Thri-Kreen (PrC) Sand-Kreen WeaponsmithD8 HDPrerequisites: 3 levels of Thri-Kreen and has made a Gythka and a Chatkcha.
Level | BAB | Fort | Ref | Will | Special | Maneuvers | Readied | Stances |
1 | +1 | +2 | +2 | +0 | Enchant Dasl, +1 Dex, +1 Str | 3 | 3 | 1 |
2 | +2 | +3 | +3 | +0 | Expanded Dasl Use,+1 Con, +1 Wis | 4 | 3 | 1 |
3 | +3 | +3 | +3 | +1 | Restful Dasl Forger, Dune Warrior, +1 Str, +1 Dex | 6 | 4 | 2 |
4 | +4 | +4 | +4 | +1 | Sand for Days,+1 Con, +1 Wis | 8 | 4 | 2 |
5 | +5 | +4 | +4 | +1 | Dasl Mental Mastery, +1 Str, +1 Dex | 10 | 5 | 3 |
Skills:6 skill points per level.
Class skills: Balance, Climb, Craft, Diplomacy, Hide, Jump, Listen, Move Silently, Spot, Survival and Tumble
Proficiencies: Alak, Bard's Friend, Carrikal, Dragon's Paw, Forearm Axe, Gouge, Handfork, Harpoon, HeartPick, Ice axe, Impaler, Iuak Ko*, Kyorkcha, Lajav, Longblade(Elven), Lotulis, Macahuitl, Puchik, Quabone, Ritiik, Scorpion Claws, Singing Sticks, Slodak, Spear(double tipped), Sugliin, Talid, Thanak, Tigerskull Club, Tkaesali, Tonfa, Trikal, Tortoise Blade, Wrist Razor, Zerka (weapons from
darksun,
athas, sandstorm, and frostburn)
FeaturesManeuvers: You begin your career with knowledge of three martial maneuvers. The disciplines available to you are
Dark Fang, Desert Wind(can swap to cold or electric damage),
Solar Wind, Tiger Claw, and White Raven. Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). You do not provoke attacks of opportunity when you initiate. You learn additional maneuvers at higher levels, as shown on Table 1?3. You must meet a maneuver?s prerequisite to learn it a d the learned maneuvers up to a level of up to half your initiator level. Upon reaching 4th level, and at every even-numbered hd level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. You can swap only a single maneuver at any given level.
Maneuvers Readied: You ready your maneuvers by communing with the sand for 5 minutes. The maneuvers you choose remain readied until you decide to recummune and change them. You need not sleep or rest for any long period of time to ready your maneuvers. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below). You can recover all expended maneuvers with a single swift action, which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a quick, harmless flourish with your weapon). You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.
Stances Known: Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
Enchant Dasl: every weapon a sand kreen weaponsmith makes out of Dasl is a +1 weapon now but only in his use. This improves every 4hd, can add enchantments 2 lvls of sand kreen weaponsmith later, and every 4hd after that.
Expanded Dasl Use: you can make weapons out Dasl that are normally made from bone and wood. Can use poison twice per HD a day.
Restful Dasl Forger: a sand kreen weaponsmith can make and upgrade weapons while in his restful state.
Dune Warrior: certain weapons can be used as if they were your very own claws these weapons include Handfork, Puchik, Scorpion Claws, Talid, Wrist Razors and any weapon that's embedded on the hand. Any fall of over 10ft counts as a charge, making your opponent take the same amount of fall damage as you would take.
Sand For Days: a sand-kreen weaponsmith always carries enough sand for weapon crafting.
Dasl Mental Mastery: any weapon made by sand kreen weaponsmith is linked to the one who made it, and it's where abouts are always known even across planes. Can be made to explode into sand and posion as a standard action causing blindness from the sand and the effect of the poison. Relax save for blindness is 10+ hd+Wis modifier, area effect is 5ft(increase by 5ft per size increase.) Last number of rounds per HD.