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"Four Arms" Ideas

I really like the idea of "choose two of these hands at a time", and that makes for a perfect way to model magic items as well. Give the race two paragon or epic level feats. One that allows you to wear two arm-slot items, but only benefit from one at a time, and another that allows you to wear four rings, but benefit from only two at once. (forcing you to choose at the start of each round prevents abuse of two items with separate action types).

The arm-slot version could be paragon, but the ring-slot should be epic. Or maybe give them both as a "Four-Armed Master" racial paragon path at 16th level.
 

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Its been awhile since a good update to this thread, and I'm currently not satisfied. A few suggestions to make things simpler and smoother.

First off, anyone can wield a versatile weapon in one hand, I assume you want them to gain the +1 damage bonus as well? This is going to look really messy with your version of the race however, since the rules are different for small creatures with versatile weapons. I would strongly suggest medium (which I believe the Thri-kreen are in many supplements).

Now, heres my ideas for the build.

Things that make sense so far:
Language: Common + one of choice
Vision: Low Light Vision
Speed: 6

Debatable things:
Racial Attribute Modifiers: +2 DEX or WIS, +2 to one other based on breed
Note: from Dex or Wis, choose an ability other than one improved by your breed.
Size: I'm going to suggest going medium, to make the weapons work better (especially versatile weapons, and their racial double weapons).
Racial Skill Bonuses: +2 Religion, +2 to one other depending on breed
Thri-Kreen Weapon proficiency: You gain training with the chatkcha, and you treat all light thrown weapons as off-hand weapons. If you are proficient with implements, you may use this weapon as an implement.

New weapons:

Chatkcha: Superior weapon, light thrown, light blade
I specially crafted throwing disc made of crystal. It returns when thrown and Thri-kreen can use it to channel psychic power.
Prof: +3
Dam: 1d4
Range: 6/12
Cost: 5gp
Special: This weapon returns to a proficient creature when thrown.

Gythka: Double weapon, polearm, heavy blade, reach (not defensive)
This Thri-Kreen weapon boasts versatility, sporting two bladed ends and incredible reach.
Prof: +2
Dam: 1d8
Cost: 25 gp

New Feat:

Thri-Kreen Weapon Training
Benefit: You gain proficiency with the Gythka. You gain a +2 feat bonus to damage with the Gythka and light thrown weapons.

I really liked your breed idea. Each character selectings a breed. Breed determines one of your skill bonuses, ability bonuses and how you use your extra arms.

Racial Power: Encounter, minor action
Make a melee or ranged basic attack

Racial Traits:
Four arms: You have 2 additional arms. These can be used to carry objects, but not to wield weapons or shields unless otherwise stated by your breed.
Choose one breed

Warrior breed; loyal guardian:
Ever watchful, You sit by your queen in her chamber, ready to defend her with your life
Ability bonus: +2 Wis
Skill bonus: +2 perception
When you wield a double weapon or two handed weapon, you can wield a light shield in one of your additional hands. When you wield a versatile weapon in two hands, you can wield a light or heavy shield in one of your additional hands.

Warrior breed; hive brute:
You crush all who dare invade your home.
Skill bonus: +2 athletics
When you wield a melee weapon, you may 'devote' one of your additional arms to that weapon. Doing so grants you a +1 bonus per tier to damage rolls with that weapon, but devoted arms cannot be used for anything else.
In addition, you may wield weapons in your off hand that do not have the off hand property.

Warrior breed; hive predator:
The reach of your family lies far behind the tunnels of the hive. Enemies beware.
Skill bonus: +2 stealth
While you are not wielding a shield, two-handed weapon or double weapon, each of your additional arms may be used to wield an off-hand weapon or an implement. Whenever your additional arms are empty, you gain a +1 bonus to your speed.

Worker Breed; tunnel builder
You delve through tunnels, most comfortable in close quarters. Your ingenuity and skills are vital to the upkeep of the hive.
Ability Bonus: +2 Int
Skill bonus: +2 dungeoneering
While your additional arms are empty, you gain a +4 bonus to athletics checks to climb, and you climb your full speed instead of half speed. In addition, you suffer no penalty from squeezing, and gain a +1 bonus to speed while squeezing.

Worker Breed; excavator
You are vital to digging and mining operations, and can carry more than others.
Ability Bonus: +2 Con
Skill bonus: +2 endurance
While your additional arms are empty, you gain a +4 bonus to athletics checks to climb, and you climb your full speed instead of half speed. Determine your maximum load as though your strength were 5 points higher. You can dig through soft earth with a speed of two.

Master Breed; leader
You have honed your psychic skills to command your brethren in battle.
Ability Bonus: +2 Cha
Skill bonus: +2 diplomacy
You may wield implements in your additional arms. You can communicate telepathically to any creature within 5 squares that knows a language. Once per encounter, when you would spend a healing surge, you may allow one ally within 5 squares to spend a healing surge instead.
 

Version Two of "Four Arm Race Idea"

Its been awhile since a good update to this thread, and I'm currently not satisfied. A few suggestions to make things simpler and smoother.

First off, anyone can wield a versatile weapon in one hand, I assume you want them to gain the +1 damage bonus as well? This is going to look really messy with your version of the race however, since the rules are different for small creatures with versatile weapons. I would strongly suggest medium (which I believe the Thri-kreen are in many supplements).

Excellent, Excellent. :cool: My only quibble is that I don't believe that a "small" four armed race is more complicated than what you propose except that a small creature would not be able to use 2H weapons (including your double weapon) according to my understanding of the rules.

I used your previous advice to create my race the "Formici". Your ideas for Thri-Kreen birth castes are very similar to my own.

FORMICI
The formici are a race of sentient insects that live in massive earthen towers containing hundreds of creatures living in a communal society. Only a few of the race are fertile. Male drones and a single female queen. The rest are infertile. Most are happy working for the common good of their hive, but the few defiant, unscrupulous, or adventurous enough to live among other races are known as the "Unhived".

Birth Caste:
Birth caste is extremely important among the formici. Not only is a young pupa trained from birth to perform a specific task, it is also genetically evolved for it.

Queen: The queen is a massive russet scaled creature that gives birth to all the citizens of her hive. She is the mother and ruler of her community. NPC Mature queens are barely mobile and both politically and socially anchored to their hive. Immature queens are thin, spritely, and royal red. Young queens are encouraged to leave and establish new hives and open new frontiers. Some young queens are accompanied by a small court (a few of each caste) to help create a new hive. Others are send out alone without any assistance from the parent hive. Attribute Modifiers: +2 INT or CHA. Young Queens always take "leader" classes.

Soldiers: These insectoids have heavy purple exoskeletons providing durability and increased strength. They are obligated to defend the hive from threats foreign and domestic. They are the first line of defense, guard the queen, and lead the hive in war. Attribute Modifiers: +2 STR or WIS. Soldiers are genetically tailored to "defender" classes.

Scouts: These yellow-green insectioids find new resources for the hive or engage in trade with other races for their hive. Scouts are expected to be resourceful and creative. Attribute Modifiers: +2 WIS or CHA. Scouts embrace "striker" classes.

Overseers/Commissioners: These blue insects are trained in religion, natural science, arcana, and civics. They plan the development of the hive both physically and spiritually. Attribute Modifiers: +2 INT or WIS. Commissioners are genetically predisposed towards "controller" classes.

Workers/Proletariats: The largest group, the grey proletariat carry out the grand plans of the commissioners, form the hive militia, and carry out all the domestic labor of the hive. Some are trained in specific crafts to provide trade goods for wealthier hives. The worker proletariat is accustomed to heavy manual labor, deprivation, and harsh living conditions. They have only a remedial education centered on duty to the colony and hive folk-lore. Attribute Modifiers: +2 CON or WIS. A worker proletariat would never become an adventurer, but an Unhive worker pursues "primal" classes exclusively.
 

FORMICI Racial Features
Attribute Modifiers: +2 DEX plus the birth caste modifier (See Above)
Language: Deep Speech and Common
Racial Skill Bonuses: +2 Dungeoneering, +2 Athletics
Vision: Low Light Vision
Speed: 6
Size: Small

Racial Traits
Four Arms:
You have a set of lower arms that have all the agility and strength of the upper set allowing you the ability to hold up to four hands worth of equipment. You may use any two hands worth of weapons/implements each turn (except with the "Four Arm Flury" racial feat). If you use an attack power with a 2-handed weapon or with two weapons, you can not employ a hand held shield until the beginning of your next turn (you do not drop your shield(s), you simply no longer act as though you have them equipped). If a power requires you to be wielding two weapons or a shield, you cannot use a 2-handed weapon as part of that power. This racial trait does not allow you to equip an additional arm slot or ring magic item.

Multi-Dexterous:
You can draw or stow an item as a free action. You are limited to 1 item per turn.

Racial Encounter Power
Four Arm Flurry
Encounter Minor Action Melee or Ranged: Weapon or Implement
Requirement: The Four Arm Flurry must follow up a successful attack.
Benefit: Make a basic melee or ranged attack with a hand held weapon or implement you have not yet used during this turn as a minor action.

Miek-Armor.jpg
 
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I like it. My only concern with the small size was the racial weapons. Thri-kreen have certain associated weapons. Formici don't necessarily right :p? I like your birth castes as well, very concise.
The single 'four arms' rules for the race works well.
I will suggest a +1 to Will defense for Formici that choose Int as the bonus stat from their caste (similar to other races, since they will be getting bonus stats in two ability scores in the same category).
 

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