CON 17
INT 16
WIS 15
CHA 9
AC: 5
SPEED: 18
HP: 31/31
THAC0: 15
WEAPONS CARRIED: 2 CHATKCHA, 1 GYTHKA, ZERKA, LAYAV
The Bone Dagger of the Pakuzabi +2
LANGUAGES SPOKEN: THRI-KREEN, COMMON
WEAPON SKILLS: CHATKCHA, GYTHKA, DAGGER, ZERKA, LAJAV, Bola
0 MORE TO CHOOSE
NONWEAPON SKILLS: ANIMAL HANDLING, HUNTING, TRACKING, DIRECTION SENSE, HERBALISM (KREEN), SURVIVAL (SANDY WASTES), WATER FIND, WEAPONSMITHING (KREEN),
RACIAL TRAITS: IMMUNE TO CHARM PERSON & HOLD PERSON SPELLS, NATURAL ATTACKS – 4 CLAW/1 BITE AT 1D4X4/1D4+1, NATURAL AC 5, BASE SPEED 18, ANTENNAE PROVIDE +1 DARKNESS AND BLINDNESS PENALTIES, AT 3RD LEVEL LEAP UP TO 20’ VERTICAL; 50’ HORIZONTALLY
Upon reaching 5th level, a thri-kreen develops a venomous saliva. When a victim receives a bite, he must save versus paralyzation or be paralyzed for a number of rounds as follows: smaller than medium-sized creatures, 2d10 rounds; medium-sized creatures, 2d8 rounds; large creatures, 1d8 rounds; huge and gargantuan creatures, 1 round. Also at 5th level, a thri-kreen receives the chatkcha proficiency as a bonus. (If the character already has the proficiency, he gets nothing.) Those proficient with the throwing weapon can hurl it for 90 yards. If it misses its target, it returns to the thrower.
CLASS SKILLS: IF WEARING LIGHT OR NO ARMOR A RANGER CAN FIGHT WITH TWO WEAPONS AT NO PENALTY, TRACKING AT ADD 1 EVERY 3 LEVELS, SPECIES ENEMY (ADD 4 TO ATTACK ROLLS, -4 TO REACTION), ADEPT WITH TRAINED AND UNTRAINED CREATURES, MUST MAINTAIN GOOD
MOVE SILENTLY 56%
HIDE IN SHADOWS 38%
EQUIPMENT: LEATHER HARNESS, BACKPACK, 100’ ROPE, 1 WEEK’S RATIONS (KANK HONEY) 2 ONE-GALLON WATERSKINS, SOME DRIED SINEW, OBSIDIAN SKINNING KNIVES, HERBS FOR DASL
COIN: 1 CP, 21 Bits
PSIONIC WILD TALENT:
CHEMICAL SIMULATION SOURCE: CP
Power Score: Con -4 13 PSP COST: 9/ 6/round RANGE: Touch AREA OF EFFECT: Varies PREREQUISITES: None
This power allows the user to generate an acid though the palms of his hands. Any item held or touch must make a successful saving throw vs. acid or be dissolved. If the user attacks someone with his hands the target suffers 1d3 +3 hp of acid damage, no saving throw allowed, the target continues to burn from the acid for another 1d4 rounds. The continued damage is only 1d3 per round. The continuing damage can be stopped if the target drenches the acid with over a gallon of water. This action will take an entire round, as the water must be poured over the wound to flush away the acid.
PSPs: 46/46