wherwrthal
First Post
Hi, again.
Maximus and I have put our heads together again to attempt to put together a working version of the Thri-Kreen Race from Dark Sun.
Take a look, feel free to comment or suggest changes.
We appreciate any input you can provide to make this a working PC race to be used in House Ruled games.
Without futher ado, we present (our version) of:
THRI-KREEN
Primal hunters, who use poison and quick reflexes to drop and devour their prey.
RACIAL TRAITS:
Average Height: 5’6” – 6’2”
Average Weight: 130 – 170 lb.
Ability Scores: +2 Dexterity, +2 Wisdom
Size: Medium
Speed: 7
Vision: Low-light
Language: Common & Thri-kreen
Skill Bonus: +2 Acrobatics, +2 Nature
Create Chatkcha or Gythka: You have an instinctual urge to create a crystalline throwing wedge or short, one-handed pole-arm from your poison resin. Creation of a chatkcha or gythka requires a full-extended rest. You may only have one chatkcha or gythka created at one time. You must choose which weapon you would like to create at first level. This choice cannot be changed at higher levels.
Hunter’s Determination: Thri-Kreen have no need to sleep, however they do need time to rest and enter a meditative state that lasts for 6 hours or longer. This condition does not render the thri-kreen unconscious, and they do not suffer any penalty to their perception checks while in their meditative state, due to sensory input from their antennae.
Poison Bite: You can use the thri-kreen racial power Poison Bite as a daily power.
Thri-Kreen Weapon Proficiency: You gain proficiency with the short pole arm called a Gythka (Prof: +1; Dam: 2D8; Properties: Versatile) or the crystalline throwing wedge called a Chatkcha (Prof: +1; Dam: 2D4; Range: 6/12; Properties: Light thrown).
Thri-kreen Agility: You ignore difficult terrain when you shift. This abilities works even when using abilities that allow you to shift more than one square.
Poison Bite (Thri-kreen racial power)
One bite is usually enough to stop a mantis warrior’s prey long enough to deliver the final blow.
* Daily *Poison *Reliable
* Standard Action *Melee
Target: One creature Attack: Dex. Modifier vs. AC
Hit: 3D6 + Con Modifier Poison Damage
Effect: On a successful hit target is slowed (save ends). As a secondary attack, if the target fails to save against being slowed, the target is immobilized (save ends).
“Mantis men” as they’ve become known make their homes in arid or scrublands hunting prey. Their biological prerogative to hunt drives their every action.
Play a Thri-kreen if you want . . .
· be a primal hunter.
· look completely alien to other races and have a reputation for eating sentient races.
· be a member of a race that favors the cleric, ranger or rogue class.
Physical Qualities: The thri-kreen, often called mantis-warriors, are intelligent humanoids with insect-like features. They most closely resemble a bipedal praying mantis. An thin, supportive exoskeleton covers the entirety of the adult’s body, but due to the unique features of the thri-kreen’s anatomy, provides no natural penalties for wearing armor that would fit another humanoid of a similar size. All thri-kreen have six limbs on their midsection, two are powerful legs designed for leaping long distances, two primary arms end in four fingered hands, and two vestigial arms curl at the midsection of the torso. The vestigial arms of the mantis-warriors are, unfortunately, weakened enough that they provide no bonus to the thri-kreen, and function similarly to the human appendix. A mantis warrior’s head has two large multi-colored compound eyes, usually green, blue and/or crimson colored, two small antennae and a complex jaw that includes a pair of wicked mandibles.
The thri-kreen as a race, mature very quickly, reaching full growth in just two years. They live for about 40 years and remain fully active until they die.
Playing a Thri-Kreen: Hunting dominates every aspect of a thri-kreen’s life. Members of other races often wonder if the thri-kreen are capable of thinking of anything else. As a nomadic race, few permanent thri-kreen communities exist; instead, lone hunters or packs range widely over their own territories, foraging and hunting for daily sustenance.
Mantis-warriors have an undeserved reputation for hunting sentient races. While on occasion, lone hunters will wander into an area inhabited by humanoid races, hunt, kill and eat a weak member of the species; this is the exception, not the norm. In days long-past, packs of thri-kreen actively hunted elves and became fond of the taste of elf flesh. This practice was eventually abandoned. The long-lived elves however, have not forgotten; while, on the other hand, the relatively short-lived thri-kreen no longer remember. As a rule, thri-kreen wonder why elves hate them without cause.
After the first few months of life the mantis men develop their poison glands and instinct drives them to create a throwing wedge, a chatkcha, or a short pole-arm, called a gythka. They will constantly work to craft, stylize and customize their own personal chatkcha or gythka. If lost, stolen or destroyed the mantis man will create a new one. An adult thri-kreen can create a chatkcha or gythka in as little as six hours. They will spend the rest of their lives improving their throwing wedge or blade.
Thri-Kreen Characteristics: Agile, alien, drifter, hunter, primal, wild.
Thri-Kreen Adventurers: An aging ranger, who appointed the mantis warrior his successor, adopted Tik’Tak. When a sorcerer, whose magic consumed the very plant life around him, entered Tik’Tak’s domain, the mantis man was forced to find brave adventurers to aid him in stopping the mad wizard.
Clik’Kluk’Tic wandered into a human settlement when he was young. As he aged he learned to prize something called “money”. As a rogue, he now stalks the streets, hunting for as much “money” as he can get.
Sister Karter encountered worshipers of Melora while hunting. She had an instant attraction to the nature goddess, seeing much of herself in the deity. Assuming a new name with her ordination she seeks to find followers who will help her destroy the church of Erathis. She sees them as the antithesis of her divinely appointed position and believes a holy war in imminent between the two religions.
Heroic Tier Feats:
Mantis Grace
Prerequisite: Thri-Kreen, Dex 13
You can dodge incoming missiles and other blows with a grace unseen in other humanoid races.
Benefit: +1 to Reflex and AC
Thri-Kreen Leap
Prerequisite: Thri-Kreen, trained in Athletics
Your insect-like legs were designed to jump and you’ve become an expert at leaping.
Benefit: When you make an Athletics check to jump, add 2 squares to the length of you r jump.
Paragon Tier Feats:
Poison Chatkcha/Gythka
Prerequisite: Thri-Kreen, Use of Chatkcha or Gythka
Your constant preening of your throwing wedge or pole-arm has imbued it with the poison properties of the venom it is made of.
Benefit: Once per encounter your chatkcha or gythka delivers poison, just like your Poison Bite daily power.
Maximus and I have put our heads together again to attempt to put together a working version of the Thri-Kreen Race from Dark Sun.
Take a look, feel free to comment or suggest changes.
We appreciate any input you can provide to make this a working PC race to be used in House Ruled games.
Without futher ado, we present (our version) of:
THRI-KREEN
Primal hunters, who use poison and quick reflexes to drop and devour their prey.
RACIAL TRAITS:
Average Height: 5’6” – 6’2”
Average Weight: 130 – 170 lb.
Ability Scores: +2 Dexterity, +2 Wisdom
Size: Medium
Speed: 7
Vision: Low-light
Language: Common & Thri-kreen
Skill Bonus: +2 Acrobatics, +2 Nature
Create Chatkcha or Gythka: You have an instinctual urge to create a crystalline throwing wedge or short, one-handed pole-arm from your poison resin. Creation of a chatkcha or gythka requires a full-extended rest. You may only have one chatkcha or gythka created at one time. You must choose which weapon you would like to create at first level. This choice cannot be changed at higher levels.
Hunter’s Determination: Thri-Kreen have no need to sleep, however they do need time to rest and enter a meditative state that lasts for 6 hours or longer. This condition does not render the thri-kreen unconscious, and they do not suffer any penalty to their perception checks while in their meditative state, due to sensory input from their antennae.
Poison Bite: You can use the thri-kreen racial power Poison Bite as a daily power.
Thri-Kreen Weapon Proficiency: You gain proficiency with the short pole arm called a Gythka (Prof: +1; Dam: 2D8; Properties: Versatile) or the crystalline throwing wedge called a Chatkcha (Prof: +1; Dam: 2D4; Range: 6/12; Properties: Light thrown).
Thri-kreen Agility: You ignore difficult terrain when you shift. This abilities works even when using abilities that allow you to shift more than one square.
Poison Bite (Thri-kreen racial power)
One bite is usually enough to stop a mantis warrior’s prey long enough to deliver the final blow.
* Daily *Poison *Reliable
* Standard Action *Melee
Target: One creature Attack: Dex. Modifier vs. AC
Hit: 3D6 + Con Modifier Poison Damage
Effect: On a successful hit target is slowed (save ends). As a secondary attack, if the target fails to save against being slowed, the target is immobilized (save ends).
“Mantis men” as they’ve become known make their homes in arid or scrublands hunting prey. Their biological prerogative to hunt drives their every action.
Play a Thri-kreen if you want . . .
· be a primal hunter.
· look completely alien to other races and have a reputation for eating sentient races.
· be a member of a race that favors the cleric, ranger or rogue class.
Physical Qualities: The thri-kreen, often called mantis-warriors, are intelligent humanoids with insect-like features. They most closely resemble a bipedal praying mantis. An thin, supportive exoskeleton covers the entirety of the adult’s body, but due to the unique features of the thri-kreen’s anatomy, provides no natural penalties for wearing armor that would fit another humanoid of a similar size. All thri-kreen have six limbs on their midsection, two are powerful legs designed for leaping long distances, two primary arms end in four fingered hands, and two vestigial arms curl at the midsection of the torso. The vestigial arms of the mantis-warriors are, unfortunately, weakened enough that they provide no bonus to the thri-kreen, and function similarly to the human appendix. A mantis warrior’s head has two large multi-colored compound eyes, usually green, blue and/or crimson colored, two small antennae and a complex jaw that includes a pair of wicked mandibles.
The thri-kreen as a race, mature very quickly, reaching full growth in just two years. They live for about 40 years and remain fully active until they die.
Playing a Thri-Kreen: Hunting dominates every aspect of a thri-kreen’s life. Members of other races often wonder if the thri-kreen are capable of thinking of anything else. As a nomadic race, few permanent thri-kreen communities exist; instead, lone hunters or packs range widely over their own territories, foraging and hunting for daily sustenance.
Mantis-warriors have an undeserved reputation for hunting sentient races. While on occasion, lone hunters will wander into an area inhabited by humanoid races, hunt, kill and eat a weak member of the species; this is the exception, not the norm. In days long-past, packs of thri-kreen actively hunted elves and became fond of the taste of elf flesh. This practice was eventually abandoned. The long-lived elves however, have not forgotten; while, on the other hand, the relatively short-lived thri-kreen no longer remember. As a rule, thri-kreen wonder why elves hate them without cause.
After the first few months of life the mantis men develop their poison glands and instinct drives them to create a throwing wedge, a chatkcha, or a short pole-arm, called a gythka. They will constantly work to craft, stylize and customize their own personal chatkcha or gythka. If lost, stolen or destroyed the mantis man will create a new one. An adult thri-kreen can create a chatkcha or gythka in as little as six hours. They will spend the rest of their lives improving their throwing wedge or blade.
Thri-Kreen Characteristics: Agile, alien, drifter, hunter, primal, wild.
Thri-Kreen Adventurers: An aging ranger, who appointed the mantis warrior his successor, adopted Tik’Tak. When a sorcerer, whose magic consumed the very plant life around him, entered Tik’Tak’s domain, the mantis man was forced to find brave adventurers to aid him in stopping the mad wizard.
Clik’Kluk’Tic wandered into a human settlement when he was young. As he aged he learned to prize something called “money”. As a rogue, he now stalks the streets, hunting for as much “money” as he can get.
Sister Karter encountered worshipers of Melora while hunting. She had an instant attraction to the nature goddess, seeing much of herself in the deity. Assuming a new name with her ordination she seeks to find followers who will help her destroy the church of Erathis. She sees them as the antithesis of her divinely appointed position and believes a holy war in imminent between the two religions.
Heroic Tier Feats:
Mantis Grace
Prerequisite: Thri-Kreen, Dex 13
You can dodge incoming missiles and other blows with a grace unseen in other humanoid races.
Benefit: +1 to Reflex and AC
Thri-Kreen Leap
Prerequisite: Thri-Kreen, trained in Athletics
Your insect-like legs were designed to jump and you’ve become an expert at leaping.
Benefit: When you make an Athletics check to jump, add 2 squares to the length of you r jump.
Paragon Tier Feats:
Poison Chatkcha/Gythka
Prerequisite: Thri-Kreen, Use of Chatkcha or Gythka
Your constant preening of your throwing wedge or pole-arm has imbued it with the poison properties of the venom it is made of.
Benefit: Once per encounter your chatkcha or gythka delivers poison, just like your Poison Bite daily power.
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