Thri Keen

• +4 Dex, +2 Wis, -2 Int, -4 Cha.
• Monstrous Humanoid. 2d8 HD. BAB +2, Fort +1, Ref +3, Will +2. LA +1.
Skill points 5x(2 + Int modifier). Class skills Acrobatics, Craft, Jump, Perception, Stealth and Survival.
Starting Bonus Feat.
• Medium.
• Speed 40 ft.
• Low-light vision.
• Antennae: Blind-Fight Feat.
• Immunity to sleep.
• Natural Armor +3. However, thri-kreen's alien body makes impossible for then to wear any kind of armor.
• Leap: Thri-kreens gain a +30 racial bonus on Jump checks, and their jumps DC are always treated as running jumps,
even if they do not take a running start.
• Poison: Once per encounter, a thri-kreen can deliver poison through a successful bite attack. The victim must
make a Fort Save against DC 10 + ½ thri-kreen's level + Con Mod, or take 1d6 Dex damage (frequency 3).
• Natural Weapons: Primary: 4 Claws (1d4x4) and Bite (1d4). A Thri-kreen can attack with his four claws dealing 1d4
points of damage each, and attack with his bite as a secondary weapon (-5 penalty on the attack roll, provokes an
attack of opportunity), dealing 1d4 points of damage + 1/2 Str mod. A Thri-kreen can also attack with a weapon (or
multiple weapons) and make a bite attack as a secondary attack.
• Weapon Familiarity: chatkcha and gythka.
• Favored Class: Nomad or Psionic.

Thri-kreen Racial Feats:
• Dodge Missiles: Deflect Arrows Feat.
• Hunter-mentality ("Tikchak"): Thri-kreen gain a +2 racial bonus on Stealth and Survival checks in desert terrain.
• Improved Poison Attack. Add +2 to Fortitude DC of your poison attack.

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