Played by John Osborne
1 Games Played
Created 12/16/2010
FURY HEATSTROKE
The Liberati
Phoenix Gaming Club
Male Thri-Kreen Unaligned Medium Level 1
Class Monk Paragon Path None Epic Destiny None
Theme Athasian Minstrel Background Walker of the Exalted Path  
Ability Score Mod +1/2 Lvl
STR 17 15 base +2 race +0 level +3 +3
DEX 15 13 base +2 race +0 level +2 +2
CON 15 15 base +0 race +0 level +2 +2
INT 10 10 base +0 race +0 level +0 +0
WIS 12 12 base +0 race +0 level +1 +1
CHA 11 11 base +0 race +0 level +0 +0
Hit Points Healing Surges
Max HP Bloodied Surge Value Surges/Day
2715 Con score plus 12 class levels 13 66 one-quarter hit points □□□□□|□□□□
Current HP
 
Second Wind 1/encounter Used
standard action ♦ +2 all Defenses til start turn ♦ spend healing surge
Death Saving Throw Failures
Saving Throw Mods +5 feat bonus against fear effects
Defenses
AC 14 10 10 + 1/2 level +2 Dex or Int +0 armor +0 shield +0 class +0 feat +0 enhancement +2 unarmed defense
Conditions
FORT 14 10 10 + 1/2 level +3 Str or Con +1 class +0 feat +0 enhancement
Conditions
REF 13 10 10 + 1/2 level +2 Dex or Int +0 shield +1 class +0 feat +0 enhancement
Conditions
WILL 13 10 10 + 1/2 level +1 Wis or Cha +1 class +1 stone fists mental bastion +0 feat +0 enhancement
Conditions
Attack   Damage
Total 1/2 Lvl Abil Class Prof Feat Enh Misc Total W Abil Feat Enh Misc Misc
monk unarmed strike ♦ off-hand ♦ STR vs. AC  
+6 +0 +3 +0 +3 +0 +0 +0 1d8+3 1d8 +3 +0 +0 +0 +0
sling ♦ load free ♦ DEX vs. AC ranged 10/20
+4 +0 +2 +0 +2 +0 +0 +0 1d6+2 1d6 +2 +0 +0 +0 +0
Workarea Workarea
                             
Senses
  Vision normal, low-light vision
  passive Insight 1310 base +3 Insight score
  passive Perception 1610 base +6 Perception score


Power Points
 Max PP 0 | Current PP
Action Points
Actions Points
Additional Action Point Effects
 
Initiative +4+2 Dex +0 half-level +2 feat bonus from Battle Hardened
Speed 77 race -0 armor
Experience Points 425 of 1,000
Workspace
Conditions

Ongoing Effects


Resistances
None
 Armor Check Penalty -0-0 armor -0 shield
 Skills Acrobatics +7 (+2 Dex, +0 half-lvl, +5 trained, -0 armor), Arcana +0 (+0 Int, +0 half-lvl), Athletics +5 (+3 Str, +0 half-lvl, +2 racial, -0 armor), Bluff +0 (+0 Cha, +0 half-lvl), Diplomacy +0 (+0 Cha, +0 half-lvl), Dungeoneering +1 (+1 Wis, +0 half-lvl), Endurance +2 (+2 Con, +0 half-lvl, -0 armor), Heal +1 (+1 Wis, +0 half-lvl), History +0 (+0 Int, +0 half-lvl), Insight +3 (+1 Wis, +2 background, +0 half-lvl), Intimidate +0 (+0 Cha, +0 half-lvl), Nature +3 (+1 Wis, +0 half-lvl, +2 racial), Perception +6 (+1 Wis, +5 trained, +0 half-lvl), Religion +0 (+0 Int, +0 half-lvl), Stealth +7 (+2 Dex, +0 half-lvl, +5 trained, -0 armor), Streetwise +0 (+0 Cha, +0 half-lvl), Thievery +7 (+2 Dex, +0 half-lvl, +5 trained, -0 armor)
 Feats Armor Proficiency (cloth), Battle Hardened, Weapon Proficiency (club, dagger, monk unarmed strike, quarterstaff, shuriken, sling, spear)
Combat Features
  • Fixed Enhancement Bonuses – You gain an automatic enhancement bonus of +0 to Attack and Damage rolls as well as a +0 enhancement bonus to all Defenses. On a critical hit, you deal 0d61d6 per fixed enhancement bonus to the attack roll extra damage. This does not stack with other enhancement bonuses and goes into effect even if an item does not have an enhancement bonus of its own.
  • Implements – ki focuses, proficient weapons – Add magic implement enhancement bonus to the attack rolls and damage of psion powers that have the implement keyword. Without an implement, you can still use these powers.
  • Multiple Arms – Once per turn, you can draw or sheathe a weapon (or retrieve or stow an item stored on your person) as a free action instead of a minor action.
  • Unarmed Combat – Monk unarmed strike gains +3 proficiency, off-hand weapon property, and deals 1d8 damage. You must have a free hand to use, even if kicking, elbowing, or head-butting. Can benefit from magic ki focus.
  • Unarmed Defense – While you are wearing cloth armor or no armor and aren't using a shield, you gain a +2 bonus to AC.
At-Will Powers
  • Crane's Wings – Full Discipline, Implement, Psionic ♦ Attack Technique [ StdMelee touch ♦ Target one creature ♦ Attack Dexterity vs. Fortitude ♦ Hit 1d10 + Dexterity modifier damage, and you push the target 1 square. ] ♦ Movement Technique [ Move ActionPersonalEffect You make an Athletics check to jump with a +5 power bonus. You are considered to have a running start, and the distance of the jump isn't limited by your speed. ] Advances level 21 ♦ Reference Player's Handbook 3, pg. 65.
  • Dragon's Tail – Full Discipline, Implement, Psionic ♦ Attack Technique [ StdMelee touch ♦ Target one creature ♦ Attack Dexterity vs. Fortitude ♦ Hit 1d6 + Dexterity modifier damage, and you knock the target prone. ] ♦ Movement Technique [ Move ActionMelee 1 ♦ Target one ally or one prone enemy ♦ Effect You swap places with the target. ] Advances level 21 ♦ Reference Player's Handbook 3, pg. 65.
  • Stone Fist Flurry of Blows – Psionic ♦ Free Action (Special)Melee 1 ♦ Trigger you hit with an attack during your turn ♦ Target one creature ♦ Effect The target takes damage equal to 3 + your Strength modifier. If the target wasn't targeted by the triggering attack, the damage increases by 2. ♦ Special You can use this power only once per round.Advances levels 11 & 21 ♦ Reference Player's Handbook 3, pg. 65.
  • Thought Projection – Psionic ♦ Minor ActionClose burst 5 ♦ Target one or more allies in burst ♦ Effect You convey either an image or a message of 10 words or fewer to each target.Reference Dark Sun Campaign Setting, pg. 81.
Encounter Powers
  • Awaken the Slumbering Hurt – Full Discipline, Implement, Psionic ♦ Attack Technique [ StdMelee touch ♦ Target one creature ♦ Attack Dexterity vs. Fortitude ♦ Hit 2d8 + Dexterity modifier damage. If the target is bloodied, it takes extra damage from both this attack and your next attack against it before the end of your next turn. The extra damage equals your Strength modifier. ] ♦ Movement Technique [ Move ActionPersonalEffect You move your speed. During this movement, bloodied enemies can't attack you with opportunity actions or immediate actions. ] Reference Player's Handbook 3, pg. 65.
  • Poisoned Strike – Martial, Poison, Weapon ♦ StdMelee or Ranged weapon ♦ Target one creature ♦ Attack Primary Ability vs. AC ♦ Hit 1[W] damage plus 5 poison damage. Until the end of your next turn, if the target willingly moves more than 2 squares or makes an attack, it then falls prone, and it is immobilized until the end of its next turn.Advances levels 11 & 21 ♦ Reference Dark Sun Campaign Setting, pg. 38.
  • Thri-Kreen Claws – ♦ Minor ActionMelee 1 ♦ Target one, two, or three enemies ♦ Attack Strength, Dexterity, or Wisdom +3 vs. AC ♦ Hit 1d8 + Strength, Dexterity, or Wisdom modifier damage. You gain a bonus to the damage roll equal to the number of targets.Advances levels 11 & 21 ♦ Reference Dark Sun Campaign Setting, pg. 22.
Daily Powers
  • Spinning Leopard Maneuver – Implement, Psionic ♦ StdMelee 1 ♦ Effect You shift your speed and can make the following attack once against each enemy that you move adjacent to during the shift. ♦ Target one enemy ♦ Attack Dexterity vs. Reflex ♦ Hit 3d8 + Dexterity modifier damage ♦ Miss half damage.Reference Player's Handbook 3, pg. 66.
Special Features
  • Natural Jumper – A thri-kreen is always considered to have a running start when jumping.
  • Torpor – Rather than sleep, thri-kreen enter a torpid state. In this state, you remain aware of your surroundings, and you require only 4 hours of torpor (rather than 6 hours of sleep) to gain the benefit of an extended rest.
Miscellaneous Information
 History Fury Heatstroke Fury has had to live by his fist, wit and cunning to make it this far. After an extended time of mediation he has decided he must push himself in order to take the next step in his journey.
Why did you become an adventurer? What else am I going to do with this skill set?
Where did you learn your class skills? From my mentor (whose name I will never say again) in the city of Nibenay. He taught me the importance of self discipline and striving for perfection. Also, the difficult lesson that everyone will let you down.
How did you acquire your equipment, and does any of it have special meaning? No
What's the worst event in your life? Being betrayed by my mentor for his own gain.
What's the best event in your life? The day I realized there is not good or evil actions, only actions.
Do you have survivng family? Mother? Father? Siblings? Spouse? Do you stay in touch? None I know of.
What is your biggest fear? Failure or worst yet insignificant.
What makes you laugh out loud? Silly things people do to rationalize their behavior.
What makes you angry? I try to control my anger, but I really hate betrayers and chatty people... I'm working on the latter.
What talent would you most like to have? Better judge of character.
What is your opinion of the Sorcerer Kings? They betray everyone so they make me angry.
What would be your theme music? "People Are Strange" by The Doors

 Languages Common, Thri-Kreen
 Home Region Nibenay
 Height 5 ft. 10 in. | Weight 202 lb. | Age 12 | Skin Tan | Hair None | Eyes Green

 Personality Traits Social—Reserved, Self-Assured, Suspicious | Decision Points—Adaptable, Flexible, Oblivious | Dire Straits—Competitive, Driven, Calm.
 Mannerisms Fury is constantly moving and fidgeting, hating to sit still or be confined. He prefers movement. Although his motions are sharp and jerky like an insect, their is a deadly grace to them.
 Appearance Light tan carapace with dark brown joints and green eyes.
 Tattoos, Scars, or Piercings None.

 Last Played December 28, 2010

Defeated Enemy Record
  Human Slave, Human Wasteland Raider
Equipment & Possessions
  Daily Item Powers Per Day

 Magic Items Equipped WEAPON—None, ARMOR—None, ARMS—None, FEET—None, HANDS—None, HEAD—None, NECK—None, RING (left)—None, RING (right)—None, WAIST—None

 Magic Items Carried None

 Exotic Fruits None

 Nonmagical Items backpack (2 gp), bedroll (1 sp), belt pouch (1 gp), desert clothing (+1 bonus to Endurance checks against environmental dangers) (10 gp), filter mask (1 gp), fire kit (1 gp), hempen rope (50 ft.) (1 gp), sling (+2 proficiency; 1d6 damage; 10/20 range; sling; load free; 0 lb.) (1 gp), ||| sling bullets (5 cp), spear (+2 proficiency; 1d8 damage; spear; versatile; 6 lb.) (5 gp), surival day (5 gp), thieves' tools (+2 bonus to Thievery checks to open a lock or disarm a trap) (20 gp), torches (bright light 5 squares; 1 hour duration; 1 lb.) (1 sp)

 pp 0, gp 32, sp 4, cp 0
 Other Wealth None

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