Kreen

Kreen Hunter
Art by Jason Engle
Created by KlikChak Klik'chak

The Kreen are a race of insect-folk sometimes known as “mantis warriors.” They are inscrutable, alien creatures; those who do not know them well believe them to be bloodthirsty monsters. There exist two very distinct groups of Kreen which are closely related to one another, the Thri-Kreen and the Tohr-Kreen.

Thri-kreen are fierce hunters and faultless trackers, a Nomadic folk who spend their brief lives roaming the vast distances of the deserts, scrublands, and savannas of the world, Thri-kreen are near-perfect hunters.

Tohr-kreen are the civilized siblings of the Thri-kreen. Though they still enjoy the hunt, they have given up their nomadic life to build an empire along the shores of the Da'sed-Dun river.

Personality: Each Kreen forms deep attachments with a handful of other individuals, regarding them as clutch-mates, companions to be defended with one’s own life if need be. All others outside this small group of companions are strangers and enemies, although Kreen are intelligent enough to recognize that one traveling alone in the lands of other folk would be wise to keep such observations to oneself. Tohr-kreen tend to regard all other Tohr-kreen as allies and potential clutch mates rather than automatically as enemies.

Physical Description: A Kreen resembles a bipedal praying mantis. Its body’s exoskeleton is sandy yellow in color. Of the body’s six limbs, the lower two are used for walking, and the upper four end in four-fingered, claw-like hands. Kreen have large, dangerous mandibles and compound eyes. Two small antennae sprout from the tops of their heads. They wear little clothing beyond simple harnesses for carrying weapons and equipment, though Tohr-kreen tend to wear a bit more to distinguish their positions within society. Kreen have no need for sleep and do not understand that other sentients need it, regarding it as a weakness or a bad habit. Kreen believe that sentients who sleep are simply lazy.

Relations: Kreen view themselves as noble hunters and judge other folk on the simple relationship of predator to prey. They respect barbarians, rangers, and others who live off the land and treat the land with care. On the other hand, savage and evil races despoil the lands that should be hunted with respect, and thus they earn the Kreen’s enmity. The mantis warriors generally regard city folk and farmers of other races as not-hunters, and therefore not worth their attention, but also unworthy of their enmity. Though civilized, Tohr-kreen do not farm nor do they give up their carnivorous nature. They will raise crops necessary to sustain enough prey to feed the populace, but they often prefer to trade for it.

Alignment: Thri-Kreen have virtually no social structure other than the clutches they form with their closest allies. The notion of sophisticated rules for social behavior is foreign to them. They are almost always chaotic in alignment, and often neutral with respect to good and evil. Tohr-kreen remain neutral on the good and evil axis, but they tend towards neutral or lawful, as they recognize that certain social structures are necessary and beneficial to maintain their way of life.

Kreen Lands: Kreen like it hot. They favor warm, dry climates, especially arid grasslands and plains that most other folk consider uninhabitable. They also love the endless desert dunes that most races avoid, though often avoid them due to the scarcity of sufficient prey.

Religion: Thri-kreen strongly favor a shamanistic tradition instead of the myriad deities of other races. Thri-kreen Shaman shamans serve as the spiritual leaders of the race. Tohr-kreen avidly worship Klik'chak and Cliktith and honor the other deities of their pantheon. Klik'chak, the creator and knowledge bringer is affectionately called The Father. The Kreen also believe in certain local deities, livings gods ascended from the priest-kings of Tohr-kreen society. Kreen generally believe non-Kreen deities are pretenders to godhood, with the exception of Elimanishon, the sun which lights Kreen life.

Language: Kreen speak their own language, Kreen, which is composed mostly of clicks, whistles, and snaps of their mandibles.

Kreen Names: Kreen make no distinction between male and female names, and they do not use a surname. Chak-tha, Drik-chkit, Kacht-ta, Kat’chka, Pak’cha, Pik-ik-cha, Ptekwe, Tak-tha, Tik-tik.

Adventurers: Most Kreen adventurers are barbarians, rangers, or druids - characters who do well in the wide-open spaces favored by the race. Tohr-kreen are often also sorcerers or clerics of Klik'chak or one of the other Kreen deities. On rare occasions, a Kreen hunter falls in with an adventuring party and bonds with its new companions, taking them as clutch-mates in place of its own kind.

Kreen Racial Traits
Kreen possess the following traits



Variant Kreen


Following are two variants to the standard Kreen entry.


Kreen Racial Class

The Kreen race as proposed has a hefty price, starting out with two racial Hit Die and a +1 Level Adjustment gives level 1 Kreen an Effective Character Level of 4. This means that a player can not choose to play a Kreen in a campaign which starts out at level 3 or lower. The following is a "racial class" which allows a Kreen player to start out at level one as a younger Kreen who has not yet reached the pinnacle of Kreenness. As he levels up, the Kreen character will gain access to the full range of Kreen racial abilities as well as begin to gain levels in standard classes.
All racial details are exactly as the standard Kreen presented above.

Class Features

The following features are gained by characters who take Kreen racial levels that are integrated with a standard class.

Racial Hit Dice: Kreen gain Monstroud Humanoid racial Hit Dice 1st level and at 2nd level.
    At 1st level, the Kreen's first racial Hit Die grants 8 hit points, a base attack bonus of +1, and base saves of Fortitude +0, Reflex +2, and Will +2. A 1st-level Kreen gains a number of skill points equal to 4 * (2 + Int modifier) (minimum 1). His racial skills are Balance, Climb, Hide, Jump. Listen, and Spot.
    At 2nd level, a Kreen gains an additional 1d8 hit points, a base attack bonus of +2, and base saves of Fortitude +0, Reflex +3, and Will +3. A 2nd-level Kreen gains a number of additional skill points equal to 2 + Int modifier (minimum 1) that it can spend on the racial skills listed above.
    Third level is a level adjustment, and no HD or skill points are added, nor are BAB or Saves advanced.

LevelHit
Dice
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Skill
Points
Special
11d8+1+0+2+22Kreen base traits, natural
armor +1, natural attacks
22d8+2+0+3+32Leap, natural armor +2,
Deflect Arrows
32d8+2+0+3+3Ancestral memory, poison,
natural armor +3, +4 Dex
Kreen Base Traits: Kreen gain the following base racial traits at 1st-level.
+2 Strength, –2 Intelligence, +2 Wisdom, –4 Charisma.
Medium size: Thri-kreen have no special bonuses or penalties due to their size.
Kreen base land speed is 40 feet.
Dark vision out to 60 feet.
A Kreen has a +4 racial bonus on Hide checks in sandy or arid settings.
Immunity to magic sleep effects.
Multiple Limbs: Thri-kreen have four arms and can take the Multiweapon Fighting and Multiattack feats (MM 304). These are not bonus feats.
Weapon Familiarity: The gythka and chatkcha are martial weapons for Kreen.
Automatic Languages: Common, Kreen. Bonus Languages: Athik, Dwarven, Elven.
Thri-kreen Favored Class: Ranger (usually DesertClasses#DesertRanger Desert Ranger)
Tohr-kreen Favored Class: Cleric

Natural Armor (Ex): A kreen's exoskeleton is tough and resistant to blows. At 1st level, a kreen has a +1 natural armor bonus. At 2nd level, a kreen's natural armor bonus increases to +2. At 3rd level, a kreen's natural armor bonus increases to +3.

Natural Attacks (Ex): Kreen can attack with four claws and a bite. The claws deal 1d4 points of damage, and the bite is a secondary attack that also deals 1d4 points of damage. A Kreen can attack with a weapon (or multiple weapons) at its normal attack bonus, and make either a bite or claw attack as a secondary attack. For example, a Kreen with the Multiweapon Fighting feat who is armed with three short swords could attack with all three swords at a –2 penalty (the normal penalty for fighting with multiple weapons while using light weapons in its off hands) and also make a bite attack at a –5 penalty.

Deflect Arrows: At 2nd level, Kreen characters gain Deflect Arrows as a bonus feat.

Leap (Ex): At 2nd level, Kreen characters fully master their ability to excel at jumping. They gain a +30 racial bonus on Jump checks.

Ancestral Memory: At 3rd level, Kreen characters gain access to the genetic KreenAncestralMemory ancestral memory of their species.

Poison (Ex): At 3rd level, Kreen characters learn how to muster their naturally occurring venom in a quantity sufficient to inflict one poisonous bite per day. The poison delivered by the bite has an initial damage of 1d6 Dex, and the secondary damage paralyzes victims for 2d6 minutes (DC 11+Con modifier).

+4 Dexterity: At 3rd level, kreen characters gain a +4 increase to their Dexterity score.



Psionic Kreen

Some Kreen have spend extensive amounts of time with their Athik brothers, and have forged a mind link with the Athik. These psionic Kreen often spend the majority of their time with the Athiks, becoming part of the hive and contributing to the hive mind.

Psionic Kreen are exactly as the standard Kreen except as follows.


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