Post by gatalis on Apr 21, 2012 1:46:10 GMT -5
Source: Expanded Psionics Handbook
This entry is part of the Applicant Race Project, and thus needs an application to play it. This is the Entry for 4/21
Fierce hunters and faultless trackers, the thri-kreen are a race of insect-folk sometimes known as “mantis warriors.” They are inscrutable, alien creatures; those who do not know them well believe them to be bloodthirsty monsters. Nomadic folk who spend their brief lives roaming vast distances of the deserts, scrublands, and savannas of the south, thri-kreen are near-perfect hunters.
Personality:
Each thri-kreen forms deep attachments with a handful of other individuals, regarding them as clutch-mates, companions to be defended with one’s own life if need be. All others outside this small group of companions are strangers and enemies, although thri-kreen are intelligent enough to recognize that one traveling alone in the lands of other folk would be wise to keep such observations to oneself.
Physical Description:
A thri-kreen resembles a bipedal praying mantis. Its body’s exoskeleton is sandy yellow in color. Of the body’s six limbs, the lower two are used for walking, and the upper four end in four-fingered, clawlike hands. Thri-kreen have large, dangerous mandibles and compound eyes. Two small antennae sprout from the tops of their heads. They wear little clothing beyond simple harnesses for carrying weapons and equipment.
Relations:
Thri-kreen view themselves as noble hunters and judge other folk on the simple relationship of predator to prey. They respect barbarians, rangers, and others who live off the land and treat the land with care. On the other hand, savage and evil races such as gnolls and orcs despoil the lands that should be hunted with respect, and thus they earn the thri-kreen’s enmity. The mantis warriors generally regard city folk and farmers of other races as not-hunters, and therefore not worth their attention (but also unworthy of their enmity).
Alignment:
Thri-kreen have virtually no social structure other than the clutches they form with their closest allies. The notion of sophisticated rules for social behavior is foreign to them. They are almost always chaotic in alignment, and often neutral with respect to good and evil.
Thri-Kreen Lands:
Thri-kreen like it hot. They favor warm, dry climates, especially arid grasslands and plains that most other folk consider uninhabitable. Since they are a nomadic race, they make no permanent settlements and travel light, carrying little more than tools and food from camp to camp.
Religion:
Thri-kreen strongly favor a druidic tradition instead of the myriad deities of other races. Thri-kreen druids serve as the spiritual leaders of the race.
Language:
Thri-kreen speak their own language, Thri-Kreen, which is composed of clicks, whistles, and snaps of their mandibles. Thri-kreen player characters also speak Common.
Names:
Thri-kreen make no distinction between male and female names, and they do not use a surname.
Example Thri-Kreen Names:
Chak-tha, Drik-chkit, Kacht-ta, Kat’chka, Pak’cha, Pik-ik-cha, Ptekwe, Tak-tha, Tik-tik.
Adventurers: Most thri-kreen adventurers are barbarians, rangers, or druids—characters who do well in the wide-open spaces favored by the race. On rare occasions, a thri-kreen hunter falls in with an adventuring party and bonds with its new companions, taking them as clutch-mates in place of its own kind.
Thri-Kreen Racial Traits:
There is a Thri-Kreen model under [CEP23] and the Yugoloth: Mezzoloth could likely also be used.
This entry is part of the Applicant Race Project, and thus needs an application to play it. This is the Entry for 4/21
Thri-Kreen


Fierce hunters and faultless trackers, the thri-kreen are a race of insect-folk sometimes known as “mantis warriors.” They are inscrutable, alien creatures; those who do not know them well believe them to be bloodthirsty monsters. Nomadic folk who spend their brief lives roaming vast distances of the deserts, scrublands, and savannas of the south, thri-kreen are near-perfect hunters.
Personality:
Each thri-kreen forms deep attachments with a handful of other individuals, regarding them as clutch-mates, companions to be defended with one’s own life if need be. All others outside this small group of companions are strangers and enemies, although thri-kreen are intelligent enough to recognize that one traveling alone in the lands of other folk would be wise to keep such observations to oneself.
Physical Description:
A thri-kreen resembles a bipedal praying mantis. Its body’s exoskeleton is sandy yellow in color. Of the body’s six limbs, the lower two are used for walking, and the upper four end in four-fingered, clawlike hands. Thri-kreen have large, dangerous mandibles and compound eyes. Two small antennae sprout from the tops of their heads. They wear little clothing beyond simple harnesses for carrying weapons and equipment.
Relations:
Thri-kreen view themselves as noble hunters and judge other folk on the simple relationship of predator to prey. They respect barbarians, rangers, and others who live off the land and treat the land with care. On the other hand, savage and evil races such as gnolls and orcs despoil the lands that should be hunted with respect, and thus they earn the thri-kreen’s enmity. The mantis warriors generally regard city folk and farmers of other races as not-hunters, and therefore not worth their attention (but also unworthy of their enmity).
Alignment:
Thri-kreen have virtually no social structure other than the clutches they form with their closest allies. The notion of sophisticated rules for social behavior is foreign to them. They are almost always chaotic in alignment, and often neutral with respect to good and evil.
Thri-Kreen Lands:
Thri-kreen like it hot. They favor warm, dry climates, especially arid grasslands and plains that most other folk consider uninhabitable. Since they are a nomadic race, they make no permanent settlements and travel light, carrying little more than tools and food from camp to camp.
Religion:
Thri-kreen strongly favor a druidic tradition instead of the myriad deities of other races. Thri-kreen druids serve as the spiritual leaders of the race.
Language:
Thri-kreen speak their own language, Thri-Kreen, which is composed of clicks, whistles, and snaps of their mandibles. Thri-kreen player characters also speak Common.
Names:
Thri-kreen make no distinction between male and female names, and they do not use a surname.
Example Thri-Kreen Names:
Chak-tha, Drik-chkit, Kacht-ta, Kat’chka, Pak’cha, Pik-ik-cha, Ptekwe, Tak-tha, Tik-tik.
Adventurers: Most thri-kreen adventurers are barbarians, rangers, or druids—characters who do well in the wide-open spaces favored by the race. On rare occasions, a thri-kreen hunter falls in with an adventuring party and bonds with its new companions, taking them as clutch-mates in place of its own kind.
Thri-Kreen Racial Traits:
- +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 are slightly faster than most races
- 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 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 fighting 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 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 Deflect 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.
There is a Thri-Kreen model under [CEP23] and the Yugoloth: Mezzoloth could likely also be used.