Post by Stix on Mar 9, 2009 22:34:15 GMT -5
Hulking insect-men standing as tall as 7 feet at the shoulder, the thri-kreen are the least "human" of the player character races. Their survivability in the wilderness, combined with their cunning and intellect, have made the "mantis warriors" (as they are known to some races) the undisputed masters across large tracts of the Athasian wastes. The two subspecies of kreen common to the Tyr region are the jeral and to'ksa; differences between the two are mostly a matter of cosmetic features, though the to'ksa could be characterized as somewhat more barbaric. Non-kreen races seldom know the differences between a jeral and a to'ksa.
The individual thri-kreen is a six-limbed creature with a tough, sandy-yellow exoskeleton (to'ksa have a thin, leathery sheathing over their chitin and joints and a spine-studded abdominal shell, while jeral have exposed chitin, giving them a more glossy appearance). Its hind legs are the most powerful, used for walking, running, and leaping at phenomenal speed. The four forward limbs each have a hand with two (jeral) or three (to'ksa) fingers and an opposable thumb.
A thri-kreen's head has two large eyes, two antennae (18-24 inches long among to'ksa, vestigial nubs for jeral), and a small-but-powerful jaw. The jaws work from side to side and have several small extensions that grab and manipulate food while it is being eaten. The eyes are jet black and multi-faceted, separated to either side of the head. The antennae help the kreen to maneuver through brush and grasslands in the darkness.
Thri-kreen have no need of sleep, and can remain active through the day and night. Thri-kreen make and use a variety of weapons. Chief among them are the gythka, a polearm with wicked blades at either end, and the chatkcha, a throwing wedge made to return to the user. They also fashion many forms of clothing, but never wear armor.
The pack is the single unit of organization among the thri-kreen, having as few as two and as many as two dozen individuals. The pack is always on the hunt, never idle; there are no permanent thri-kreen communities. The so called thri-kreen nations are, in fact, not organized as such, nor are they thought of as nations by the mantis warriors. The nations are human conventions to delineate on maps where the thri-kreen thrive and dominate.
Thri-kreen are carnivores and the pack is constantly on the hunt for food. They consider the other races as potential food stock, but only prey on other intelligent creatures in times of desperation. The mantis warriors have a reputed taste for elves (far more common among to'ksa), which keeps both races at an uneasy peace when they are forced to cooperate.
A thri-kreen's obsession is the hunt. Thri-kreen are skilled and wise hunters; skilled enough to bring down the animals they need, wise enough to move on before they completely deplete an area of prey.
From birth, all thri-kreen are involved in the hunt; the young are concerned with preparation and preservation of hunted food, elders are hunters. There are no distinctions between male and female thri-kreen in their pack society.
To outsiders, thri-kreen sometimes seem overly preoccupied with gathering food, hunting, and maintaining stocks of travel food. Since they do not sleep, thri-kreen often hunt through the night while other races they are working with are "needlessly lying around."
Their pack intelligence also makes them protective of their clutch-mates. To a thri-kreen, his clutch or pack includes whoever he is with at the time of danger. It is instinctive for a thri-kreen to leap into battle to protect those he is with, regardless of personal danger. Even in desperation, a thri-kreen will not turn to its clutch-mates for a source of food.
To'ksa
Strength: 8 to 20
Dexterity: 17 to 22
Constitution: 7 to 20
Intelligence: 6 to 19
Wisdom: 8 to 21
Charisma: 5 to 15
Jeral
Strength: 8 to 20
Dexterity: 17 to 22
Constitution: 6 to 19
Intelligence: 7 to 20
Wisdom: 8 to 21
Charisma: 5 to 15
Size: Medium
Movement Rate: 18
Immune to Charm Person, Hold Person
Natural AC 5
Darkness/blindness penalties in melee reduced by one
Four claw attacks and one bite attack, d4/d4/d4/d4/d4+1 damage
Unable to swim or climb
Humid climates cause disease
3rd level: jump 20' straight up or 50' straight forward
5th level: venom in bite attack; causes paralysis in non-kreen
5th level: bonus weapon proficiency in chatkcha
7th level: dodge missiles by rolling 9 or higher on d20
Multiclass options:
Fighter/Cleric
Fighter/Psionicist
Cleric/Psionicist
Fighter/Cleric/Psionicist
(Any "Fighter" entry can be replaced with "Ranger". Any "Cleric" entry can be replaced with "Druid".)
Typical height range*: 6'10" - 7'2"
Typical weight range*: 450 - 470 lbs
Starting age range: 6-8
Lifespan: 25 years
*Some thri-kreen are born into roles in their pack. The kalak grow to be scouts and consummate hunters, roughly four inches shorter and twenty pounds lighter than the average specimen. The tik-tik are pack protectors, up to four inches taller and twenty pounds heavier than average.
Thri-kreen begin play with 5 Character Points. They may purchase the following racial abilities:
Elf-eater (5): The thri-kreen receives a +2 to all attacks against elves.
Deadlier poison (10): The venom of the PC’s poisonous bite deals 2d4 damage in addition to its paralytic effect; a successful save results in half damage and no paralysis.
Hunting bonus (5): If the thri-kreen is hunting prey for consumption, he gains a +1 to attacks with natural weapons.
Improved movement rate (5): This PC is one of the fastest of the race, possessing a movement rate of 21.
Pheromone speech (5): The PC can transmit non-verbal messages to all kreen within 20’ by releasing pheromones imperceptible to other races. Such messages are limited to 1-2 words, such as “prey near”, “retreat”, or “attack now”.
Psionic resistance (15): The insectoid mind of the PC is more alien than most to humanoid psionicists. The PC receives a save vs. spell against psionic attack from non-insectoid beings.
The individual thri-kreen is a six-limbed creature with a tough, sandy-yellow exoskeleton (to'ksa have a thin, leathery sheathing over their chitin and joints and a spine-studded abdominal shell, while jeral have exposed chitin, giving them a more glossy appearance). Its hind legs are the most powerful, used for walking, running, and leaping at phenomenal speed. The four forward limbs each have a hand with two (jeral) or three (to'ksa) fingers and an opposable thumb.
A thri-kreen's head has two large eyes, two antennae (18-24 inches long among to'ksa, vestigial nubs for jeral), and a small-but-powerful jaw. The jaws work from side to side and have several small extensions that grab and manipulate food while it is being eaten. The eyes are jet black and multi-faceted, separated to either side of the head. The antennae help the kreen to maneuver through brush and grasslands in the darkness.
Thri-kreen have no need of sleep, and can remain active through the day and night. Thri-kreen make and use a variety of weapons. Chief among them are the gythka, a polearm with wicked blades at either end, and the chatkcha, a throwing wedge made to return to the user. They also fashion many forms of clothing, but never wear armor.
The pack is the single unit of organization among the thri-kreen, having as few as two and as many as two dozen individuals. The pack is always on the hunt, never idle; there are no permanent thri-kreen communities. The so called thri-kreen nations are, in fact, not organized as such, nor are they thought of as nations by the mantis warriors. The nations are human conventions to delineate on maps where the thri-kreen thrive and dominate.
Thri-kreen are carnivores and the pack is constantly on the hunt for food. They consider the other races as potential food stock, but only prey on other intelligent creatures in times of desperation. The mantis warriors have a reputed taste for elves (far more common among to'ksa), which keeps both races at an uneasy peace when they are forced to cooperate.
A thri-kreen's obsession is the hunt. Thri-kreen are skilled and wise hunters; skilled enough to bring down the animals they need, wise enough to move on before they completely deplete an area of prey.
From birth, all thri-kreen are involved in the hunt; the young are concerned with preparation and preservation of hunted food, elders are hunters. There are no distinctions between male and female thri-kreen in their pack society.
To outsiders, thri-kreen sometimes seem overly preoccupied with gathering food, hunting, and maintaining stocks of travel food. Since they do not sleep, thri-kreen often hunt through the night while other races they are working with are "needlessly lying around."
Their pack intelligence also makes them protective of their clutch-mates. To a thri-kreen, his clutch or pack includes whoever he is with at the time of danger. It is instinctive for a thri-kreen to leap into battle to protect those he is with, regardless of personal danger. Even in desperation, a thri-kreen will not turn to its clutch-mates for a source of food.
To'ksa
Strength: 8 to 20
Dexterity: 17 to 22
Constitution: 7 to 20
Intelligence: 6 to 19
Wisdom: 8 to 21
Charisma: 5 to 15
Jeral
Strength: 8 to 20
Dexterity: 17 to 22
Constitution: 6 to 19
Intelligence: 7 to 20
Wisdom: 8 to 21
Charisma: 5 to 15
Size: Medium
Movement Rate: 18
Immune to Charm Person, Hold Person
Natural AC 5
Darkness/blindness penalties in melee reduced by one
Four claw attacks and one bite attack, d4/d4/d4/d4/d4+1 damage
Unable to swim or climb
Humid climates cause disease
3rd level: jump 20' straight up or 50' straight forward
5th level: venom in bite attack; causes paralysis in non-kreen
5th level: bonus weapon proficiency in chatkcha
7th level: dodge missiles by rolling 9 or higher on d20
Fighter | Ranger | Gladiator | Defiler | Preserver | Cleric, Air | Cleric, Earth | Cleric, Fire | Cleric, Water | Druid | Templar | Thief | Bard | Trader | Psionicist |
16 | 12 | 15 | N/A | N/A | 14 | 12 | 10 | 12 | 16 | N/A | N/A | N/A | N/A | Unlimited |
Multiclass options:
Fighter/Cleric
Fighter/Psionicist
Cleric/Psionicist
Fighter/Cleric/Psionicist
(Any "Fighter" entry can be replaced with "Ranger". Any "Cleric" entry can be replaced with "Druid".)
Typical height range*: 6'10" - 7'2"
Typical weight range*: 450 - 470 lbs
Starting age range: 6-8
Lifespan: 25 years
*Some thri-kreen are born into roles in their pack. The kalak grow to be scouts and consummate hunters, roughly four inches shorter and twenty pounds lighter than the average specimen. The tik-tik are pack protectors, up to four inches taller and twenty pounds heavier than average.
Thri-kreen begin play with 5 Character Points. They may purchase the following racial abilities:
Elf-eater (5): The thri-kreen receives a +2 to all attacks against elves.
Deadlier poison (10): The venom of the PC’s poisonous bite deals 2d4 damage in addition to its paralytic effect; a successful save results in half damage and no paralysis.
Hunting bonus (5): If the thri-kreen is hunting prey for consumption, he gains a +1 to attacks with natural weapons.
Improved movement rate (5): This PC is one of the fastest of the race, possessing a movement rate of 21.
Pheromone speech (5): The PC can transmit non-verbal messages to all kreen within 20’ by releasing pheromones imperceptible to other races. Such messages are limited to 1-2 words, such as “prey near”, “retreat”, or “attack now”.
Psionic resistance (15): The insectoid mind of the PC is more alien than most to humanoid psionicists. The PC receives a save vs. spell against psionic attack from non-insectoid beings.