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View Full Version : Pathfinder Thri-Kreen (Race Builder Race) (PEACH)



Ralcos
2015-05-23, 01:09 PM
As above, I want criticism for this race, but mostly advice on how to make this race more balanced in an average game.



Thri-Kreen (AKA ‘Mantid’)

Pathfinder-Built Race using official rules


“Victory at all costs, victory in spite of all terror, victory however long and hard the road may be; for without victory, there is no survival.” - Winston Churchill


http://4.bp.blogspot.com/-MNq9-RfL0xw/Uauq4cFP9lI/AAAAAAAAAXI/Vsbsf_XCA7k/s1600/Thri-Kreen+Predator+Path+half+rendered.jpg


Total Race Points Spent: 34


Monstrous Humanoid (3 RP)
Monstrous humanoids are similar to humanoids, but have monstrous or animalistic features. They often have magical abilities as well. A monstrous humanoid race has the following features.

Monstrous humanoids have the darkvision 60 feet racial trait.
Monstrous humanoids breathe, eat, and sleep.

Medium (0 RP): Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.
Normal Speed (0 RP): The race has a base speed of 40 feet.
Weakness (–1 RP) (Includes Ability Score bonuses from racial traits): +2 Strength, +4 Dexterity, +2 Wisdom, -4 Charisma
Xenophobic (0 RP): Members of this race start with the Thri-Kreen language.
Bonus Languages: Common, Undercommon, Terran

Advanced Dexterity (4 RP): Prerequisites: None; Benefit: Members of this race receive a +2 racial bonus to Dexterity. (included)
Advanced Strength (4 RP): Prerequisites: None; Benefit: Members of this race receive a +2 racial bonus to Strength. (included)

Natural Armor (2 RP): Prerequisites: None; Benefit: Members of this race gain a +1 natural armor bonus to their Armor Class.
Improved Natural Armor (1 RP): Prerequisite: Natural armor racial trait; Benefit: Members of this race gain a +1 natural armor bonus.

Skill Bonus (2 RP): Prerequisites: None; Benefits: Members of this race gain a +2 racial bonus on skill checks made with the Acrobatics skill.
Skill Training (1 RP): Prerequisites: None; Benefit: The Acrobatics and Perception skills are always considered class skills for members of this race.

Jumper (2 RP): Prerequisite: The race has at least a +2 racial bonus to Dexterity; Benefit: Members of this race are always considered to have a running start when making Acrobatics checks to jump.
Sprinter (1 RP): Prerequisite: Normal speed; Benefit: Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.
Fast (1 RP): Prerequisite: Normal speed; Benefit: Members of this race gain a +10 foot bonus to their base speed. (included).

Bite (2 RP): Prerequisites: Small or larger size; Benefit: Members of this race gain a natural bite attack, dealing 1d4 damage.
Poison Use (1 RP): Prerequisites: None; Benefit: Members of this race are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.
Claws (2 RP): Prerequisites: None; Benefit: Members of this race receive two claw attacks. These are primary natural attacks. 1d4 damage.

Scent (4 RP): Prerequisites: None; Benefit: Members of this race gain the scent ability.
Multi-Armed (8 RP): Prerequisites: None; Benefit: Members of this race possess four arms. A member of this race can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. It can also use its hands for other purposes that require free hands.