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I love Dark Sun
I don't usually DM, but when I do It's Dark Sun.
I haven't met anyone who can better set up the gritty, brutal, survivalistic aspect of it than I can. The last game of Dark Sun that I played as a PC ended up having death gods and literal piles of enchanted steel swords lying about. Literally.

Unfortunately, since moving to Pathfinder from 4e, I haven't had the chance to DM any. Pathfinder also seems fairly incomparable with pathfinder. So I bought Dreamscarred's well-written Psionic Expansion (beautiful artwork I tell you) and found it very good and fitting.

Unfortunately there is no thri-kreen. (4-armed bug people for those who don't know)
So I'm trying to use the Race builder as a foundation for creating this race on a balanced level. But I'm getting stuck.

The Thri-kreen as I imagine are supposed to have Two Primary arms (Ambidextrous, can use two one-handed weapons) With two "half-arms" Being much shorter, can only wield light weapons and when both are unarmed they get the abilities of "Grabbing appendages"

Naturally I'd like for them to be able to one a turn, be able to retrieve or stow an item as a free action, and/or gain feats that allow them to not suffer as many penalties from wielding 2 to 4 weapons.

Yet they also have 60ft darkvision that I'm considering removing in favor for something more scent based to justify pheremones... say carrion sense.
This further justifying their hunter-gatherer lifestyle.

This is ALOT to all cram into one race.
What should I leave out?
What penalties should I put in?
And What would be the proper syntaxing of the conditions based on the "half-arm" and two primary arms?

I would REALLY like your help, as of right now, I'm playing an alchemist with only three-arms, and me and the DM are still having to guess at what becomes justified.


Who doesn't like Dr. Jekyll and Mr. Hyde?
Who doesn't like the sheer interesting RP shock value of a calm, claculative, and intellectual Alchemist, suddenly morphing into a veiny three-armed albino gorrilla of a man and proceeding to pummel things with that Hill Giant's claymore that everyone was curious as to why you were lugging that thing around?
I know I love it.
But unfortunately Ragechemists have badly broken systems.
Considering NOT being a Rage alchemist will actually end up giving you more strength with less drawbacks.

The solution to this is simple and something that I discussed with my DM and he agrees with:
The bonuses stack.
Jabbing myself with a mutagen at level 2 gives me +8 strength, and +4 AC, but unfortunately I start already at -4 Intelligence.

In addition:
If I'm in Rage-mode and I've already thrown more bombs than my current intelligence I can't throw them until it gets back up.
When hitting 0 Intelligence I don't go unconcious I just am considered to be Confused rolling between a 76-100, basically attacking everything for half the remaining duration, then returning to normal and being unconcious for the other half plus one hour.

Also, Ragechems are now considered an uncurable minor addition, exept that instead of reducing con, it reduced 1or2 Cha and Wis istead per day where I don't sip a rage mutagen.

Pretty simple, pretty balanced for the long term, and best of yet it fused In-combat power with out-of-combat RP and repercussions.

So what do you guys think?