Mark Chance
Boingy! Boingy!
For use with Dragonstar.
Backstory: Threen Rik is not your average thri-kreen. Most obviously, he is not a barbaric nomad. Threen's homeworld, the desert planet Dryspell, was annexed into the Dragon Empire generations before Threen was hatched. His people, subjugated to work in mines at first, are now largely assimilated to the Dragon Empire, and many Dryspellers have even become citizens during Mezzenbone's rule. Threen is such a Dryspeller.
Citizenship has its advantages. Threen, exhibiting exceptional intelligence for a thri-kreen, was enrolled in Omnitechnic Academy and received training as a mechanist, a valued profession given the deleterious effects of the Dryspeller environment on mechanical and electronic devices. Citizenship can also have disadvantages as well, especially when the citizen has useful talents and skills.
Thus came to pass Threen's not entirely voluntary association with the Adamantine Order, a situation that grates somewhat on Threen's nerves. He has been forced to leave his family and friends behind. Abandoning the pack is not an act any sane thri-kreen takes lightly. What's more, the survival training Threen was enjoying through a quietly-cultivated assocation with the Special Outlands Army Recon has been brought to a screeching halt because of Threen's deployment as part of the Adamantine Order.
Appearance: Threen looks like a bipedal praying mantis. His exoskeleton is the characteristic sandy yellow, but Threen is freckled with a fine pattern of rust red spots on his back, four arms, and top of his head between his antennae. His large compound eyes are dark brown in color with an iridescent sheen when the light hits them just right. He usually wears a common flight suit with a thri-kreen harness and belt over the suit.
Personality: Threen is a pragmatist with a strong, perhaps instinctual, attachment to the "pack," Threen's term for those he works and lives with. Getting the job done and maintaining the integrity of the pack are top priorities for Threen. When it comes to his work as a mechanist, Threen takes his successes and failures personally. He can also be territorial regarding his projects, work space, and tools.
Threen has a fondness for sweets and citrus fruits. He also shares the thri-kreen's love of instrumental music, and has even learned to play both the lute and the guitar (at the same time), but he is not an accomplished musician.
Threen speaks Common with a Dryspell thri-kreenish accent.
Quote: "Kack! This is quite a mess. Kit will take me kat least ka week to kaffect the necessathry threpaithrs."
Threen Rik, male thri-kreen Mechanist 2: CR 3; ECL 5; Medium-size Monstrous Humanoid (5' 5" tall); HD 2d8+2 plus 2d6+2; hp 23; Init +2 (Dex); Spd 40 ft.; AC 19 (+2 Dex, +3 natural, +4 flight suit), touch 12, flat-footed 17; Atks +4 melee (2d6/masterwork gythka), or +2 melee (2d6/masterwork gythka), +2 melee (2d6/masterwork gythka), +1 melee (1d6, 2 sickles), or +5 ranged (1d10/crit x3, light autopistol [150 ft.]); SA poison bite; SQ darkvision 60 ft., sleep immunity, leap, jury-rig, guerilla repair, minor upgrade, favored tech (ground vehicles +1), sabotage; SV Fort +1, Ref +5, Will +7; Str 10, Dex 15, Con 12, Int 16, Wis 12, Cha 12; AL N.
Skills: Balance +7, Climb +5, Disable Device +8, Hide +7*, Jump +35, Listen +8, Move Silently +2, Open Lock +7, Perform (flute, guitar) +3, Pilot +4, Repair +15, Spot +8, Use Device +15. * +4 racial bonus to Hide checks in sandy or arid settings. +4 circumstance bonus to Hide checks when enjoying any degree of cover or concealment.
Languages Known: Thri-kreen, Common, Draconic, Undercommon.
Feats: Deflect Arrows, Exotic Weapon Proficiency (gythka), Exotic Weapon Proficiency (chatkcha), Gearhead, Multidexterity, Multiweapon Fighting, Technical Proficiency.
Schools: Order of the Wolfpack (lessons 1, 2).
SA - Poison (Ex): 1/day - bite; Fort SV DC 11; initial and secondary damage 2d6 minutes of paralysis.
SA - Jump (Ex): Gains a +30 competence bonus on all Jump checks. Maximum jumping distance not limited by height.
Possessions: ring of the gearhead*, 2 potions of cure moderate wounds , masterwork gythka, 2 sickles, chatkcha, light autopistol, 4 magazines, flight suit, credit chip, datapad with Computers & Electronics datachip, personal communicator, digital binoculars, multiscanner, nightvision goggles, backpack, climbing gear, emergency beacon (deactivated), filter mask, fire paste, survival kit, water purifier, masterwork electronic lockpicks, laser torch, toolkit, flashlight, sunglasses, 1 zipcuffs, flute, guitar.
* Ring of the Gearhead: This steel band emblazoned with a five-toothed gear continually grants its wearer a +5 competence bonus to Repair and Use Device checks. Caster Level: 5th; Prerequisites: Forge Ring, creator must have 5 ranks of both the Repair and Use Device skills; Market Price: 2,000 cr.
Credits: 221.
Backstory: Threen Rik is not your average thri-kreen. Most obviously, he is not a barbaric nomad. Threen's homeworld, the desert planet Dryspell, was annexed into the Dragon Empire generations before Threen was hatched. His people, subjugated to work in mines at first, are now largely assimilated to the Dragon Empire, and many Dryspellers have even become citizens during Mezzenbone's rule. Threen is such a Dryspeller.
Citizenship has its advantages. Threen, exhibiting exceptional intelligence for a thri-kreen, was enrolled in Omnitechnic Academy and received training as a mechanist, a valued profession given the deleterious effects of the Dryspeller environment on mechanical and electronic devices. Citizenship can also have disadvantages as well, especially when the citizen has useful talents and skills.
Thus came to pass Threen's not entirely voluntary association with the Adamantine Order, a situation that grates somewhat on Threen's nerves. He has been forced to leave his family and friends behind. Abandoning the pack is not an act any sane thri-kreen takes lightly. What's more, the survival training Threen was enjoying through a quietly-cultivated assocation with the Special Outlands Army Recon has been brought to a screeching halt because of Threen's deployment as part of the Adamantine Order.
Appearance: Threen looks like a bipedal praying mantis. His exoskeleton is the characteristic sandy yellow, but Threen is freckled with a fine pattern of rust red spots on his back, four arms, and top of his head between his antennae. His large compound eyes are dark brown in color with an iridescent sheen when the light hits them just right. He usually wears a common flight suit with a thri-kreen harness and belt over the suit.
Personality: Threen is a pragmatist with a strong, perhaps instinctual, attachment to the "pack," Threen's term for those he works and lives with. Getting the job done and maintaining the integrity of the pack are top priorities for Threen. When it comes to his work as a mechanist, Threen takes his successes and failures personally. He can also be territorial regarding his projects, work space, and tools.
Threen has a fondness for sweets and citrus fruits. He also shares the thri-kreen's love of instrumental music, and has even learned to play both the lute and the guitar (at the same time), but he is not an accomplished musician.
Threen speaks Common with a Dryspell thri-kreenish accent.
Quote: "Kack! This is quite a mess. Kit will take me kat least ka week to kaffect the necessathry threpaithrs."
Threen Rik, male thri-kreen Mechanist 2: CR 3; ECL 5; Medium-size Monstrous Humanoid (5' 5" tall); HD 2d8+2 plus 2d6+2; hp 23; Init +2 (Dex); Spd 40 ft.; AC 19 (+2 Dex, +3 natural, +4 flight suit), touch 12, flat-footed 17; Atks +4 melee (2d6/masterwork gythka), or +2 melee (2d6/masterwork gythka), +2 melee (2d6/masterwork gythka), +1 melee (1d6, 2 sickles), or +5 ranged (1d10/crit x3, light autopistol [150 ft.]); SA poison bite; SQ darkvision 60 ft., sleep immunity, leap, jury-rig, guerilla repair, minor upgrade, favored tech (ground vehicles +1), sabotage; SV Fort +1, Ref +5, Will +7; Str 10, Dex 15, Con 12, Int 16, Wis 12, Cha 12; AL N.
Skills: Balance +7, Climb +5, Disable Device +8, Hide +7*, Jump +35, Listen +8, Move Silently +2, Open Lock +7, Perform (flute, guitar) +3, Pilot +4, Repair +15, Spot +8, Use Device +15. * +4 racial bonus to Hide checks in sandy or arid settings. +4 circumstance bonus to Hide checks when enjoying any degree of cover or concealment.
Languages Known: Thri-kreen, Common, Draconic, Undercommon.
Feats: Deflect Arrows, Exotic Weapon Proficiency (gythka), Exotic Weapon Proficiency (chatkcha), Gearhead, Multidexterity, Multiweapon Fighting, Technical Proficiency.
Schools: Order of the Wolfpack (lessons 1, 2).
SA - Poison (Ex): 1/day - bite; Fort SV DC 11; initial and secondary damage 2d6 minutes of paralysis.
SA - Jump (Ex): Gains a +30 competence bonus on all Jump checks. Maximum jumping distance not limited by height.
Possessions: ring of the gearhead*, 2 potions of cure moderate wounds , masterwork gythka, 2 sickles, chatkcha, light autopistol, 4 magazines, flight suit, credit chip, datapad with Computers & Electronics datachip, personal communicator, digital binoculars, multiscanner, nightvision goggles, backpack, climbing gear, emergency beacon (deactivated), filter mask, fire paste, survival kit, water purifier, masterwork electronic lockpicks, laser torch, toolkit, flashlight, sunglasses, 1 zipcuffs, flute, guitar.
* Ring of the Gearhead: This steel band emblazoned with a five-toothed gear continually grants its wearer a +5 competence bonus to Repair and Use Device checks. Caster Level: 5th; Prerequisites: Forge Ring, creator must have 5 ranks of both the Repair and Use Device skills; Market Price: 2,000 cr.
Credits: 221.
Last edited: