Building a Thri-Kreen (for Dark Sun)...

Post/Author/DateTimePost
#1

Cyber-Dave

Jan 14, 2015 9:22:46

So, is this balanced? I think it is, but I wouldn't mind some community feedback. 

 
#2

bawylie

Jan 14, 2015 10:04:45

It's awfully big. I don't know the setting well, so my perceptions come from comparison to other races. 

 

I suggest basic features and sub races along the quick/tough divide. 

 

So unarmored AC for all Thri-Kreen is just 13, but the tougher one can add its CON mod. For instance. 

#3

Cyber-Dave

Jan 14, 2015 10:28:42

bawylie wrote:
#4

LuisCarlos17f

Jan 14, 2015 11:17:38

Multiple limbs is a very important racial trait. The thri-kreen can use a shield, a one-hand and two-hands weapons. 

 

You must remember the thri-kreen has got a different body and he can´t wear most of armours and clothes for humanoids. If it can be created maybe is more expensive.

#5

mellored

Jan 14, 2015 11:21:18

Chameleon Power:  Advantage, when not moving...

Hard Carapice:  12+Dex.  Leveas room for a few features to imrove.

Posionis Bite: I don't see a reason to have the 1 minute limit.  DC 11, roll every turn is enough.

 

Otherwise it seems fine.

#6

iserith

Jan 14, 2015 12:23:08

Should Natural Weaponry be a bonus action attack?

#7

Dougan_Axehammer

Jan 14, 2015 14:35:49

Cyber-Dave wrote:
#8

Cyber-Dave

Jan 14, 2015 18:31:34

mellored wrote:
#9

Cyber-Dave

Jan 14, 2015 15:34:08

iserith wrote:
#10

Cyber-Dave

Jan 14, 2015 15:40:50

Dougan_Axehammer wrote:
#11

Ath-kethin

Jan 14, 2015 18:05:46

As a special favor to the old-timers amongst us, could you rule that thri-kreen look like mantis warriors again instead of dudes in cheap rubber suits?

 

That has nothing to do with balance, and everything to do with pet peeves.

#12

mellored

Jan 14, 2015 18:27:42

Do they have advantage on stealth, or just proficieny?

#13

Cyber-Dave

Jan 14, 2015 18:32:52

mellored wrote:
#14

Devils-Advocate

Jan 14, 2015 21:45:17

I have a suggestion. I know you are not a fan of subraces in Darksun due to the setting's theme of survival of the fittest, but subraces could be a way to cut down on the huge number of traits this race has. Keep the +2 to Dexterity, Alien Nature, Chameleon Power, Darkvision, Hard Carapace, Multiple Limbs, Sleepless, Standing Leap, Unusual Body Shape, and Languages as universal racial features, then have one more physically capable subrace with Natural Weaponry and Poisonous Bite, and one more mentally developed subrace with Thri-Kreen Weapon Training, Telepethy, and the Innate Psionic Spellcasting from the Monster Manual. This would, in my view, actually be more internally consistent because the telepathic Gythka-and-Chatkcha wielding Thri-Kreen is a variant in the Monster Manual.

 

EDIT: Also, why base speed 35 when the MM entry has it at 40?

(Reply to #14)

seti

Devils-Advocate wrote:
#16

lawrencehoy

Jan 14, 2015 22:40:37

seti wrote:
#17

Cyber-Dave

Jan 15, 2015 9:47:56

I have already been over this. I do not plan to divide the race into sub-races. The original Dark Sun release did not divide the thri-kreen into sub-races. The original Dark Sun release took races such as the elf, dwarf, and halfling, which did have sub-races in 2e, and offered only one single Dark Sun specific sub-race. Multiple sub-races per race are not thematic for Dark Sun. The setting presents a world in which Darwinian evolution has achieved its final stage and only the strangest races and sub-races have survived. 

 
#18

Devils-Advocate

Jan 15, 2015 9:58:27

That's cool, I just thought I'd offer the suggestion that subraces might improve internal consistency, which I know is big for you. If you still prefer to go for a single race with no subraces, it's all good. I think it looks pretty well balanced. Personally, I don't think it's necessary for Extra Limbs to let you interact with an additional item. The ability to wield a two-handed weapon and a shield, and still have a hand free for somatic spell components is more than enough. Also, I would change Natural Weaponry to just give your unarmed strike a 1d4 slashing damage rating and the Light quality, but that's mostly a stylistic thing for me.

#19

Cyber-Dave

Jan 15, 2015 12:02:32

Devils-Advocate wrote:
#20

mellored

Jan 15, 2015 11:32:28

Cyber-Dave wrote:
#21

Cyber-Dave

Jan 15, 2015 11:35:24

mellored wrote:
#22

mellored

Jan 15, 2015 11:49:58

Cyber-Dave wrote:
#23

ORC_Animus

Jan 15, 2015 11:59:40

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#24

Devils-Advocate

Jan 15, 2015 12:12:44

Cyber-Dave wrote:
#25

Dougan_Axehammer

Jan 15, 2015 13:05:10

Unfortunately, due to budgeting constraints, I have not been able to purchase the Monster Manual yet (and I gave away my 2e Dark Sun a while ago), so my ideas stem from my own observations on what I remember about Athasian Thri-Kreen:

 

Thri-Kreen are an insectoid race that very much resembles a praying mantis.  That means they have a hardened exoskeleton (natural armor), the ability to leap great distances, and gives them extra appendages for added abilities (movement, extra actions, and such.)   Their reflexes are sharper (giving them a bonus to Dexterity) and have a natural camoflage (advantage to stealth).

 

As a society (on Athas, beyond the Jagged Cliffs), they shun armor, priding themselves on their chitin with the warrior caste having the thickest armor (Con bonus to AC, no Dex maximum), and they are taught how to use weapons at an early age (Proficiency with Chatka, Gythka and Natural Weapons.) 

 

I also remember their poison put victims to sleep, but it was a long time ago.

 

Personally, I'm not really convinced you should balance Athasian races to non-Athasian counterparts.  Dark Sun is a brutal campaign setting and the races are tougher as a result.  The elves, for instance, have a greater running speed and a wild psionic talent (as memory serves);  that makes them inherently more powerful than a Faerun/Oerth elf.

#26

Cyber-Dave

Jan 15, 2015 14:26:21

Devils-Advocate wrote: