<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=110712.msg4807677#msg4807677">Quote from: Ixy on 19-06-2011, 22:31:45</a></div></div><blockquote class="bbc_standard_quote">I'm sure I could find the rules, as I only saw them in Dark Sun.  But why?<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Specifically, I like the fact that they're a wandering people that places so much emphasis on camaraderie.  Those that they trust are called clutchmates, regardless of whether they be thri-keen or non-keen, and such a bond is not easily broken.  As far as monster races go they are very much "team players", in that the idea of betrayal and manipulation within a clutch is an utterly alien concept.  I've been reading through Thri-Kreen of Athas, the AD&D supplement, and I really enjoy the nuances of the culture and the language.<br/><br/>My only concern with asking is because they're a LA +2 race in 3.5e (+1 without psionics), but the multiple limbs sometimes make DMs a little bit leery.  LA races are already a bit of a hassle, as Pathfinder doesn't actually have Level Adjustment.  To make things easier, I'll quote the relevant information here.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">THRI-KREEN RACIAL TRAITS<br/>• +2 Strength, +4 Dexterity, –2 Intelligence, +2 Wisdom, –4<br/>Charisma: Thri-kreen are strong and quick, but they think<br/>differently from most humanoids and have a hard time<br/>relating to folk of other races.<br/>• Monstrous Humanoid: Thri-kreen are not subject to spells<br/>or effects that affect humanoids only, such as charm person<br/>or dominate person.<br/>• Medium: As Medium creatures, thri-kreen have no special<br/>bonuses or penalties due to their size.<br/>• Thri-kreen base land speed is 40 feet.<br/>• Darkvision out to 60 feet.<br/>• Immunity to magic sleep effects.<br/>• +3 Natural Armor: A thri-kreen’s exoskeleton is tough and<br/>resistant to blows.<br/>• Multiple Limbs: Thri-kreen have four arms, and thus can<br/>take the Multiweapon Fighting feat (page 304 of the Monster<br/>Manual) instead of the Two-Weapon Fighting feat. Thri-kreen<br/>can also take the Multiattack feat. (These are not bonus feats.)<br/>• Natural Attacks: Thri-kreen can attack with four claws and<br/>a bite. The claws deal 1d4 points of damage, and the bite is<br/>a secondary attack that also deals 1d4 points of damage. A<br/>thri-kreen can attack with a weapon (or multiple weapons)<br/>at its normal attack bonus, and make either a bite or claw<br/>attack as a secondary attack. For example, a thri-kreen<br/>ranger with the Multiweapon Fighting feat who is armed<br/>with three short swords could attack with all three swords<br/>at a –2 penalty (the normal penalty for fi ghting with multiple<br/>weapons while using light weapons in its off hands)<br/>and also make a bite attack at a –5 penalty.<br/>• Poison (Ex): Bite, initial damage 1d6 Dex, secondary damage<br/>paralysis, DC 11 + Con modifi er. A thri-kreen produces<br/>suffi cient poison for only one poisonous bite per day.<br/>• Leap (Ex): Thri-kreen are natural jumpers. They have a +30<br/>racial bonus on Jump checks.<br/>• Weapon Familiarity: Thri-kreen can treat gythkas and<br/>chatkchas (see the sidebar) as martial weapons rather than<br/>exotic weapons.<br/>• Naturally Psionic: Thri-kreen gain 1 bonus power point<br/>at 1st level. This benefi t does not grant them the ability<br/>to manifest powers unless they gain that ability through<br/>another source, such as levels in a psionic class.<br/>• Psi-Like Abilities: 3/day—chameleon, know direction; 1/day—<br/>psionic displacement, metaphysical claw. Manifester level is<br/>equal to 1/2 Hit Dice (minimum 1st). The save DCs are<br/>Charisma-based.<br/>• Racial Hit Dice: A thri-kreen character begins with two<br/>levels of monstrous humanoid, which provide 2d8 Hit<br/>Dice, a base attack bonus of +2, and base saving throw<br/>bonuses of Fort +0, Ref +3, and Will +3.<br/>• Racial Skills: A thri-kreen’s monstrous humanoid levels<br/>give him skill points equal to 5 × (2 + Int modifi er). His class<br/>skills are Balance, Climb, Hide, Jump, Listen, and Spot.<br/>• Thri-kreen have a +4 racial bonus on Hide checks in sandy<br/>or arid settings.<br/>• Racial Feats: A thri-kreen character has Deflect Arrows as<br/>a bonus feat. In addition, his monstrous humanoid levels<br/>give him one feat.<br/>• Automatic Languages: Common, Thri-Kreen. Bonus Languages:<br/>Elven, Giant, Gnoll, Goblin, Halfl ing.<br/>• Favored Class: Ranger.<br/>• Level Adjustment: +2.</div></div><br/>If you'd rather not mess around with that, I've also got an idea for a goblin that I could run past you.