User:Wizardoest/PCs/TskTsk
From Drinking and Dragons
- Thri-kreen
- +2 Strength, +4 Dexterity, –2 Intelligence, +2 Wisdom, –4 Charisma: Thri-kreen are strong and quick, but they think differently from most humanoids and have a hard time relating to folk of other races.
- Monstrous Humanoid: Thri-kreen are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
- Medium: As Medium creatures, thri-kreen have no special bonuses or penalties due to their size.
- Thri-kreen base land speed is 40 feet.
- Darkvision out to 60 feet.
- Immunity to magic sleep effects.
- +3 Natural Armor: A thri-kreen’s exoskeleton is tough and resistant to blows.
- Multiple Limbs: Thri-kreen have four arms, and thus can take the Multiweapon Fighting feat (page 304 of the Monster Manual) instead of the Two-Weapon Fighting feat. Thri-kreen can also take the Multiattack feat. (These are not bonus feats.)
- Natural Attacks: Thri-kreen can attack with four claws and a bite. The claws deal 1d4 points of damage, and the bite is a secondary attack that also deals 1d4 points of damage. A thri-kreen can attack with a weapon (or multiple weapons) at its normal attack bonus, and make either a bite or claw attack as a secondary attack. For example, a thri-kreen ranger with the Multiweapon Fighting feat who is armed with three short swords could attack with all three swords at a –2 penalty (the normal penalty for fi ghting with multiple weapons while using light weapons in its off hands) and also make a bite attack at a –5 penalty.
- Poison (Ex): Bite, initial damage 1d6 Dex, secondary damage paralysis, DC 11 + Con modifi er. A thri-kreen produces suffi cient poison for only one poisonous bite per day.
- Leap (Ex): Thri-kreen are natural jumpers. They have a +30 racial bonus on Jump checks.
- Weapon Familiarity: Thri-kreen can treat gythkas and chatkchas (see the sidebar) as martial weapons rather than exotic weapons.
- Naturally Psionic: Thri-kreen gain 1 bonus power point at 1st level. This benefi t does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
- Psi-Like Abilities: 3/day—chameleon, know direction; 1/day— psionic displacement, metaphysical claw. Manifester level is equal to 1/2 Hit Dice (minimum 1st). The save DCs are Charisma-based.
- Racial Hit Dice: A thri-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 thri-kreen’s monstrous humanoid levels give him skill points equal to 5 × (2 + Int modifi er). His class skills are Balance, Climb, Hide, Jump, Listen, and Spot.
- Thri-kreen have a +4 racial bonus on Hide checks in sandy or arid settings.
- Racial Feats: A thri-kreen character has Defl ect Arrows as a bonus feat. In addition, his monstrous humanoid levels give him one feat.
- Automatic Languages: Common, Thri-Kreen. Bonus Languages: Elven, Giant, Gnoll, Goblin, Halfl ing.
- Favored Class: Ranger.
- Level Adjustment: +2.
Classes: Racial (2), LA (2), Scout (3), Fighter (1), Extreme Explorer (2)
- Feats
- 1: Action Boost
- 3: Multiweapon Fighting
- Scout4: Dodge
- 6: Mobility