I've decided to make a handful of revisions to my Thri-Kreen racial template. I'm taken a handful of benefits/penalties off in favor of allowing players some more latitude in developing the mantis-men as characters. After all, its no fun if every Thri-Kreen is forced to follow the same set of behaviors. I've also turned a number of the D&D abilities listed for Thri-Kreen into Novice edges, allowing players to play either the Thri-Kreen side of the character heavily or play up the occupation with a character that just happens to be Thri-Kreen. These revisions have also made psionics more available to the mantis-men, which fits with the definition of their psionics-heavy culture in Thri-Kreen of Athas.
Thri-Kreen
--Insect Limbs: Thri-Kreen have 3 sets of limbs, yet requires only one of these to walk. They receive one additional non-movement action per round at no penalty. However, they have two dominant and two non-dominant arms, meaning that to incur no penalties for multiple attacks per round they must purchase the Ambidextrous and Two-Fisted Edge twice each.
--Chitin Shell: Thri-Kreen have a natural Armor +2 bonus. This is typically the only armor they receive, as Kreen culture does not make use of worn armor and few armorers can build suits capable of covering a Kreen’s bulk.
--Sleepless: Thri-Kreen require no sleep and are unaffected by magic that induces sleep.
Natural Weapons: Due to its mandibles, which do Str+d4 damage, a Thri-Kreen is never considered unarmed.
--Pack Loyalty: A Thri-Kreen must take the Hindrance Loyal (Minor) to reflect the affection they feel for those they come to see as members of their pack.
--Monstrous Reputation: The appearance and habits of the Kreen are favored by most humanoids. Thri-Kreen receive a -2 to Charisma when dealing with non-Kreen.
--Elf Hunters: The Thri-Kreen have a fondness for the taste of Elf meat. Elves rarely react with anything other than intense hostility toward Thri-Kreen, thus the later receive a -4 to Charisma when dealing with the former, even when they’re not looking for a meal.
--Isolated: The Thri-Kreen pack mentality and distance from most other civilization. To reflect this, Thri-Kreen must take the Hindrance Clueless (Major).
Thri-Kreen Edges
Paralytic Venom
Requirements: Thri-Kreen, Novice, Fighting d8
Benefits: Thri-Kreen warriors have been known to produce a stronger venom than the irritating—but minimally effective—variety produced by non-warriors. Anyone Shaken by a warrior’s natural weapon attack must make a Vigor check or suffer paralysis for 2d6 rounds.
Warrior’s Leap
Requirements: Thri-Kreen, Novice, Fighting d8, Strength d6
Benefits: Thri-Kreen warriors are often skilled at leaping. A Thri-Kreen gifted thusly has standing leap of 2” while her running leap is 4” and with a successful Strength check, she can leap 6”.
No comments:
Post a Comment