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LordErebus12
2015-01-08, 10:13 PM
Thri-kreen

+2 Dex, -2 Int, -2 Cha. Thri-kreen are a fleet-footed race resembling humanoid mantises. They have simpler predatory mindsets, which create difficulties with communication and relationships with non-thri-kreens. They have a difficulty grasping new or alien concepts and have odd behaviors that often set them at odds with others.

Agile: 40 ft. movement (30 ft. in armor). +4 racial bonus on acrobatics (calculated from having 40 ft. speed), always treated as running for all acrobatics checks while unencumbered.

Four Armed: thri-kreen have four arms; two primary arms and two secondary arms. Primary arms can be used in combat to make primary claw attacks and wield manufactured weapons. Secondary arms can manipulate or hold items as well as the thri-kreen's primary arms, but cannot be used to make claw attacks and cannot wield manufactured weapons. Secondary arms has its own “hand” and “ring” magic item slots (though the thri-kreen can still only wear two rings and two hand magic items at a time).

Hardened Carapace: +1 natural armor, DR 2/Non-lethal

Innate Psionics: All manifesting uses wisdom, instead of standard ability score for the class.

Insomniac: Thri-kreen do not sleep and have immunity to magical sleep effects. Thri-kreen still need the normal amount of time to rest and prepare themselves.

Moisture Sensitivity: Thri-Kreen are sensitive to extremely humid climates, becoming fatigued after 1 hour of exposure, until their body can completely dry out. Total immersion in water for at least one minute has a similar effect on them.

Natural Attacks:

Secondary Bite: 1d4 + 1/2 Str damage, 20x2 critical, piercing.
Primary Claws: 1d4 + Str damage, 20x2 critical, slashing.

Psionic Sustenance: thri-kreen may choose to spend a power point each day to survive without food or water. Only thri-kreen with power pools can use this ability.

Thri-Kreen Kinship: +1 bonus on all charisma-based skill checks when communicating with other thri-kreen.


Thri Kreen Feats:

Improved Secondary Arms:
Some Thri-Kreen have full use of their secondary arms, while others do not.
Prerequisites: must be taken at 1st level
Benefit: the thri-kreen treats its secondary arms as primary arms, allowing them to make claw attacks and wield manufactured weapons.
Normal: Secondary arms can manipulate or hold items, but cannot be used to make claw attacks and cannot wield manufactured weapons.

Thri-Kreen Venom:
Some thri-kreen have venomous bites, which can be used to deliver a potent cocktail of toxins that weaken and destroy a creature's muscles.
Prerequisites: must be taken at 1st level
Benefit: Thri-kreen gain a venom that can be delivered with a successful bite attack. This poison is usable once per round.
Normal: Standard Thri-kreen are non-venomous.

New Poison:



Poison
Type
Fort DC
Onset
Frequency
Effect
Cure


Thri-Kreen Venom
Injury
10 +1/2 level + Con modifier
10 min.
1/min. for 4 min.
1d4 Str
1 save

LordErebus12
2015-01-08, 11:25 PM
change log:

Edit 1: changed ability modifiers to: +2 Dex, -2 Int, -2 Cha

Edit 2: altered many of the abilities, in an attempt to lower their power.