The insectoid thri-kreen is the least “human” of the player character races. The average thri-kreen stands 7 feet tall and grows 11 feet long from end to end. With six limbs, a sandy-yellow exoskeleton, and large, multifaceted eyes, a thri-kreen looks like a huge, intelligent mantis. While there are at least six kreen subspecies, the two most prominent in the Tyr Region are jeral and to'ksa kreen. Of these, player characters tend to be drawn from the ranks of the jeral.
A thri-kreen's hind legs are its most powerful limbs, allowing him to walk, run, and leap at phenomenal speed. (A thri-kreen's base movement rate is 18.) The four forward limbs end in three-fingered hands that can manipulate tools and weapons as effectively as a human's hands.
Thri-kreen gather in packs that roam the Athasian wastes. There are no permanent thri-kreen communities, which may account for why they have little understanding of human society or customs. Thri-kreen don't need sleep and are thus never idle. Most thri-kreen are obsessed with the hunt, the daily ritual that makes up much of their life. They strive to become skilled and wise hunters capable of stalking and catching what they need and then moving on before a region is depleted of game.
Nonkreen sometimes view this preoccupation with gathering food and maintaining traveling supplies as a bit strange, especially considering that thri-kreen hunt throughout the night while other races “lazily lie around.” Further, thri-kreen care nothing for money or other items that are usually considered as treasure. In fact, a thri-kreen owns only what he can carry on his person.
Carnivores, thri-kreen will look toward other intelligent races as sources of food in extreme emergencies. Some kreen have a particular taste for elves, which puts both races in uneasy positions when forced to cooperate. However, thri-kreen won't turn to other members of their “packs” for food—no matter how desperate the situation. A thri-kreen PC adopts his adventuring companions as his pack, regardless of their mix of races; this includes whoever he is with at the time danger strikes. He'll instinctively leap to protect his companions, regardless of personal danger. The pack mentality is so ingrained in thri-kreen culture that they apply it to every situation they find themselves in.
Thri-kreen PCs can select from any warrior, priest, or psionicist class, as well as a number of multiclass options. They have no ability or understanding of wizardly magic and can't develop the skills or mind set necessary to be rogues. A thri-kreen PC is immune to charm person and hold person spells.
A thri-kreen PC has a natural Armor Class of 5. He makes and uses a number of weapons, such as gythka and chatkcha, fashions clothing and bodily decorations, but never wears armor. He can use most magical items available to his character class, though items specifically designed for the humanoid form (rings, cloaks, girdles, bracers, armor, etc.) won't function for him.
A thri-kreen's antennae help him maneuver through brush and grassland in the dark. They also lessen the effects of darkness and blindness on melee combat by 1. Ranged combat isn't affected, however. If fighting without weapons, a thri-kreen can make four claws and one bite attack every round (1d4x41d4+1 damage). If using a weapon, he can strike with the weapon and apply a bite in the same round. Multiple attacks allowed by higher levels only apply to weapons.
Upon reaching 3rd level, a thri-kreen develops a powerful leap that allows him to jump 20 feet straight up or 50 feet forward. He can't leap backward.
Upon reaching 5th level, a thri-kreen develops a venomous saliva. When a victim receives a bite, he must save versus paralyzation or be paralyzed for a number of rounds as follows: smaller than medium-sized creatures, 2d10 rounds; medium-sized creatures, 2d8 rounds; large creatures, 1d8 rounds; huge and gargantuan creatures, 1 round. Also at 5th level, a thri-kreen receives the chatkcha proficiency as a bonus. (If the character already has the proficiency, he gets nothing.) Those proficient with the throwing weapon can hurl it for 90 yards. If it misses its target, it returns to the thrower.
Upon reaching 7th level, a thri-kreen develops the ability to dodge missile fire on a roll of 9 or better on 1d20. Only physical missiles can be dodged, not magical effects (such as the magic missile spell). Physical missiles that have been enchanted modify the dodge roll by their plus. Thus, a thri-kreen can dodge an arrow +3 on a roll of 12 or better (9+3=12). Thri-kreen live to a maximum age of 35 years.
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