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Elves & Eladrin Beware, Thri-Kreen are Hunting in 4e
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<blockquote data-quote="Spatula" data-source="post: 4660332" data-attributes="member: 2198"><p>This was my attempt to make a thri-kreen race back when 4e first came out. I don't have any interest in following the very limiting (IMO) 4e race design goals, however.</p><p></p><p>The idea of using feats to "build" a more powerful race is the way to go, I think.</p><p></p><p><strong><u>THRI-KREEN</u></strong></p><p>Ability Scores: +2 Dex, +2 Wis</p><p>Size: Medium</p><p>Speed: 6 squares? 7 squares?</p><p>Vision: Low-light</p><p>Languages: Common, Thri-kreen</p><p>Skill Bonuses: +2 Athletics, +2 Nature</p><p></p><p>Claws: You are never unarmed. Your claws function as daggers that cannot be dropped, disarmed, or thrown. You do not need to wield multiple manufactured weapons to get the benefit of the two-weapon fighting feats.</p><p></p><p>Multiple Arms: You can wield two weapons, or a two-handed weapon, and still use a shield. You cannot gain the benefit from two shields, nor effectively wield more weapons than normal. Free claws are often used to make thrown weapon attacks, or to manipulate objects during a fight.</p><p></p><p>Exoskeleton: Your carapace functions as armor (+2 AC) that you are proficient with. At levels 5, 10, & 15, its armor bonus improves by 1. At levels 20 & 25, its armor bonus improves by 2.</p><p></p><p>Bizarre anatomy: Because of your unusual shape, you cannot make use of some worn magic items. All armor, and feet, hand, and head slot items will not fit your frame.</p><p></p><p>Poisonous Bite Thri-kreen Racial Power</p><p>Your mandibles tear into your prey’s flesh, and hidden glands inject a paralytic poison into the wound.</p><p>Encounter • Poison</p><p>Standard Action Melee 1</p><p>Target: One creature</p><p>Attack: Strength +2 vs AC or Dexterity +2 vs AC</p><p>Hit: 1d4 + Strength damage and the target is weakened (save ends). If the first save fails, the target is dazed (save ends). If the second save fails, the target is unconscious (save ends).</p><p> Increase to +4 bonus and 2d4 + Str damage at 11th level.</p><p> Increase to +6 bonus and 3d4 + Str damage at 21st level.</p><p>Special: When you create your character, choose Strength or Dexterity as the ability score you use when making attack rolls with this power. This choice remains throughout your character’s life.</p><p></p><p>Racial Feats: all jumps are running jumps (paragon?), penalty to saves for bite attack (paragon?), weapon training (glaive and shuriken)</p><p></p><p>Social Status: Thri-kreen are always hatched as free creatures of the wastes.</p></blockquote><p></p>
[QUOTE="Spatula, post: 4660332, member: 2198"] This was my attempt to make a thri-kreen race back when 4e first came out. I don't have any interest in following the very limiting (IMO) 4e race design goals, however. The idea of using feats to "build" a more powerful race is the way to go, I think. [B][U]THRI-KREEN[/U][/B] Ability Scores: +2 Dex, +2 Wis Size: Medium Speed: 6 squares? 7 squares? Vision: Low-light Languages: Common, Thri-kreen Skill Bonuses: +2 Athletics, +2 Nature Claws: You are never unarmed. Your claws function as daggers that cannot be dropped, disarmed, or thrown. You do not need to wield multiple manufactured weapons to get the benefit of the two-weapon fighting feats. Multiple Arms: You can wield two weapons, or a two-handed weapon, and still use a shield. You cannot gain the benefit from two shields, nor effectively wield more weapons than normal. Free claws are often used to make thrown weapon attacks, or to manipulate objects during a fight. Exoskeleton: Your carapace functions as armor (+2 AC) that you are proficient with. At levels 5, 10, & 15, its armor bonus improves by 1. At levels 20 & 25, its armor bonus improves by 2. Bizarre anatomy: Because of your unusual shape, you cannot make use of some worn magic items. All armor, and feet, hand, and head slot items will not fit your frame. Poisonous Bite Thri-kreen Racial Power Your mandibles tear into your prey’s flesh, and hidden glands inject a paralytic poison into the wound. Encounter • Poison Standard Action Melee 1 Target: One creature Attack: Strength +2 vs AC or Dexterity +2 vs AC Hit: 1d4 + Strength damage and the target is weakened (save ends). If the first save fails, the target is dazed (save ends). If the second save fails, the target is unconscious (save ends). Increase to +4 bonus and 2d4 + Str damage at 11th level. Increase to +6 bonus and 3d4 + Str damage at 21st level. Special: When you create your character, choose Strength or Dexterity as the ability score you use when making attack rolls with this power. This choice remains throughout your character’s life. Racial Feats: all jumps are running jumps (paragon?), penalty to saves for bite attack (paragon?), weapon training (glaive and shuriken) Social Status: Thri-kreen are always hatched as free creatures of the wastes. [/QUOTE]
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