Author Topic: Thri-Kreen 2.0  (Read 11674 times)

Offline WarHunter

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Thri-Kreen 2.0
« on: July 07, 2017, 04:13:08 AM »
Thri-Kreen

D8 HD

Level BAB Fort Ref Will Special
1 +1 +0 +2 +2 Thri-Kreen Body, Desert Adaptation, Venom, Leap +10, +2 Dex
2 +2 +0 +3 +3 Create Chatkcha, Molt, Deflect Arrow, Leap +20, +1 Str, +1 Dex
3 +3 +1 +3 +3 Create Gythka, Psi like abilities, Leap +30, +1 Str, +1 Dex

Skills: 2 Skill points+int per level, quadruple at 1st level.
Class skills: Balance, Climb, Craft, Hide, Jump. Listen, Spot, and Survival

Proficiencies: a Thri-Kreen is Proficient with Light Armor, Simple Weapons, Chatkcha and Gythka

Features:

Thri-Kreen Body: the Thri-Kreen loses all other racial bonuses, and gains Monstrous Humanoid traits (Darkvision 60ft). It is a small sized monstrous humanoid with base speed 30 feet. Has a 1d3 bite at str modifier. Thri-kreens are immune to sleep, they still need 6 hours to be fully rested but they are completely aware of their surroundings. Speaks Thri-kreen and Common

Desert Adaptation: Thri-Kreens gain a +1 to hide per Thri-Kreen and Thri-kreen PrC HD. Gains natural armor equal to Constitution modifier. Only needs half amount of water compared to creatures the same size to survive.

Venom: Thri-Kreens can use Venom after successful bite initial damage- 1d6 Dex, secondary damage paralysis, DC 11 + Con modifier- must decided if using venom before the bite attack roll. Thri-Kreen have one use of their venom per Thri-Kreen and Thri-kreen PrC HD per day.

Leap: Current bonus to horizontal Jump distance, +10ft at lvl 1 Thri-Kreen, +20ft at lvl 2 Thri-Kreen, and +30ft at lvl 3 Thri-Kreen- do not add.

Create Chatkcha: Thri-Kreen can create a Chatkcha providing they have 3 lbs of sand (or something comparable), 1lb of special herbs, and one use of their venom available, consuming that use. Takes 3 hours to create. Thri-Kreen can also repair a broken Chatkcha proving that they have 1lb of sand, 8 oz of special herbs, and 1 use of your venom, consuming it- takes 1 hour. Thri-Kreens do not sell their Chatkcha unless it is to for food or medicine for a pack mate. Thri-kreens may gift a Chatkcha to a Pack mate that saved their life but only replace it upon repaying the life debt.

Molt: This is the last Molt in most Thri-Kreen’s life. For 6 hours while they rest they become a size larger. Land speed becomes 40 and 4 1d4 claw attacks at full str modifier a 1d4 bite at half str modifier.

Create Gythka: Thri-Kreen can create a Gythka providing they have 6 lbs of sand (or something comparable), 2 lbs of special herbs, a stick around the size of a quarterstaff and two uses of their venom available, consuming those uses. Takes 6 hours to create. Thri-Kreen can also repair a broken Chatkcha proving that they have 2 lbs of sand, 1 lb of special herbs, and 1 use of your venom, consuming it- takes 2 hours. Thri-Kreens do not sell their Gythka unless it is to for food or medicine for a pack mate. Thri-kreens may gift a Gythka to a Pack mate that saved their life but only replace it upon repaying the life debt.

Deflect Arrow: As the feat even if Thri-Kreen don’t meet the prerequisites.

Psi Like Abilities: Thri-keens can use Chameleon, Know Direction- 3/day; Psionic Displacement, Metaphysical Claw-1/day . Manifester level is equal to Hit Dice. The save DCs are Wisdom-based. Can become psionically focused as long as you still have a psi like ability to use.

weapons
Chatkcha: The chatkcha returns to a proficient thrower on a missed attack roll. To catch it, the character must make an attack roll against AC 10 using the same
bonus they threw the chatkcha with. Failure indicates the weapon falls to the ground 10 ft. in a random direction from the thrower. Catching the chatkcha is part of the attack and does not count as a separate attack.
As medium weapon does 1d6 and as a range of 20ft.

Gythka: A gythka is a double weapon. You may fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with a light off‐hand weapon (PH 160). A creature using a. double weapon in one hand, such as a half‐giant using a gythka can’t use it as a double weapon. As a medium weapon does 1d8/1d8.
« Last Edit: April 18, 2019, 10:34:13 PM by WarHunter »

Offline WarHunter

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Thri-Kreen(PrC)Thri-Predator(WIP)
« Reply #1 on: July 07, 2017, 04:13:35 AM »
Thri-kreen(PrC) Thri-Predator

D10 HD

Prerequisites: 2 levels of Thri-Kreen and has used Molt already

Level BAB Fort Ref Will Special
1 +1 +2 +2 +2 Improved Vision, Improved Carapace, Improved Leap, +1 Dex, +1 Str
2 +2 +3 +3 +3 Improved Venom, Improved Natural Attacks, +1 Con, +1 Dex
3 +3 +3 +3 +3 Sandfall, Scent, +1 Str, +1 Con
4+4+4+4+4Greater Molt, Venom Use, +1 Dex +1 Str

Skills: 4 Skill points+int per level.
Class skills: Balance, Climb, Craft, Hide, Jump, Listen, Spot, and Survival

Proficiencies:
Thri-Pedator gains no new proficiencies.

Features

Improved Vision: Thri-Predator gains +4 to Spot checks and can not be flanked.

Improved Carapace: Thri-Predator trains his body to new heights.
Pick an advancement in your Carapace now and every 5hd after.
(click to show/hide)

Improved Leap: Thri-Predator is considered to have a running start for jumps, if he actually has a running start  gains +4 to jump check.

Improved Venom: Thri-Predator's venom dc becomes  10 + HD + Con Modifier.

Sandfall: the Thri-predator takes ignores 10 ft of fall damage per HD.

Improved Natural Attacks Pick an Advancement for your Natural attacks now and every 4hd after.
(click to show/hide)

Venom Use:the Thri-Predator can coat his weapons both natural and manufactured, the venom last for 18 seconds once exposed to air. Takes a swift action for each weapon.

Scent: a Thri-Predator can use smell to identify prey and track if he had the ability to do so.

Greater Molt: useable once, a Thri-predator must rest for 6 hour uninterrupted. Afterwards becoming a Large Monsterous Humanoid, all natural weapon dice go up one size category- Thri-Predator never takes a size penalties to hide or to attack smaller prey. Can make large size chatkcha and gythka by doubling non venom ingredients.
« Last Edit: December 02, 2018, 04:14:35 AM by WarHunter »

Offline WarHunter

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Thri-Kreen(PrC) Sand-Kreen Weaponsmith(WIP)
« Reply #2 on: July 07, 2017, 04:13:49 AM »
Thri-Kreen (PrC) Sand-Kreen Weaponsmith

D8 HD

Prerequisites: 3 levels of Thri-Kreen and has made a Gythka and a Chatkcha.

Level BAB Fort Ref Will SpecialManeuversReadiedStances
1 +1 +2 +2 +0 Enchant Dasl, +1 Dex, +1 Str331
2 +2 +3 +3+0 Expanded Dasl Use,+1 Con, +1 Wis43 1
3 +3 +3 +3 +1 Restful Dasl Forger, Dune Warrior, +1 Str, +1 Dex642
4+4+4+4+1Sand for Days,+1 Con, +1 Wis842
5 +5 +4 +4 +1 Dasl Mental Mastery, +1 Str, +1 Dex1053

Skills:6 skill points per level.
Class skills: Balance, Climb, Craft, Diplomacy, Hide, Jump, Listen, Move Silently, Spot, Survival and Tumble

Proficiencies: Alak, Bard's Friend, Carrikal, Dragon's Paw, Forearm Axe, Gouge, Handfork, Harpoon, HeartPick, Ice axe, Impaler, Iuak Ko*, Kyorkcha, Lajav, Longblade(Elven), Lotulis, Macahuitl, Puchik, Quabone, Ritiik, Scorpion Claws, Singing Sticks, Slodak, Spear(double tipped), Sugliin, Talid, Thanak, Tigerskull Club, Tkaesali, Tonfa, Trikal, Tortoise Blade, Wrist Razor, Zerka (weapons from darksun, athas, sandstorm, and frostburn)
Features

Maneuvers: You begin your career with knowledge of three martial maneuvers. The disciplines available to you are Dark Fang, Desert Wind(can swap to cold or electric damage), Solar Wind, Tiger Claw, and White Raven. Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). You do not provoke attacks of opportunity when you initiate. You learn additional maneuvers at higher levels, as shown on Table 1?3. You must meet a maneuver?s prerequisite to learn it a d the learned maneuvers up to a level of up to half your initiator level. Upon reaching 4th level, and at every even-numbered hd level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. You can swap only a single maneuver at any given level.

Maneuvers Readied: You ready your maneuvers by communing with the sand for 5 minutes. The maneuvers you choose remain readied until you decide to recummune and change them. You need not sleep or rest for any long period of time to ready your maneuvers. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below). You can recover all expended maneuvers with a single swift action, which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a quick, harmless flourish with your weapon). You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.

Stances Known: Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

Enchant Dasl: every weapon a sand kreen weaponsmith makes out of Dasl is a +1 weapon now but only in his use. This improves every 4hd, can add enchantments 2 lvls of sand kreen weaponsmith later, and every 4hd after that.

Expanded Dasl Use: you can make weapons out Dasl that are normally made from bone and wood. Can use poison twice per HD a day.

Restful Dasl Forger: a sand kreen weaponsmith can make and upgrade weapons while in his restful state.

Dune Warrior: certain weapons can be used as if they were your very own claws these weapons include Handfork, Puchik, Scorpion Claws, Talid, Wrist Razors and any weapon that's embedded on the hand. Any fall of over 10ft counts as a charge, making your opponent take the same amount of fall damage as you would take.

Sand For Days: a sand-kreen weaponsmith always carries enough sand for weapon crafting.

Dasl Mental Mastery: any weapon made by sand kreen weaponsmith is linked to the one who made it, and it's where abouts are always known even across planes. Can be made to explode into sand and posion as a standard action causing blindness from the sand and the effect of the poison. Relax save for blindness is 10+ hd+Wis modifier, area effect is 5ft(increase  by 5ft per size increase.) Last number of rounds per HD.
« Last Edit: December 05, 2018, 06:26:12 AM by WarHunter »

Offline WarHunter

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Thri-Kreen(PrC) InKreenium(WIP)
« Reply #3 on: July 07, 2017, 04:14:04 AM »
Thri-Kreen(PrC) InKreenium

D8 HD

Prerequisites: 3 levels of Thri-Kreen and has spent time recently (within 30 days) of a Thri-Kreen hatchery while a Thri-Kreen goes there to die and a Thri-Kreen hatches- the order does not matter.

Level BAB Fort Ref Will SpecialSoulmeldsEssentiaBinds
1 +0 +2 +0 +2 Totem Chakra bind, +1 Dex or Str211
2 +1 +3 +0+3 Mettle, +1 Con, +1 Wis32 1
3 +2 +3 +1 +3 Chakra Bind(crown, hands and feet), +1 Dex or Str432
4+3+4+1+4Chakra Bind(arms and brow), +1 Con, +1 Wis432
5 +3 +4 +1 +4 Thri-Kreen awakening, +1 Dex or Str543

Skills: 2 Skill points+int per level
Class skills: Balance, Climb, Craft, Hide, Jump. Listen, Spot, and Survival.

Proficiencies: inKreeniums gain no new proficiencies.

Meldshaping: A Inkreenium's primary ability is shaping incarnum , which are drawn from the soulmeld list below. You know and can shape any soulmeld from this list. Unlike the aligned forces of an incarnate's melds, your soulmelds channel the spirits of grand ancestors and untapped potential of your descendants.
The Difficulty Class for a saving throw against a Inkreenium soulmeld is 10 + number of points of essentia invested in the soulmeld + your Constitution modifier. Your meldshaper level is equal to your HD.
A Inkreenium can shape only a certain number of soulmelds per day. Your base daily allotment is given on Table above: The Inkreenium The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds on the table, whichever is lower. At 1st level, you can shape 4 soulmelds at a time (assuming you have a Constitution score of at least 14). As you advance in level, you can shape an increasing number of soulmelds.

For essentia capacity reference magic of incarnum.

Soulmelds list
(click to show/hide)
* see additional content below.

Mettle: If you succeed on a Fortitude or Will save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), you instead negate the effect. You do not gain the benefit of mettle when you are unconscious or sleeping.

Thri-kreen awaking: any soulmelds that are granting a bite or claw attack increase which ever grants the largest damage dice by one size category higher. Apply this and the soulmeld bonuses/effects to all of your claws as well.
« Last Edit: December 05, 2018, 06:27:12 AM by WarHunter »

Offline WarHunter

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Thri-Kreen(PrC) Psy-Kreen(WIP)
« Reply #4 on: July 07, 2017, 04:14:22 AM »
Thri-Kreen(PrC) Psy-Kreen

D8 HD

Prerequisites: 3 levels of Thri-Kreen and remaining psionicly focused for a tenday.

LevelBAB FortRef WillSpecialPP/dayPowers KnownPower Lvl
1 +0 +0 +2 +2 Psionic Body, +1 Dex, +1 Wis421st
2 +1 +0 +3+3 Psionic Uncanny Dodge, Pack Mind, +1 Str, +1 Wis63 1st
3 +2 +1 +3 +3 Duel Minds, +1 Con, +1 Wis842nd
4+3+1+4+4Improved Psionic uncanny dodge, +1 Dex, +1 Wis1052nd
5+3+1+4+4Hunter Mind, +1 Str, +1 Wis1263rd
6+4+2+5+5Mental Feasting, +1 Con , +1 Wis1473rd
7+5+2+5+5Molted Psyskin, +1 Dex, +1 Wis1684th
8+6+2+6+6Phrenic Presence, +1 Str, +1 Wis1894th
9+6+3+6+6Stygian Block, +1 Con, +1 Wis20105th
10+7+3+7+7Improved Psy-like abilities, +1 Dex, +1 Wis22115th
11+8+3+7+7One For Claw, +1 Str, +1 Wis24136th

Skills: 4 Skill points+int per level.
Class skills: Autohypnosis, Balance, Climb, Craft, Hide, Jump, Knowledge(psionics), Listen, Psycraft, Spot, and Survival.

Proficiencies: Psy-Kreens gain no new proficiencies.

Features:

Power Points/Day
A psy-kreen's ability to manifest powers is limited by the power points he has available. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). A Psy-kreen can manifest any power that has a power point cost equal to or lower than his manifester level. The Psy-kreen's manifested lvl is equal to his total HD.

Powers Known
A psy-kreen begins play knowing ten psy-kreen  powers of your choice. Each time he achieves a new level, he unlocks the knowledge of a new powers.
Choose the powers known from the list below.
(click to show/hide)

Psionic Body: If wasn't one already Psy-Kreens gain the Psionic subtype. Psy-Kreens add their Wis  modifier to their ac as a blank bonus. At 9 total HD they add their Wis mod to their Fort saves.

Pack Mind: Gains telepathy out to 5ft per total HD, at 8 total HD any allies within telepathic range gain +1 bonus to damage the same enemy. At 9 total HD if allies are attacking the same enemy they are adjacent to within telepathic range they count as flanking, at 10 total HD the flanking bonus is improved to a +3.

Duel Minds: a Psy-kreen can gain Psionic focus a 2nd time as a separate action, this doesn't double any effects that you gain why you are psionically focused.

Improved Psy-like ability: add HD to the amount of times per day you can use your Psy-like abilities.

Psionic Uncanny Dodge: like Uncanny Dodge but powered by psionics. At 4th level of Psy-kreen this becomes Improved Psionic Uncanny Dodge.

Hunter Mind: by expending two uses of Psionic focus as a swift action you can change into Chaotic Psionic creature that has only hunting on its mind, doing this cancels psionic uncanny dodge, improved psionic dodge and Pack Mind. This state last for a number of rounds equal to 3+HD. When activating Hunter Mind roll to randomly select powers that you know from being a Psy-kreen that are marked with (*) to activate, can only activated a number of powers this way that their combined power level is equal or below the psy-Kreen's HD. (Assign each power that meets the requirements to a number or range of numbers so all the options have equal chance of being rolled, no rerolls if you would roll a power that goes over your limit you don't get that power nor another roll). After using Hunter Mind you are dazed and exhausted until the end of the encounter. Any power activated through Hunter Mind that would normally last longer than Hunter Mind duration can remain active if you have the power points to manifest the power, on the ending of Hunter Mind if you choose to maintain a power or powers the power points are consumed instantly. Subtract the duration of Hunter Mind from the Duration of the power or powers you could like to keep active.

Mental Feasting: any avaragely intelligent living(intelligence of more than 9) or non-mindless undead or construct that was killed with a psionic power can be a target for you to feast as long as you are out of uses of hunter mind otherwise you can not perform mental feasting. As a full round action physical contact with a recently deceased(5 minutes per manifester level of the killer) target you can siphon the power points spent on the power that killed it. If it was your power gain additional power points equal to your HD. Can never regain for power points then your hd+ wisdom modifier+ 3 per day.

Molted Psyskin: after a 4 hour rest you can molt a skin of ectoplasm that can be treated as a psycrystal for you. In addition to the psycrystal benefits you can wear the skin which removes the sand/arid requirement to your hide bonus. It can also store powers for 24 hours each activation is the same amount of time as normal. Can absorb psychoactive skins to permanently add to its abilities. It can become psionically focused so that you have access to a third psionic focus. It grants you damage reduction equal to half your HD. It can grant you fast healing after taking a full round action to feed on dead or destroyed enemy(fast healing is equal to half(psy-kreen HD for number of round equal to the HD of the food). Your allies can wear your psyskin to gain its benefits.

Phrenic Presence: when the psy-kreen attacks, charges or leaps they can expend a psionic focus to activate its Phrenic Presence for Wisdom modifier of minutes. Creatures within a radius of 40 feet + the psy-kreen's reach are subject to the effect if they have fewer HD than the thri-kreen. A potentially affected creature that succeeds on a Will save (DC 10 + ½ thri-kreen ’s HD + thri-kreen’s Wis modifier) remains immune to that thri-kreens presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.

Stygian Block: by expending a psionic focus you can add you HD to resist ability drain, negative level, energy drain, death effects, and undead abilities.

One For Claw: expending two psionic focuses, when using a power that adds damage to one claw apply to all your claws  by paying 1 additional power points per extra claw (these are are limited by manifester level).
« Last Edit: December 18, 2018, 01:25:07 PM by WarHunter »

Offline WarHunter

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Re: Thri-Kreen(WIP)
« Reply #5 on: July 07, 2017, 04:14:36 AM »
Character Options

Flaws

Elven Flesh Addiction requirements: you are a thri-kreen and have eaten elven flesh before.
Effects: every turn that you are within 60ft of an elf under some fear you will take -6 to attack anything that is not elf for as long as you stay within 60ft of the source. Halfelves penalty is only -3 to attacks.

Arid Health requirements: you are a thri-kreen that grew up in an arid environment.
Effects: Lung Infection For each day a thri-kreen spends in a humid region, the thri-kreen has a 5% chance (non-cumulative) of catching a lung infection, something like pneumonia. The disease can be cured by a cure disease spell, or
by a preparation made by a character with the healing and herbalism (kreen) nroficiencies. Otherwise, the disease lasts as long as the thri-kreen stays in the humid area, plus ld4 week after returning to an arid-region. While suffering the effects of
the disease. the thri-kreen's movement rate is reduced by one-third, no bonuses for high Dexterity or Strength are received,
and the thri-kreen takes a -2 penalty on all attack rolls.
Chitin-Rot For each day spent in a moist or humid area, a thri-kreen risk contracting a nasty fungal condition known as chitin-rot. The chitin becomes dull and streaked with gray; and itches painfully. The base chance is 2%, cumulative each day of exposure (2% on the first day, 4% on the second, etc.). Chitin-rot can be cured with a cure disease spell. It also clears up within about a week (2d4 days) after the thri-kreen returns to an arid region. Besides making the thri-kreen's chitin itch (negating any bonuses for high Dexterity), chitin-rot also gives the thri-kreen a -2 penalty to Armor Class for as long as the disease lasts.

Nonswimmer requirements: you are a thri-kreen that doesn't have a swim speed or ever placed any skill points in swimming.
Effect: you take -4 to attack rolls -2 to skills and saves when in water and can not hold breath?


Character Traits

Xenophilic gain a plus 2 to sense motive bonus to non kreen. Take a negative 2 to diplomacy for non kreen.
« Last Edit: January 06, 2019, 06:10:39 AM by WarHunter »

Offline WarHunter

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Re: Thri-Kreen(WIP)
« Reply #6 on: July 07, 2017, 04:14:51 AM »
Soulmeld
Incarnate Dasl
+2 bonus on damage when using a range weapon. In exchange, take a -1 penalty on attack.
Essentia: Increase both the damage bonus (+2 for ranged weapon) and the penalty on attack rolls per essentia invested.

Hand bind: hit opponent twice on one turn with claw attacks, Lajav, or Nunchaku to pin opponent your size or smaller- fort save leads to just being grappled.
Essentia bonus: +2 to grapple and per essentia.

Arm bind: hit opponent twice on this turn with claws or light weapons or once with two handed weapon. failing fort save opponent loses 1 natural armor- if they have none left this ability does no more penalties.
Essentia bonus: does 1 extra damage to opponents with natural armor per essentia.

Totem bind: increase size and range of weapons by 1 size category.
« Last Edit: December 04, 2017, 02:57:55 AM by WarHunter »

Offline oslecamo

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Re: Thri-Kreen(WIP)
« Reply #7 on: July 14, 2017, 08:16:45 PM »
I'll start by saying I don't mind another version of this monster but in my humble opinion this starts virtually better in every way. Good Bab, two good saves, several class skills and a +2 net ability score bonus on top of the five natural attacks. And also small before growing so suddenly it's 4 1d6 claw attacks which is miles better than anything else around here.

Well I guess you leave the psi-abilities for 3rd level but by now you're seriously rewriting the monster making it start as small and only getting psionics at all two whole levels . I guess I don't mind it that much when there's already my 1-level version, but still feel like yours pushes too hard for a one trick pony where the 3rd level is never taken with players just picking one or two levels and go to town trying to abuse all those natural attacks with stat boost and full bab.

Also saying they can craft weapons that have no clear stats isn't that useful.

And the venom has a limited number of uses but doesn't say whichever it's per day so it's for a lifetime? Also DC starts higher but then has no HD scaling so will become irrelevant.

Offline WarHunter

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Re: Thri-Kreen(WIP)
« Reply #8 on: July 15, 2017, 02:16:41 AM »
I do apologize for making another thri-kreen, I wanted to expand the thri-kreen character out with PrC and flaws and unique magics of sorts, its very rough now but I'll clean it up

Offline ~Corvus~

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Re: Thri-Kreen(WIP)
« Reply #9 on: August 22, 2017, 02:40:43 PM »
Since these classes get such excellent stat boosts, it seems better to only offer 2 stat increases at entry and capstone levels; since these classes get so much love anyways, its quite a lot.

Manifested level should be = Thri-kreen and psionic Thri-kreen levels, and Psionic PrCs that increase ML, per the identical manifester restrictions from the XPH, Cpsi, the SpC, and the SRD. In summary, Manifester level is equal to your psionic class level.
« Last Edit: November 30, 2018, 08:52:04 AM by ~Corvus~ »
Quote from: HuskyBoi
I just need a minute to appreciate the words 'goliath lamp-post sneak attack'. That's a thing of beauty, right there.

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Offline ~Corvus~

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Re: Thri-Kreen
« Reply #10 on: November 30, 2018, 08:54:42 AM »
Leap: The Thr-kreen gains a bonus to Jump checks equal to 10+HD. Otherwise, the +30 bonus to its Jump will warrant some LA.

InKreenium should not get ×4 skillpoints; after all, this is a PrC.
Quote from: HuskyBoi
I just need a minute to appreciate the words 'goliath lamp-post sneak attack'. That's a thing of beauty, right there.

Greedling avatar by Ceika from Giantitp.

Offline oslecamo

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Re: Thri-Kreen
« Reply #11 on: November 30, 2018, 10:02:50 AM »
Great, another class that was being stealth-updated.

Will take a closer look sometime in the weekend but for now just to say two of the flaws are awfully cheesy. You can run multiple sessions if not full campaigns without meeting a single elf (heck I myself can't remember the last time I've used one and as for being a player I think there may be one elf in Bhu's campaign once several quests ago), while nonswimmer is not only pretty rare, a measly -4 penalty to swim checks hardly counts for anything.

Also Xenophilic's trait bonus is unclear, "gain a plus 2 to insight bonus to non kreen", eeerrr there's no insight skill in 3.X, that's a type of bonus but needs something to apply to. :psyduck.

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Re: Thri-Kreen
« Reply #12 on: December 02, 2018, 01:44:58 AM »
Thri-Kreen:
-Still stronger than my version but not strictly better at 1st level anymore and the bonus are more properly spread out now over the 3 levels so looks fine.


Thri-Predator:

-A total of +3 stat boosts every level sounds like quite too much.
-What's exactly supposed to be the difference between Hooked Talons and Strong Digits?
-For greater molt you may want to specify it only ignores size penalties to hide and attack rolls against smaller targets, otherwise it's ignoring all penalties which is a bit OP.
-Seems like it has a bit too much stuff for just 3 levels, may be better spread over 5-6 levels instead, maybe bump skill points to 4 per level for a bit of extra utility since the abilities are mostly combat-only.

Sand-Kreen Weaponsmith

-No number of skill points per level.
-If you're going to use custom schools, you should include links.
-You forgot to include any clause for maneuver level limit (since it isn't default) so right now you can grab the high-level stuff right away, definitely too OP.
-Sand For Days although flavourful may want to specify "for weapon crafting only".
-I've got no idea what most of those weapons are, may want to include links or descriptions or at least the supposed sources.
-Dasl Mental Mastery needs a duration for the blindness plus who's exactly affected (wielder only? Area?)

InKreenium
-I'm not exactly an Incarnum specialist but seems like it's getting more soulmelds, binds and essentia in 5 levels than any of the actual incarnum classes, and then has stat boosts and other special abilities on top. What's exactly the tradeoff here?

Psy-Kreen
-...Learn ten powers at first level of the prc? Learn 4th level psionic powers at 4th character level when everybody else's still at 2nd level spells or powers? Really?
-Ah wait, seems like you have a custom power list and took the trouble of filling them with weaker ones that punch below their supposed level.
-But this is still beyond broken because it's still psionics meaning you can just grab Expanded Knowledge which will allow the Psy-Kreen to cherry-pick powers from any list based only on the highest level it can manifest, meaning all the uber psionic stuff way sooner than an actual psion could.
-Either add a clause that the psy-kreen or write custom powers or put a clause blocking them from learning any powers not on their list.

Offline WarHunter

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Re: Thri-Kreen
« Reply #13 on: December 02, 2018, 05:34:18 AM »
Ok stats fixed, I spread it to the 4 and we'll see if that works. High level martial maneuvers require taking like 4 or something maneuvers in that discipline so it's not like you can take high level ones, even let's call them level 2 maneuvers sometimes require taking a maneuver from that discipline. Thanks for your catch of the double carapace improvements and the lack of skills.
« Last Edit: December 02, 2018, 05:37:55 AM by WarHunter »

Offline oslecamo

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Re: Thri-Kreen
« Reply #14 on: December 02, 2018, 06:13:09 AM »
High level martial maneuvers require taking like 4 or something maneuvers in that discipline so it's not like you can take high level ones, even let's call them level 2 maneuvers sometimes require taking a maneuver from that discipline.

4 maneuvers as prerequisite still means you can grab the max-level maneuver by the 3rd level of the prc, 6th level character level, when every other initiatior needs to wait until 17th character level.

And you'll still be learning a 7th level maneuver (two as prerequisite) by the first level of the prc (since you get 3 maneuvers so spend two on something else then grab something stronk) and an 8th level maneuver by the 2nd level of the prc, again much, much earlier than normal initiators can.

Like just skimming Solar wind it has Stunning Solar flare at 7th level adding +8d6 and save vs stun, and you're handing that out right away.

Offline WarHunter

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Re: Thri-Kreen
« Reply #15 on: December 02, 2018, 07:00:46 AM »
Ha ha I thought I could finish fixing everything before anyone responded what time is it there? Lowered the power level of the available powers. How should I word the martial maneuvers acquisition? Its 4am and my brain off.

Offline oslecamo

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Re: Thri-Kreen
« Reply #16 on: December 02, 2018, 08:05:49 PM »
The standard for maneuvers is that you can learn maneuvers up to a level of up to half (IL+1).

Psionic power levels still progressing too fast, you're still starting ahead of a normal psion then gaining one new power level every level when a normal psion only gets a power level upgrade every two class levels. And that's before taking in account it's getting a lot of other goodies along the psionic progression every single level then stat boosts on top. Again, why not just add more levels for the prc instead of trying to cram so much stuff in so little space?
« Last Edit: December 02, 2018, 08:11:47 PM by oslecamo »

Offline WarHunter

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Re: Thri-Kreen
« Reply #17 on: December 03, 2018, 08:06:07 AM »
Hope that looks better, still got the new levels to fill in and update, thanks for your patience.

Offline oslecamo

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Re: Thri-Kreen
« Reply #18 on: December 05, 2018, 04:29:29 AM »
You're welcome.

Going back to the base Tri-kreen a bit, the +30 jump should probably be nerfed because although not that bad by itself, it becomes really imba when you bring abilities that allow you to use Jump in other ways like, say, the Tiger claw martial school.

Weaponsmith doesn't seem to have been updated.

Psy-Kreen looking much better now. Would suggest spreading the custom abilities over the other levels too. Remember that you're already granting some kind of psionics every level plus stat boosts so other abilities don't need to be so packed. Give Pack Mind in one level and Wis to AC in the other. Duel Minds is pure gold by itself for a psionic character provided you're also gaining psionic progression, should probably come later in the prc. Spreading the PLA upgrades instead of boosting them all at once would also smooth things over.

Offline WarHunter

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Re: Thri-Kreen
« Reply #19 on: December 05, 2018, 06:32:44 AM »
K I have updated leap as not a skill increase but to horizontal jumping distance increase. Sand Smith is updated and I spread out most of the class abilities of psy-kreen but did create some new ones, I removed 7 powers known so it should be evened out(13 from 20) I will have to add descriptions for those abilities later.