This thread was inspired by the PHB3 thread(s) on future races.
Note: I am updating this post based on your comments and suggestions, so keep them coming.
Image for inspiration:
Now, all things being "balanced" in 4E, my question to the masses is this: is there a way to even remotely balance the thri-kreen race without totally destroying the flavor? The toughest decision was what to do with the second set of arms.
Average Height: 6' 6" - 7' 6"
Average Weight: 350 - 450 lb.
Ability Scores: +2 Dexterity, +2 Wisdom
Speed: 7 squares
Vision: Low Light
Languages: Common, Kreen
Skill Bonuses: +2 Athletics, +2 Perception
Racial Weaponry: The gythka is treated as a military melee weapon. The chatkcha is treated as a military ranged weapon.
Multiple Limbs: Thri-kreen have four arms (two primary and two secondary). The primary arms can hold any item normally allowed to the character. The secondary arms cannot wield weapons, shields, and/or implements, and the thri-kreen cannot benefit from any properties from weapons, shields, and/or implements being held in the secondary arms.
Once per round as a free action, as long as at least one arm is not holding an item, the thri-kreen can switch held items between the primary and secondary arms (any combination) or make a non-power minor action (see Minor Actions, PHB pg 289 for examples).
Thri-kreen do not gain an additional arms slot.
Natural Leaper: You can make all jumps as if you had a running start. The distance you jump can exceed your speed.
Trance: Rather than sleep, thri-kreen enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Dodge Missiles: You can use dodge missiles as an encounter power.
Dodge Missiles Thri-kreen Racial Power
You use your natural grace and chitinous hide to good effect.
Immediate Interrupt Personal
Trigger: You are hit by a ranged attack with the weapon keyword.
Effect: Make a saving throw with a bonus of one-half of your dexterity bonus. A successful save reduces the damage taken by one-half your level plus your dexterity modifier. If you take no damage, the attack is negated.
New Racial Feats:
Kreen Weapon Training: You gain proficiency and a +2 feat bonus to damage rolls with the gythka and the chatkcha. You can treat the gythka as a double weapon. When wielded as a double weapon, the gythka uses the details below. You must declare how you are wielding the gythka at the beginning of your turn. Chatkchas gain the Brutal 1 property.
Improved Dodge Missiles: Dodge Missiles becomes an At-Will power.
Improved Dodge Missiles (epic): Dodge Missiles can be used against all ranged hits not targeting your Will defense, but non-weapon attacks apply a -5 penalty to your save.
Superior Military Melee Weapon
|Gythka||+2||1d10||—||30 gp||10 lb.||Polearm,Heavy Blade||Reach|
|Gythka*||+2||1d10/1d10||—||30 gp||10 lb.||Heavy Blade/Heavy Blade||Defensive, Stout/Offhand|
* Requires Kreen Weapon Training feat to use this way
Superior Military Ranged Weapon
|Chatkcha*||+3||1d6||5/10||5 gp||1/2 lb.||Light blade||Light thrown|
|Chatkcha*/**||+3||1d6||5/10||5 gp||1/2 lb.||Light blade||Light thrown, Brutal 1|
* Similar to a boomerang, this weapon will return on a miss.
** Requires Kreen Weapon Training feat
Ok, now for a racial PP (this version is far too melee-focused, so some input here for making it more friendly to the casters):
Tohr-kreen (need help for a good name here)
Kreen Senses (11th level): You gain Tremorsense 2 and Dark Vision.
Great Leap (11th level): When you spend an action point to take an extra action that involves a charge, you can make an Athletics check to make a jump to replace the movement of the charge. This jump does not trigger an opportunity attack.
Natural Defenses (16th level): You gain a +1 racial bonus to AC and Reflex.
Poison Bite Tohr-kreen Attack 11
Encounter - Poison
Standard Action Melee Melee 1
Target: One Creature
Attack: Strength+4 vs. Fortitude or Constitution+4 vs. Fortitude or Dexterity+4 vs. Fortitude. Increase to +6 bonus at 21st level.
Hit: The target is immobilized (save ends).
Aftereffect: First Failed Save: The target is dazed until the end of its next turn. At 21th level, target becomes dazed (save ends).
Special: When you gain this power, choose Strength, Constitution, or Dexterity as the ability score you use when making attack rolls with this power. This choice remains throughout your character’s life and does not change.
Lick the Blade Tohr-kreen Utility 12
Effect: You coat a weapon with your poison bite (this counts as using the power). The first hit you make with this weapon before the end of your turn will also apply the hit effect of the poison bite power. The target receives a +1 bonus on the save.
Ecliptic Strike Tohr-kreen Attack 20
Whether above or below you, no enemy is out of your reach.
Daily - Weapon
Immediate Reaction Melee weapon
Target: One creature
Trigger: You moved at least 2 squares during a jump or fall and are adjacent to the target.
Attack: Dexterity vs. Reflex or Wisdom vs. Reflex
Hit: 2W + Dexterity or Wisdom modifier damage. The target is pushed 1 square and knocked prone. You shift into the space the target occupied.
Miss: Half damage. Both you and target are knocked prone.
Effect: You take half of any falling damage received as a result of this attack, and the target takes the same amount.
Special: When you gain this power, choose Dexterity or Wisdom as the ability you use when making attack rolls with this power.