Zaydos
2016-09-18, 01:37 AM
Thri-Kreen Paragon
Hailing from the harshest desert, thri-kreen paragons are deadly survivalists, and skilled hunters, able to live in even the most barren environment.
Adventures: Thri-kreen paragons are more often hunters, deadly and dangerous, than adventurers. Those that become adventurers often do so because they have lost their clutch-mates and take on a band of heroes as their new clutch.
Characteristics: Thri-kreen paragons are capable survivalists and warriors, able to move quickly across the battlefield, and poison foes.
Alignment: Thri-kreen paragons have no more need for sophisticated rules of social interaction than others of their kind. Although they still yearn for a clutch, they also perhaps value individuality more than other thri-kreen, making them even more likely to be chaotic. However they have fierce spirits which can spring to Good or Evil in strengths that others wouldn't match.
Religion: Thri-kreen paragons are rarely concerned with the affairs of gods or even natural spirits. They concern themselves with the world, and with the next meal, leaving dealing with spiritual matters to druids and others.
Background: Thri-kreen paragons are born from the harshest conditions that thri-kreen face. They are forged in the deepest desert, surviving where others fall, living without water or sleep as they are hounded by predator and foe surviving on the blood of their enemies till they can finally find water. They are forged by battle and deprivation.
Races: Thri-kreen paragons treat other races much as any other thri-kreen might. The fact that this includes emergency food source, and elves are tasty, can lead to occasionally strained relations.
Game Rule Information:
Thri-Kreen Paragons have the following game statistics.
Ability Scores: Thri-Kreen paragons value Strength and Constitution. Dexterity provides AC but and can provide accuracy with their myriad weapons, but is less necessary due to their skill in wielding many weapons. Intelligence is useful for skills, and Wisdom for Will saves.
Alignment: Any.
Hit Dice: d8.
Starting Wealth: As barbarian.
Starting Age: As barbarian.
Class Skills:
The thri-kreen paragon's class skills (and the key ability for each skill) are Balance (Dex), Cimb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Tumble (Dex).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
THRI-KREEN PARAGON
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+2
+2
+0
Born to Survive, Potent Poison, Powerful Natural Weapons
2nd
+2
+3
+3
+0
Expanded Psionics, Many Striking, Plentiful Poison
3rd
+3
+3
+3
+1
Dodge Missile, Improved Natural Armor, Springing Assault
The following are all class features of the Thri-Kreen Paragon:
Weapon and Armor Proficiencies: A thri-kreen paragon is proficient in chatkchas, and gythkas, as well as light armor.
Born to Survive (Ex): A thri-kreen paragon needs only drink 1/week in a very hot and dry climate, and need only make a Constitution check every 12 hours thereafter; in a normal climate they need only drink if they are also suffering starvation as metabolic water from their food can fully sustain them. A thri-kreen paragon does not need to sleep at all. In addition a thri-kreen gains the Endurance and Heat Endurance as bonus feats.
Potent Poison (Ex): A thri-kreen paragon's poison is more potent than others of their kin. It inflicts 2d4 Dexterity damage initial damage, and 1d6 Dexterity damage in addition to paralysis as secondary damage, and its save DC is 10 + 1/2 your hit dice + your Constitution modifier.
Powerful Natural Weapons (Ex): A thri-kreen paragon's natural weapons are also more deadly than their kin's, each claw and mandibles a deadly weapon. They add their thri-kreen paragon class level to the damage dealt by their natural weapons.
Expanded Psionics (Psi): A thri-kreen paragon's natural psionic powers improve. Beginning at 2nd level they add +1 to the manifester level of all their racial psi-like abilities, and gain 2 additional uses of each one. In addition they gain Psionic Lion's Charge and Psionic Freedom of Movement as psi-like abilities usable 1/day with the same ML as their racial psi-like abilities (including the +1). In addition they gain 3 power points per thri-kreen paragon level.
Many Striking (Ex): A thri-kreen paragon can easily attack with their varied natural weapons and arms in tandem. At 2nd level they gain the multiattack feat as a bonus feat, in addition they treat their Dexterity as 10 higher for the purpose of multiattack and feats which require multiattack as a prerequisite.
Plentiful Poison (Ex): A thri-kreen paragon produces more poison than most of their kin. Beginning at 2nd level they may use their poison at-will with their bite, in addition three times per day they may inject a stronger dose with a +2 bonus to the save DC, and dealing 2d4+2 Dexterity damage initial damage, and 2d4 Dexterity damage plus paralysis as secondary damage. In addition a creature which fails their save against the initial damage by 5 or more is Stunned for 1 round, one that fails it by 10 or more is Paralyzed for 1 round. Once a thri-kreen paragon has used this more potent poison three times they cannot use their poison at all until 8 hours have passed.
Dodge Missile (Ex): A thri-kreen paragon can do more than deflect arrows, but even dodge more exotic missiles. Beginning at 3rd level a thri-kreen paragon may gain a +8 dodge bonus to AC against a single ranged attack as an immediate action. They may do this as often as they may spend immediate actions.
Improved Natural Armor (Ex): A thri-kreen paragon's chitin is thicker, tougher than their kindred. Beginning at 3rd level your natural armor improves by +2 (to +5).
Springing Assault (Ex): A thri-kreen paragon learns how to use a surge of adrenaline and their terrible jump to dominate the battlefield or push the tide of battle. Beginning at 3rd level, once per minute, as a full round action a thri-kreen paragon can make a jump as if a running jump and make a melee full attack at the end of that jump with each attack gaining a +2 to hit and dealing +1d6/5 ranks in Jump damage. A thri-kreen paragon may choose to use thrown weapons to full attack in this way instead of a melee full attack, in which case only the first weapon thrown with each hand receives this bonus and no weapon may gain it more than once even if it is thrown multiple times through an ability or effect.
Hailing from the harshest desert, thri-kreen paragons are deadly survivalists, and skilled hunters, able to live in even the most barren environment.
Adventures: Thri-kreen paragons are more often hunters, deadly and dangerous, than adventurers. Those that become adventurers often do so because they have lost their clutch-mates and take on a band of heroes as their new clutch.
Characteristics: Thri-kreen paragons are capable survivalists and warriors, able to move quickly across the battlefield, and poison foes.
Alignment: Thri-kreen paragons have no more need for sophisticated rules of social interaction than others of their kind. Although they still yearn for a clutch, they also perhaps value individuality more than other thri-kreen, making them even more likely to be chaotic. However they have fierce spirits which can spring to Good or Evil in strengths that others wouldn't match.
Religion: Thri-kreen paragons are rarely concerned with the affairs of gods or even natural spirits. They concern themselves with the world, and with the next meal, leaving dealing with spiritual matters to druids and others.
Background: Thri-kreen paragons are born from the harshest conditions that thri-kreen face. They are forged in the deepest desert, surviving where others fall, living without water or sleep as they are hounded by predator and foe surviving on the blood of their enemies till they can finally find water. They are forged by battle and deprivation.
Races: Thri-kreen paragons treat other races much as any other thri-kreen might. The fact that this includes emergency food source, and elves are tasty, can lead to occasionally strained relations.
Game Rule Information:
Thri-Kreen Paragons have the following game statistics.
Ability Scores: Thri-Kreen paragons value Strength and Constitution. Dexterity provides AC but and can provide accuracy with their myriad weapons, but is less necessary due to their skill in wielding many weapons. Intelligence is useful for skills, and Wisdom for Will saves.
Alignment: Any.
Hit Dice: d8.
Starting Wealth: As barbarian.
Starting Age: As barbarian.
Class Skills:
The thri-kreen paragon's class skills (and the key ability for each skill) are Balance (Dex), Cimb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Tumble (Dex).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
THRI-KREEN PARAGON
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+2
+2
+0
Born to Survive, Potent Poison, Powerful Natural Weapons
2nd
+2
+3
+3
+0
Expanded Psionics, Many Striking, Plentiful Poison
3rd
+3
+3
+3
+1
Dodge Missile, Improved Natural Armor, Springing Assault
The following are all class features of the Thri-Kreen Paragon:
Weapon and Armor Proficiencies: A thri-kreen paragon is proficient in chatkchas, and gythkas, as well as light armor.
Born to Survive (Ex): A thri-kreen paragon needs only drink 1/week in a very hot and dry climate, and need only make a Constitution check every 12 hours thereafter; in a normal climate they need only drink if they are also suffering starvation as metabolic water from their food can fully sustain them. A thri-kreen paragon does not need to sleep at all. In addition a thri-kreen gains the Endurance and Heat Endurance as bonus feats.
Potent Poison (Ex): A thri-kreen paragon's poison is more potent than others of their kin. It inflicts 2d4 Dexterity damage initial damage, and 1d6 Dexterity damage in addition to paralysis as secondary damage, and its save DC is 10 + 1/2 your hit dice + your Constitution modifier.
Powerful Natural Weapons (Ex): A thri-kreen paragon's natural weapons are also more deadly than their kin's, each claw and mandibles a deadly weapon. They add their thri-kreen paragon class level to the damage dealt by their natural weapons.
Expanded Psionics (Psi): A thri-kreen paragon's natural psionic powers improve. Beginning at 2nd level they add +1 to the manifester level of all their racial psi-like abilities, and gain 2 additional uses of each one. In addition they gain Psionic Lion's Charge and Psionic Freedom of Movement as psi-like abilities usable 1/day with the same ML as their racial psi-like abilities (including the +1). In addition they gain 3 power points per thri-kreen paragon level.
Many Striking (Ex): A thri-kreen paragon can easily attack with their varied natural weapons and arms in tandem. At 2nd level they gain the multiattack feat as a bonus feat, in addition they treat their Dexterity as 10 higher for the purpose of multiattack and feats which require multiattack as a prerequisite.
Plentiful Poison (Ex): A thri-kreen paragon produces more poison than most of their kin. Beginning at 2nd level they may use their poison at-will with their bite, in addition three times per day they may inject a stronger dose with a +2 bonus to the save DC, and dealing 2d4+2 Dexterity damage initial damage, and 2d4 Dexterity damage plus paralysis as secondary damage. In addition a creature which fails their save against the initial damage by 5 or more is Stunned for 1 round, one that fails it by 10 or more is Paralyzed for 1 round. Once a thri-kreen paragon has used this more potent poison three times they cannot use their poison at all until 8 hours have passed.
Dodge Missile (Ex): A thri-kreen paragon can do more than deflect arrows, but even dodge more exotic missiles. Beginning at 3rd level a thri-kreen paragon may gain a +8 dodge bonus to AC against a single ranged attack as an immediate action. They may do this as often as they may spend immediate actions.
Improved Natural Armor (Ex): A thri-kreen paragon's chitin is thicker, tougher than their kindred. Beginning at 3rd level your natural armor improves by +2 (to +5).
Springing Assault (Ex): A thri-kreen paragon learns how to use a surge of adrenaline and their terrible jump to dominate the battlefield or push the tide of battle. Beginning at 3rd level, once per minute, as a full round action a thri-kreen paragon can make a jump as if a running jump and make a melee full attack at the end of that jump with each attack gaining a +2 to hit and dealing +1d6/5 ranks in Jump damage. A thri-kreen paragon may choose to use thrown weapons to full attack in this way instead of a melee full attack, in which case only the first weapon thrown with each hand receives this bonus and no weapon may gain it more than once even if it is thrown multiple times through an ability or effect.