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Arena IC - Week 1
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<blockquote data-quote="Starman" data-source="post: 995028" data-attributes="member: 7663"><p>Well, I suppose if people are that curious, here's Thakk.</p><p></p><p>Thakk, son of Durok</p><p>Male human Bar 6/Sor 6 XP: 71,800</p><p>Str 16(20), Dex 15(19), Con 14, Int 10, Wis 10, Cha 18</p><p>HP: 97</p><p>BAB: +9/+4 </p><p>Attacks: Melee +14/+9 (w/karvar +17/+12, w/dagger +15/+10); Ranged +13/+8 (w/bow +14/+9)</p><p>Damage: +2 Keen Karvar 1d6+7/19-20/x3, MW Dagger 1d4+5/19-20/x2, MW Composite Short Bow, 1d6/x3</p><p>AC: 16 (+4 Dex, +2 Ring of Prot.)</p><p>Initiative: +4</p><p>Fort +7(9), Ref +4(8), Will +7(7)</p><p>Spd: 40'(80’)</p><p>Alignment: CG</p><p>Skills: Climb +9(12), Concentration +6(8), Handle Animal +2(6), Intimidate +9(13), Jump +9(53), Listen +2(2), Spellcraft +6(6), Swim +3(6), Wilderness Lore +2(2)</p><p>Feats/Special Abilities: Big Familiar (Ultimate Feats, pg. 10), Dodge, Eschew Materials (Tome & Blood, pg. 40), Fast Movement, Mobility, Rage 2/day, Spring Attack, Summon Familiar, Uncanny Dodge (Dex to AC, can't be flanked), Weapon Focus (karvar)</p><p>Spells Known- 0: 7, 1: 4, 2: 2, 3: 1 </p><p>0: Arcane Mark, Daze, Detect Magic, Flare, Light, Mage Hand, Ray of Frost</p><p>1: Mage Armor, Magic Missile, Mantle of Dread (The Quintessential Wizard, pg. 77), True Strike</p><p>2: Cat's Grace, Melf's Acid Arrow</p><p>3: Haste</p><p>Spells per Day- 0: 6, 1: 6, 2: 5, 3: 3</p><p>Gear: +2 Keen Karvar (The Quintessential Fighter, pg. 46), Boots of Springing and Striding, Ring of Jumping, Belt of Giant's Strength +4, Gloves of Dexterity +4, Heward's Handy Haversack, Collar of Resistance +3 [on Khazad (Masters of the Wild, pg. 29)], Ring of Protection +2, 3 Potions of Cure Serious Wounds, Masterwork Dagger, Masterwork Composite Short Bow, Quiver, 20 Arrows, Bedroll, 3 Torches, Flint & Steel, 100' Silk Rope, Grappling Hook, Holy Symbol, 330 Gold</p><p> </p><p>Khazad</p><p>Leopard</p><p>Medium-Size Animal Familiar</p><p>Str 16, Dex 19, Con 15, Int 8, Wis 12, Cha 6</p><p>Hit Dice: 12 </p><p>Hit Points: 48 </p><p>Attacks: Bite +13 melee; 2 claws +8 melee</p><p>Damage: Bite 1d6+3; claw 1d3+1</p><p>AC: 17 (+4 Dex, +3 natural)</p><p>Initiative: +4 (Dex)</p><p>Fort +12, Ref +11, Will +11</p><p>Spd: 40', climb 20’</p><p>Alignment: Neutral</p><p>Skills: Balance +12, Climb +11, Hide +9, Jump +12, Listen +6, Move Silently +9, Spot +6, Swim +6</p><p>Feats/Special Abilities: Alertness, Empathic Link, Improved Evasion, Share Spells, Speak with Master, Touch, Weapon Finesse (bite, claw)</p><p></p><p> Thakk is 6'5" and 240 lbs. He has a good stout build and has often fooled people who equate size and a lack of speed with his amazing agility. He has long black hair that goes down a few inches past his shoulders. If there is need he will tie it back, but he usually lets it flow freely. He has brown eyes and a stare that can pierce one's soul. His nose is large and arrow sharp. His mouth is large, although he does not talk much. He has a ready sneer for anything he finds contemptuous. His jaw is square and he seems to have a perpetual 5:00 shadow. </p><p> Thakk usually wears a pair of tanned hide pants. Generally males in his tribe did not wear shirts unless the weather was poor (a rare occasion) so he is usually bare on top. He feels very uncomfortable when he is wearing a shirt or other torso cover. The only thing he does wear on his upper body is a holy symbol of Unruuk, his tribe’s god of strength and war. Although he is not a cleric, his tribe was very religious and most of them pray on a regular basis. The holy symbol is an upside down axe crossed by two bolts of lightning. </p><p> Thakk never admitted to anyone that he was afraid of death, not dying itself, but what would come after. When he was offered the chance to come to the Arena he jumped at it. He now chafes at his imprisonment, though. He has vowed to someday escape.</p><p></p><p>Starman</p></blockquote><p></p>
[QUOTE="Starman, post: 995028, member: 7663"] Well, I suppose if people are that curious, here's Thakk. Thakk, son of Durok Male human Bar 6/Sor 6 XP: 71,800 Str 16(20), Dex 15(19), Con 14, Int 10, Wis 10, Cha 18 HP: 97 BAB: +9/+4 Attacks: Melee +14/+9 (w/karvar +17/+12, w/dagger +15/+10); Ranged +13/+8 (w/bow +14/+9) Damage: +2 Keen Karvar 1d6+7/19-20/x3, MW Dagger 1d4+5/19-20/x2, MW Composite Short Bow, 1d6/x3 AC: 16 (+4 Dex, +2 Ring of Prot.) Initiative: +4 Fort +7(9), Ref +4(8), Will +7(7) Spd: 40'(80’) Alignment: CG Skills: Climb +9(12), Concentration +6(8), Handle Animal +2(6), Intimidate +9(13), Jump +9(53), Listen +2(2), Spellcraft +6(6), Swim +3(6), Wilderness Lore +2(2) Feats/Special Abilities: Big Familiar (Ultimate Feats, pg. 10), Dodge, Eschew Materials (Tome & Blood, pg. 40), Fast Movement, Mobility, Rage 2/day, Spring Attack, Summon Familiar, Uncanny Dodge (Dex to AC, can't be flanked), Weapon Focus (karvar) Spells Known- 0: 7, 1: 4, 2: 2, 3: 1 0: Arcane Mark, Daze, Detect Magic, Flare, Light, Mage Hand, Ray of Frost 1: Mage Armor, Magic Missile, Mantle of Dread (The Quintessential Wizard, pg. 77), True Strike 2: Cat's Grace, Melf's Acid Arrow 3: Haste Spells per Day- 0: 6, 1: 6, 2: 5, 3: 3 Gear: +2 Keen Karvar (The Quintessential Fighter, pg. 46), Boots of Springing and Striding, Ring of Jumping, Belt of Giant's Strength +4, Gloves of Dexterity +4, Heward's Handy Haversack, Collar of Resistance +3 [on Khazad (Masters of the Wild, pg. 29)], Ring of Protection +2, 3 Potions of Cure Serious Wounds, Masterwork Dagger, Masterwork Composite Short Bow, Quiver, 20 Arrows, Bedroll, 3 Torches, Flint & Steel, 100' Silk Rope, Grappling Hook, Holy Symbol, 330 Gold Khazad Leopard Medium-Size Animal Familiar Str 16, Dex 19, Con 15, Int 8, Wis 12, Cha 6 Hit Dice: 12 Hit Points: 48 Attacks: Bite +13 melee; 2 claws +8 melee Damage: Bite 1d6+3; claw 1d3+1 AC: 17 (+4 Dex, +3 natural) Initiative: +4 (Dex) Fort +12, Ref +11, Will +11 Spd: 40', climb 20’ Alignment: Neutral Skills: Balance +12, Climb +11, Hide +9, Jump +12, Listen +6, Move Silently +9, Spot +6, Swim +6 Feats/Special Abilities: Alertness, Empathic Link, Improved Evasion, Share Spells, Speak with Master, Touch, Weapon Finesse (bite, claw) Thakk is 6'5" and 240 lbs. He has a good stout build and has often fooled people who equate size and a lack of speed with his amazing agility. He has long black hair that goes down a few inches past his shoulders. If there is need he will tie it back, but he usually lets it flow freely. He has brown eyes and a stare that can pierce one's soul. His nose is large and arrow sharp. His mouth is large, although he does not talk much. He has a ready sneer for anything he finds contemptuous. His jaw is square and he seems to have a perpetual 5:00 shadow. Thakk usually wears a pair of tanned hide pants. Generally males in his tribe did not wear shirts unless the weather was poor (a rare occasion) so he is usually bare on top. He feels very uncomfortable when he is wearing a shirt or other torso cover. The only thing he does wear on his upper body is a holy symbol of Unruuk, his tribe’s god of strength and war. Although he is not a cleric, his tribe was very religious and most of them pray on a regular basis. The holy symbol is an upside down axe crossed by two bolts of lightning. Thakk never admitted to anyone that he was afraid of death, not dying itself, but what would come after. When he was offered the chance to come to the Arena he jumped at it. He now chafes at his imprisonment, though. He has vowed to someday escape. Starman [/QUOTE]
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