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    Mar 2008
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    Default Re: [3.5] The Kreen of the Desert (race, classes, feats, and more)

    Kreen Racial Traits

    • +2 Strength, +4 Dexterity, –2 Intelligence, +2 Wisdom, –4 Charisma
    • Monstrous Humanoid: Kreen are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
    • Medium: As Medium creatures, kreen have no special bonuses or penalties due to their size.
    • Kreen base land speed is 40 feet.
    • Darkvision out to 60 feet.
    • Immunity to magic sleep effects.
    • +3 Natural Armor: A kreen’s exoskeleton is tough and resistant to blows.
    • Multiple Limbs: Kreen have four arms.
    • Natural Attacks: Kreen can have four claws and a bite attack. The claws and bite deal 1d4 damage, but the bite is a secondary attack. A kreen can attack with weapons and its bite or claw attacks as secondary attacks.
    • Poison (Ex): Bite, initial damage 1d6 Dex, secondary damage paralysis 2d6 mins, DC 11 + Con modifier. A kreen may only make one poisonous bite attack per day.
    • Leap (Ex): Kreen have a +30 racial bonus on Jump checks.
    • Ancestral Memory: Kreen have access to a genetic ancestral memory of their species; however, it can only be realized through certain feats or class features, without which they gain no additional benefits.
    • Weapon Familiarity: Kreen can treat gythkas and chatkchas as martial weapons rather than exotic weapons.
    • Racial Hit Dice: A kreen character begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
    • Racial Skills: A kreen’s monstrous humanoid levels give him skill points equal to 5 × (2 + Int modifier). His class skills are Balance, Climb, Hide, Jump, Listen, and Spot.
    • Kreen have a +4 racial bonus on Hide checks in sandy or arid settings.
    • Racial Feats: A kreen character gains Deflect Arrows as a bonus feat, even if he doesn't meet the prerequisites.
    • Automatic Languages: Common, Kreen. Bonus Languages: Athik, Dwarven, Elven.
    • Favored Class:
      • Thri: Ranger
      • Tohr: Cleric (Klik'chak or Cliktith only)
    • Level Adjustment: +1.



    Psionic Kreen

    Many kreen find themselves living among their brethren, the Athiks, another insect-like race of their homelands. The powerful psionic nature of the athik hive-mind can forge a link with a kreen, forever imprinting upon him and altering his nature. These psionic kreen become part of the hive and gain benefits from it, though they lose something of themselves in the process.


    Psionic Kreen are exactly as the standard Kreen except as follows.
    • Ancestral Memory: Joining the Hive effectively blocks the kreen's connection to his ancestral memories. They have no access to the ancestral memories, nor can they take advantage of any feats or prestige classes which have ancestral memory as a prerequisite.
    • Natural Chakak: Though a psionic kreen has no access to ancestral memories, he gains the benefits of the first level of Ancestral Chakak. When the kreen reaches 8 Hit Dice, he gains the benefits the second level of Ancestral Chakak. This does not count as ancestral memory for any purposes.
    • Member of the Hive: A psionic kreen gains Member of the Hive as a bonus feat. He is treated as though he were an athik for the purposes of all athik racial abilities. Additionally, a psionic kreen gains the ability to speak telepathically with any athik or psionic kreen within 10 feet.
    • Racial Feats: A psionic kreen character does not gain any bonus feats.
    • Favored Class: Psychic Warrior
    • Level Adjustment: +2



    Kreen Racial Class
    The Kreen race as presented has a hefty price. Starting out with two racial Hit Die and a +1 Level Adjustment gives a Kreen a minimum Effective Character Level of 3. This means that a player can not choose to play a Kreen in a campaign which starts out at level 2 or lower. The following is a "racial class" which allows a Kreen player to start out at level one as a younger Kreen who has not yet reached the pinnacle of Kreenness. As he levels up, the Kreen character will gain access to the full range of Kreen racial abilities as well as begin to gain levels in standard classes.

    This racial class serves as both race and class. If a character takes levels in this class, he is a kreen and gains only the racial abilities given as part of this class. A kreen must take all three levels of this class before taking levels in any other class.

    Base Attack
    Bonus
    Fort
    Save
    Ref
    Save
    Will
    Save
    Hit
    Dice
    Special
    1st
    +1
    +0
    +2
    +2
    1d8 Kreen base traits, natural armor +1, natural attacks, leap +10
    2nd
    +2
    +0
    +3
    +3
    2d8 Natural armor +2, leap +20, Deflect Arrows, +2 Dex
    3rd
    +2
    +0
    +3
    +3
    2d8 Ancestral memory, poison, natural armor +3, leap +30, +2 Dex, level adjustment

    Hit Die: d8
    Class Skills (2 + Int modifier per level, ×4 at 1st level): Balance (Dex), Climb (Str), Jump (Str), Listen (Wis), and Spot (Wis).

    Class Features
    All of the following are class features of theKreen Racial Class.
    Spoiler
    Show
    Kreen Base Traits: Kreen gain the following base racial traits at 1st-level.
    • +2 Strength, –2 Intelligence, +2 Wisdom, –4 Charisma.
    • Medium size: Kreen have no special bonuses or penalties due to their size.
    • Kreen base land speed is 40 feet.
    • Dark vision out to 60 feet.
    • A Kreen has a +4 racial bonus on Hide checks in sandy or arid settings.
    • Immunity to magic sleep effects.
    • Multiple Limbs: Kreen have four arms.
    • Weapon Familiarity: The gythka and chatkcha are martial weapons for Kreen.
    • Automatic Languages: Common, Kreen. Bonus Languages: Athik, Dwarven, Elven.
    • Favored Class:
      • Thri: Ranger
      • Tohr: Cleric (Klik'chak or Cliktith only)
    • Level Adjustment: +0

    Weapon and Armor Proficiency: A kreen is proficient with its natural weapons and but not with any armor or shields.

    Natural Armor (Ex): A kreen's exoskeleton toughens as he ages. At 1st level, a kreen has a +1 natural armor bonus. At 2nd and 3rd levels, the bonus increases by an additional +1.

    Natural Attacks: Kreen can have four claws and a bite attack. The claws and bite deal 1d4 damage, but the bite is a secondary attack. A kreen can attack with weapons and its bite or claw attacks as secondary attacks.

    Leap (Ex): A kreen's mastery of leaping through the air improves as he strengthens his legs. At 1st level, a kreen gains a +10 racial bonus on Jump checks. This bonus increases to +20 at 2nd level and to +30 at 3rd level.

    Deflect Arrows: A kreen character gains Deflect Arrows as a bonus feat at 2nd level, even if he doesn't meet the prerequisites.

    +2 Dexterity: At 2nd level, a kreen gains a +2 increase to his Dexterity score. He gains an additional +2 for a total of +4 at 3rd level. These are racial bonuses.

    Ancestral Memory: A kreen of at least 3rd level gains access to the genetic ancestral memory of their species; however, it can only be realized through certain feats or class features, without which he gains no additional benefits.

    Poison (Ex): At 3rd level, a kreen's poison glands are fully mature, and he can deliver a poisonous bite attack. Bite, initial damage 1d6 Dex, secondary damage paralysis 2d6 mins, DC 11 + Con modifier. A kreen may only make one poisonous bite attack per day.

    Level Adjustment: 3rd level is a level adjustment. The kreen gains no Hit Dice or skill points, and neither his base attack bonus nor his saves are advanced. He gains all other benefits listed at this level.


    Psionic Kreen Racial Class
    The psionic kreen racial class functions exactly as above except that it is 4 levels long instead of 3 and gains Member of the Hive at 3rd level instead of Ancestral Memory.
    Use the table below for psionic kreen.

    Base Attack
    Bonus
    Fort
    Save
    Ref
    Save
    Will
    Save
    Hit
    Dice
    Special
    1st
    +1
    +0
    +2
    +2
    1d8 Kreen base traits, natural armor +1, natural attacks, leap +10
    2nd
    +2
    +0
    +3
    +3
    2d8 Natural armor +2, leap +20, Deflect Arrows, +2 Dex
    3rd
    +2
    +0
    +3
    +3
    2d8 Member of the hive, poison, natural armor +3, leap +30, +2 Dex, level adjustment
    4th
    +2
    +0
    +3
    +3
    2d8 Natural Chakak, level adjustment

    Hit Die: d8
    Class Skills (2 + Int modifier per level, ×4 at 1st level): Balance (Dex), Climb (Str), Jump (Str), Listen (Wis), and Spot (Wis).

    Class Features
    All of the following are class features of thePsionic Kreen Racial Class.
    Spoiler
    Show
    Kreen Base Traits: Kreen gain the following base racial traits at 1st-level.
    • +2 Strength, –2 Intelligence, +2 Wisdom, –4 Charisma.
    • Medium size: Kreen have no special bonuses or penalties due to their size.
    • Kreen base land speed is 40 feet.
    • Dark vision out to 60 feet.
    • A Kreen has a +4 racial bonus on Hide checks in sandy or arid settings.
    • Immunity to magic sleep effects.
    • Multiple Limbs: Kreen have four arms.
    • Weapon Familiarity: The gythka and chatkcha are martial weapons for Kreen.
    • Automatic Languages: Common, Kreen. Bonus Languages: Athik, Dwarven, Elven.
    • Favored Class:
      • Thri: Ranger
      • Tohr: Cleric (Klik'chak or Cliktith only)
    • Level Adjustment: +0

    Weapon and Armor Proficiency: A psionic kreen is proficient with its natural weapons and but not with any armor or shields.

    Racial Hit Dice: Kreen gain Monstroud Humanoid racial Hit Dice 1st level and at 2nd level. Hit Dice gained through this class are counted as kreen racial Hit Dice for any effects that depend on racial Hit Dice.

    Natural Armor (Ex): A kreen's exoskeleton toughens as he ages. At 1st level, a kreen has a +1 natural armor bonus. At 2nd and 3rd levels, the bonus increases by an additional +1.

    Natural Attacks: Kreen can have four claws and a bite attack. The claws and bite deal 1d4 damage, but the bite is a secondary attack. A kreen can attack with weapons and its bite or claw attacks as secondary attacks.

    Leap (Ex): A kreen's mastery of leaping through the air improves as he strengthens his legs. At 1st level, a kreen gains a +10 racial bonus on Jump checks. This bonus increases to +20 at 2nd level and to +30 at 3rd level.

    Deflect Arrows: A kreen character gains Deflect Arrows as a bonus feat at 2nd level, even if he doesn't meet the prerequisites.

    +2 Dexterity: At 2nd level, a kreen gains a +2 increase to his Dexterity score. He gains an additional +2 for a total of +4 at 3rd level. These are racial bonuses.

    Member of the Hive (Ex): A psionic kreen has joined with the Athik Hivemind. He is treated as a member of the athik race for the purposes of the Hive Telepathy and Hive Cooperation abilities. He can not gain the Ancestral Memory ability or benefit from any ability that makes use of it.

    Poison (Ex): At 3rd level, a kreen's poison glands are fully mature, and he can deliver a poisonous bite attack. Bite, initial damage 1d6 Dex, secondary damage paralysis 2d6 mins, DC 11 + Con modifier. A kreen may only make one poisonous bite attack per day.

    Level Adjustment: 3rd and 4th levels are level adjustments. The kreen gains no Hit Dice or skill points, and neither his base attack bonus nor his saves are advanced. He gains all other benefits listed at this level.

    Natural Chakak (Ex): A kreen gains 1 bonus power point at 4th level. Though he doesn't gain the ability to manifest any powers, he gains the following psi-like abilities with a manifester level equal to 1/2 Hit Dice. The save DCs are Charisma based.
    3/day—chameleon, know direction; 1/day— psionic displacement, metaphysical claw

    Last edited by Rizban; 2016-05-18 at 06:00 AM.