Thriae Homebrew Race


Homebrew and House Rules


THRIAE HOMEBREW RACE
Bestiary entry can be found here..

Standard Racial Traits

Ability Score Modifiers: The ability scores of Thriae are determined by their roles in the hive.
• Thriae Constructors gain a +2 to CON and INT but a -2 to their CHA to reflect their hardy and industrious nature as they serve as the builders and architects of their hive cities, but they lack a sense of individuality or personality.
• Thriae Soldiers gain a +2 to STR and WIS but a -2 to their INT to reflect their roles as the strong and vigilant protectors of their hive but their strict training makes their thinking rigid and inflexible to new ideas.
• Thriae Dancers gain a +2 to DEX and CHA but a -2 to their WIS to reflect their roles as graceful courtesans and the diplomats of hive society, their lackadaisical nature makes them susceptible to outside influence.

Type: Thriae are humanoid creatures with the Thriae subtype.
Size: Thriae are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Thriae have a base speed of 30 feet and a fly speed of 30 feet (poor maneuverability).
Languages: Thriae begin play speaking Common and Sylvan. Thriae with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Skilled: Thriae gain a +2 racial bonus to Profession checks.
Hivemind: Thriaes share a similar thought process to that of bees, granting a degree of mental resistance akin to most vermin. Thriae gain a +2 racial saving throw bonus against charms and compulsion spells and effects.
Hive Talent: In addition to their ability scores, Thriaes also possess unique special racial abilities based on their chosen role.
• Thriae Constructors can secrete sticky wax for repairing their hives or trapping intruders. These Thriae can use adhesive spittle 1/day as a spell-like ability (caster level equals the Thriae’s level; DC 11 + Charisma modifier)
• Thriae Soldiers are the only ones in their hive born with a poisonous barb that secretes a potent neurotoxin to weaken their foes.
Thriae Poison - injury; save Fort DC; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. (save is constitution based)
• Thriae Dancers with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—charm person (caster level equals the Thriae’s level).

Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above.

Merope: Rather than sticky wax or poison stingers, Thriae nobility can instead produce the honey Merope, which grants herself or allies who imbibe on the sweet nectar with supernatural benefits. A Thriae can produce 1 dose of merope/day.
Creatures that consumes this merope as a standard action gains a +2 insight bonus to their attack rolls and saving throws for a number of rounds equal to half the Thriae’s character level (minimum 1).
This racial trait replaces Hive Talent.
Stinger Training: Thriae Soldier only. Some Thriae soldiers do not develop poisonous barbs, and make up for it by learning to use weapons resembling their missing appendage, gaining proficiency with all simple and martial melee piercing weapons.
This racial trait replaces Hive Talent.
Harvester: Thriae Constructors only. While most Thriae Constructors serve as hive builders, these Thriae are the hive’s gatherers trading away their wax-making for better senses for finding food. Thriaes with this alternate racial ability gain the scent racial ability.
This racial trait replaces Hive Talent.
Pheromones: Thriae Dancers only. Thriae Dancers constantly exude a sweet scent that attracts others to them. They gain a +2 racial bonus to Diplomacy and Bluff checks.
This racial trait replaces Hive Talent.
Seer Magic: Very few Thriae develop the innate talent of magic. Those that do are often venerated within and outside of Thriae society for their soothsaying abilities. Thriae Spellcasters are treated as one level higher when casting spells from the divination school.
This racial trait replaces Hive Talent.
Exoskeleton: Certain Thriae species develop a tougher exterior carapace that provides them a higher degree of defense than their other counterparts. These Thriae gain a +2 natural armor bonus to AC.
This racial trait replaces Hivemind.

WIP: Racial Class Archetypes

[b]Mead Brewer Alchemist Archetype
Merope Alchemy - Adds insight bonus from Merope to potions and infusions, but causes the drinker to make a fort save vs sicken condition from getting drunk. DC is based on spell level. (Modifies Alchemy)
New Discoveries - Wax Bomb, Summon Swarm Bomb.
Apis Mutagen - Grants improved fly speed and poisoned stinger natural attack to mutagen transformation. Later on adds swarm skin as a mutagen mutation. (Modifies Mutagen)

Royal Apiarist Druid Archetype
Adds various bee swarms to list of monsters summoned through summon nature’s ally (Modifies Spontaneous Casting)
Must select Druidic Herbalism as Nature Bond (flavorwise: honey as main ingredient for potion brewing)
Vermin Heart as a bonus feat (replaces woodland stride)
Pheromone - while bees swarm creature, adds level scaling insight bonus to attack and damage rolls to druid and allies, reveals invisible creatures. (replaces trackless step)
Hive Queen - gain DR against swarms and resistance vs swarm effects like distraction (replaces resist nature’s lure)


Looks really interesting.

The Charm Person seems a touch strong. That could trivialize a lot of early game (or late game, depending on the DC) encounters.

The poison and charm don't list a save DC. I assume the poison is 11 + CON, and the charm is 11 + CHA?

Free flight is also pretty good, but assuming your the DM, if you ok with that, it's not a game breaker. And the race doesn't have a lot of other really strong stuff (like a human's free feet, or darkvision), so it probably balances out in the end.

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