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AvatarVecna
2020-03-15, 03:14 AM
A blending of insectoids and aeons, thri-kreen embody the duality of community and individuality. Thri-kreen strive to make the most of their short lives, and their theology insists upon a reincarnation cycle of old into new, ensuring that the greatness of the past continues to echo through the future of their society. They are an extremely varied and versatile "species", and so while the base race and subraces presented here are among the most common, there are myriad variants that pop up with surprising frequency.

Physical Description: Thri-kreen are six-limbed bipedal insectoids resembling ants more than anything (although usually two of the arms are more vestigial than anything), with a rough carapace of brown, green, and yellow hues. They very drastically in height and weight - some standing 4' 6" and weighing barely 100 lbs soaking wet, others towering 7' tall and weighing nearly 400 lbs. Thri-kreen are hermaphroditic and do not use gendered pronouns (or names, for that matter).

Alignment and Religion: Most thri-kreen tend towards lawful and a bit towards good, but these are weak leans on the whole: with thri-kreen, variety is the spice of life, and the whole of the ethical/morale spectrum is in play in any sufficiently large swarm.

Starting Height: 4' 0" + 6d6 inches

Starting Weight: 88 lbs + (height roll x 2d4) lbs

Starting Age: Adult+1d4 (regardless of class)

Age Categories:
Adulthood: 6 years
Middle-Aged: 16 years
Old: 20 years
Venerable: 25 years
Maximum Age: +1d4 years

Basics (3):
Type (3): Outsider (native)
Size (0): Medium
Speed (0): Normal Speed
Attributes (0): Human Thri-Kreen Heritage
Languages (0): Standard

Defense Traits (1):
2: Natural Armor

Feat/Skill Traits (10):
4: Flexible Bonus Feat
4: Shards Of The Past
2: Static Bonus Feat (Additional Traits)

Movement Traits (1):
1: Fast

Weakness Traits (-2):
-2: Elemental Vulnerability (Cold)

Other Traits (2):
2: Multitalented

Acid-Born: You gain Energy Resistance 5 versus acid. You gain fast healing 2 for 1 round anytime you take acid damage (whether or not this acid damage overcomes your acid resistance). You can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This replaces Flexible Bonus Feat.

All-Around Vision: You have massive compound eyes, even by Thri-Kreen standards, granting you a +4 racial bonus on Perception checks and making you immune to flanking. This replaces Flexible Bonus Feat.

Claws: You gain two claws as primary natural attacks with base 1d4 damage. This replaces Multitalented.

Crawler: You can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, you are treated as being constantly under the effects of a non-magical spider climb spell, save that you cannot cling to smooth surfaces, and you have a +16 racial bonus to climb instead of +8. This replaces Shards Of The Past and Static Bonus Feat.

Cunning Linguist: You gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This replaces Multitalented.

Efficient Carapace: You receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments. This replaces Natural Armor.

Flexible Carapace: You gain a +2 racial bonus to Escape Artist checks. This replaces Natural Armor.

Flight: You have a 30 ft fly speed with clumsy maneuverability. This replaces Natural Armor and Static Bonus Feat.

Heat By Density: You take a -4 on Swim checks. This replaces Elemental Vulnerability.

Leaper: You gain a +4 racial bonus to Acrobatics for the purposes of jumping. You are always considered to have a running start when making Acrobatics checks to jump You always land on you feet even when they take lethal damage from a fall. You gain a +1 bonus to their CMD against trip attempts. This replaces Multitalented and Shards Of The Past.

Multi-Armed: You have four arms instead of two, qualifying for Multiweapon Fighting. This replaces Flexible Bonus Feat and Shards Of The Past.

Mystic Carapace: You gain Spell Resistance equal to 6 + your character level. This replaces Multitalented.

Quadrupedal: You possess four legs and two arms, granting you a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to your base speed. In addition, members of this race use weapons and armor as if they were Small (instead of Medium). This replaces Static Bonus Feat.

Sand Stalker: Perception and Stealth are always class skills for you, and while in a desert terrain, you have +4 racial bonus to Stealth. This replaces Multitalented.

Sandstride: You can move through natural difficult terrain at your normal speed while within desert terrain. Magically altered terrain affects you normally. This replaces Fast.

Scent: You gain the scent ability. This replaces Flexible Bonus Feat.

Skitter: You gain Improved Initiative as a bonus feat. You lose Natural Armor.

Sprinter: You gain the Run feat, and +2 to initiative. This replaces Fast and Multitalented.

Thick Carapace: Your natural armor bonuses increases by 2. This replaces Fast and Static Bonus Feat.

Tunnel-Born: You can move unhindered through difficult terrain while underground. This replaces Natural Armor.

Tunneler: You gain a 20 ft burrow speed. This replaces Fast and Multitalented.

Vestigial Wings: You gain a +2 racial bonus to Fly checks. This replaces Fast.

Wanderer: You gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for you. If you choose a class that has either of these Knowledge skills as class skills, you gain a +2 racial bonus on those skills instead. This replaces Shards Of The Past.

Water-Born: You are amphibious and can breathe both air and water. You have a swim speed of 30 feet, and gain the +8 racial bonus on Swim checks that a swim speed normally grants. You can sense vibrations in water, granting you blindsense 30 feet against creatures that are touching the same body of water. This replaces Fast, Natural Armor, and Static Bonus Feat.

Racial Subtypes

Aquatic: Multi-Armed, Water-Born

Guardian: Claws, Multi-Armed, Thick Carapace

Hunter: Crawler, Efficient Carapace, Sandstalker, Sandstride

Social Butterfly: Cunning Linguist, Flight, Vestigial Wings, Wanderer

Worker: Acid-Born, Crawler, Tunnel-Born, Tunneler

Alchemist: Add one extract formula from the alchemist’s list to the character’s formulae book. This formula must be at least one level lower than the highest-level formula the alchemist can create.

Arcanist: Add one spell from the arcanist spell list to the arcanist’s spellbook. The spell must be at least 1 spell level below the highest level the arcanist can cast.

Barbarian: Add 1 to the barbarian’s total number of rage rounds per day.

Bard: Add +1/2 to the bard’s bardic knowledge bonus.

Bloodrager: Increase the bloodrager’s total number of bloodrage rounds per day by 1.

Brawler: Gain a +1 bonus to the brawler’s CMD when resisting two combat maneuvers of the brawler’s choice.

Cavalier: Add +¼ to the cavalier’s banner bonus.

Cleric: Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.

Druid: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the druid’s Wisdom modifier. The druid adds +1/2 to the number of uses per day of that domain power.

Fighter: Add +1 to the fighter’s CMD when resisting two combat maneuvers of the character’s choice.

Gunslinger: Add +¼ point to the gunslinger’s grit points.

Hunter: Add one spell known from the hunter spell list. This spell must be at least one level below the highest spell level the hunter can cast.

Investigator: Add one extract formula from the investigator’s formula list to the formula book. This formula must be at least 1 formula level below the highest level the investigator can create.

Inquisitor: Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.

Magus: The magus gains +1/6 of a new magus arcana.

Monk: Add +1/4 point to the monk‘s ki pool.

Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.

Paladin: Add +1/2 hp to the paladin’s lay on hands ability (whether using it to heal or harm).

Ranger: Add +1/4 dodge bonus to armor Class against the ranger‘s favored enemies.

Rogue: Gain +1/6 of a new rogue talent.

Shaman: Add one spell from the cleric spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.

Shifter: Add a +1/2 bonus on Survival checks to get along in the wild, to avoid getting lost, and to avoid all natural hazards.

Skald: Add one spell from the skald’s spell list to the skald’s known spells. This spell must be at least 1 spell level below the highest level the skald can cast.

Slayer: Gain +1/6 of a new slayer talent.

Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.

Summoner: Add +1 hit point or +1 skill rank to the summoner’s eidolon.

Swashbuckler: Increase the total number of points in the swashbuckler’s panache pool by ¼.

Vigilante: Gain 1/6 of a new social talent.

Warpriest: Gain 1/6 of a new bonus combat feat.

Witch: Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level the witch can cast. If the witch ever replaces this familiar, the new familiar knows these bonus spells.

Wizard: Add one spell from the wizard spell list to the wizard’s spellbook. This spell must be at least one level below the highest spell level he can cast.



WIP



(more to come, namely those with a particular class/skill/feat tree in mind)

Aeon Heritage [Racial]
Prerequisites: Thri-Kreen, Shards Of The Past
Benefit: You gain the Aeon's "Extension Of All" feature, with two exceptions: firstly, the bonus is equal to 1/4 your character level (minimum +1) rather than half your racial hit dice, and secondly, you can only communicate with Thri-Kreen that have taken this feat.
Special: You may take this feat twice. If taken a second time, you are now in communication with all Aeons (in addition to Thri-Kreen that have taken this feat).

Basic Carapace [Racial]
Prerequisites: Thri-Kreen, Acid-Born racial feature
Benefit: Your acid resistance, fast healing, fast healing duration, and total healing per day from Acid-Born increase 100%.
Special: You may take this feat multiple times. It stacks with itself.

Commanding Presence [Racial]
Prerequisites: Thri-Kreen, Cha 13
Benefit: Any morale bonus you grant to an ally increases by +1 (or +2, if that ally is a Thri-Kreen). This does not trigger when granting a morale bonus to yourself.

Efficient Leaper [Racial]
Prerequisites: Thri-Kreen, Leaper racial feature
Benefit: Double the result of your Acrobatics check for the purposes of determining how far you can jump.

Fast Learner [Racial]
Prerequisites: Thri-Kreen, Multitalented racial feature
Benefit: Whenever you gain a level in a Favored Class, you gain two benefits instead of one.

Greater Shards [Racial]
Prerequisites: Thri-Kreen, Shards Of The Past
Benefit: Select any two skills. You get a +1 to these skills, and they are always class skills for you.

Heavily Armed [Racial]
Prerequisites: Thri-Kreen, Multi-Armed racial feature, Power Attack
Benefit: When wielding a single weapon with three or four hands, you deal +50% and +100% damage (respectively) due to Strength and Power Attack tradeoffs

Mad Slasher [Racial]
Prerequisites: Thri-Kreen, Claws racial feature, Multi-Armed racial feature
Benefit: You gain two claw attacks as secondary natural weapons, dealing the same base damage as your primary claws.

Multitalented Mastery [Racial]
Prerequisites: Thri-Kreen, Multitalented racial feature, character level 5th
Benefit: All your classes are considered favored classes.

Primeval Claws [Racial]
Prerequisites: Thri-Kreen, Claws racial feature
Benefit: Your claws base damage increases by one size.
Special: You may take this feat twice. It stacks with itself.

Speedy Bug [Racial]
Prerequisites: Thri-Kreen
Benefit: Increase any speed you have due to racial features by 10 feet. If you possess no additional movement type from racial features, your land speed increases by 10 feet instead. If somehow you possess multiple such speeds from racial features, you must choose which one it applies to.

Swarm Tactics [Racial, Teamwork]
Prerequisites: Thri-Kreen
Benefit: If you and at least one ally who also has this feat are adjacent to a creature, you both treat that creature as flanked. For every two allies adjacent to the creature who possess this feat other than you, you gain +1 damage against the creature. Thus, if five thri-kreen with this feat have an ogre backed into a corner, all five of them get flanking benefits and +2 damage.

Verminous Shifting [Racial]
Prerequisites: Thri-Kreen, Wild Shape class feature
Benefit: If you could use Wild Shape to mimic Beast Shape I or Beast Shape II, you can instead use Wild Shape to mimic Vermin Shape I or Vermin Shape II (respectively).

Palanan
2020-03-21, 05:25 PM
Just as a general comment, I would recommend removing the spoiler tags and formatting with subheads, to make it easier to read the entire entry. Right now it's a bit of a hassle to click and unclick on each spoiler individually.

Also, since this is Pathfinder, I would suggest writing up the racial statblock along the lines of the entries in the Advanced Race Guide, just for consistency and ease of comprehension.

.

JNAProductions
2020-03-21, 05:27 PM
Just as a general comment, I would recommend removing the spoiler tags and formatting with subheads, to make it easier to read the entire entry. Right now it's a bit of a hassle to click and unclick on each spoiler individually.

Also, since this is Pathfinder, I would suggest writing up the racial statblock along the lines of the entries in the Advanced Race Guide, just for consistency and ease of comprehension.

.

There's a spoiler button that lets you Open All or Close All spoilers.