My Thri-Kreen

Post/Author/DateTimePost
#1

demonwastesmarauder

Sep 15, 2009 0:43:01

 


Thri-Kreen


+2 Dex, +2 Wis


Armoured Shell: Resist/2 to all Damage against attacks with the Weapon keyword. A weapon with the ability to negate Cover cancels this benefit.    Level 21: Resist/5 damage to all attacks with the Weapon keyword.


Sleepless: Thri-Kreen do not require normal sleep, and are aware of their environments at all times.


Multi-Arms: A Thri-Kreen always has an off-hand that can be used for Shields, off-hand weapons, thrown weapons, or abilities such as Swordmage Warding that require a free hand. A Thri-Kreen cannot use more than one two-handed weapons. This ability does not grant extra attacks.


Missile Avoidance: Your extra arms can easily swat away projectiles, you gain a +2 to AC against Ranged attacks with the Weapon Keyword


 


Thri-Kreen Racial Power: Paralytic Bite


Standard Action; Encounter (Melee, Poison, Reliable)


Choose between Strength +2, Dexterity+2, or Intelligence+2 to hit. 1d6+strength modifier damage and target is Immobilized. (Save Ends) Targets that are immune to poison are not immobilized.


 


Thri-Kreen Racial Feat:


Enhanced Venom


Your Paralytic Bite inflicts poison damage as well as paralysis.  1st level: Ongoing 5 poison damage. (Save ends) - 11th Level: ongoing 10 poison damage - 21st level: Ongoing 15 poison damage. Save ends both ongoing damage and Immobilization.


 


Thri-Kreen Racial Feat: Missile Deflection


Your AC against Ranged attacks with the Weapon keyword increases by +2.  21st level: AC increases by another +2, if an enemy misses you with a Ranged attack with the Weapon Keyword, you can bounce the missile back and the target must repeat the attack against itself.

#2

demonwastesmarauder

Sep 15, 2009 18:44:20

Any thoughts?

#3

demonwastesmarauder

Sep 16, 2009 14:09:25

Something else that I've always enjoyed was the Beastmaster Ranger build in Martial Power, there was a selection of feats that extended racial benefits to one's beast companion.


 


Racial Feat


Beast Deflection


Prerequisite: Thri-Kreen, Ranger


Your Beast companion shares your +2 AC bonus against Ranged attacks with the Weapon Keyword if you are adjacent to your beast.

#4

Akriel

Sep 16, 2009 15:52:05

i dont like your limitation to Weapon Keyword, it's difficult to check everytime with monsters. Here my Thri-Kreen for inspiration:


  • Average Height: 7'; 10' to 11' Long

  • Ability Scores: +2 Dex, +2Wis

  • Size: Medium

  • Speed: 8 squares

  • Vision: Darkvision

  • Languages: Kreen, Common

  • Skills Bonuses: +2 Nature, +2 Athletics

  • Insect Body: Thri-Kreen usually need magical items resizing if objects are taken from humanoid.

  • Trance: Rather than sleep, thri-kreen enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.

  • Thri-Kreen Weapon Proficiency: You gain proficiency with the Gythka and Chatkcha.

  • 4-Handed: You have 4 hands to carry or manipulate stuff. You can only benefit from one bonus between a two-handed weapon or the shield in combat. 

  • Venomous Saliva: You can use Venomous Saliva as an Encounter power.

Venomous Saliva [Thri-Kreen Racial Power]


  • You bite an opponent and your venom cause paralysis.

  • Encounter (special)

  • Standard Action Melee 1

  • Attack: Con vs. Fortitude 

  • Increase damage to +2 at 11th level, +4 at 21st level.

  • Hit: 1d4 + Con modifier damage, victim become immobilized (save ends).

  • Increase to 3d4+ Con at 11th level, 5d4 + Con at 21st level.

  • Special: Cannot use more venomous saliva than Con modifier per day.

#5

GhostStepper

Sep 16, 2009 17:41:25

Monsters dont have powers with the Weapon keyword.

#6

Pennarin

Sep 16, 2009 19:20:54

The following thread contains one try at a kreen race, from fallenakriel, and later on, in the post under my name, I list another thread from yet another forum with a second try at it.


Link: arena.athas.org/forums/ds-4/topics/races...

#7

demonwastesmarauder

Sep 17, 2009 0:52:29

Some good points; but it's always been clear that Thri-kreen have a natural armored shell; if they don't wear humanoid armor, then they need some kind of edge.


It might be enough to give then resist/2 all damage from attacks that target AC; I didn't want them to have resistance to magic that zaps people for necrotic, cold, psychic damage, things that armor won't save you from.


Also, in Martial Power it describes a ritual that all beastmasters know to ressurect their beast if it dies - whether or not they otherwise can cast rituals. I want to develop a ritual that all Thri-Kreen adventurers know that allows them to refit humanoid equipment for their own bodies.


The trance thing, or something like what Warforged have is probably a good idea.