d8Level Bab Fort Ref Will Feature
1 +0 + 0 +0 +0 Thri-Kreen body, poison, Kreen mindSkills:
2+int modifier, no class skillsProficiencies:
Simple weapons and it's own natural attacks.Features:Thri-Kreen body:
The thri-Kreen loses all other racial bonus and gains monstrous humanoid traits(basically dark vision 60 feet), It is a monstrous humanoid with base speed 40. It has four arms with claws (dealing 1d4+Str each) and a bite attack(1d4+1/2 str modifier). A thri-kreen full attacking may use all claws at full Bab and bite at -5 or one manufactured weapon at full Bab and all remaining claws and bite at -5.
A thri-kreen gains a +4 racial bonus on jumps for each HD it has.Poison:
Delivered by bite attack, only one per day for every 5HD it has. Fort DC 10+1/2 HD+Con mod. Initial damage 1d4 Dex, secondary damage paralysis for 1 round/HD of the thri-Kreen. The dex damage increases 1 die size every 5HD.Kreen mind:
It can use chameleon, know direction and location, greater concealing amorpha, metaphysical claw as Psionic Like Abilities 1/day for every 5HD. Manifester level equal to HD.
In addition, a thri-kreen gains a bonus against sleep effects equal to it's HD.
When it came out, the thri-kreen was very popular for all kind of crazy rogue builds in order to abuse it's multiple natural attacks, but eventually, the RHD and LA made it forgotten.
Anyway, did you know the Thri-Kreen is CR1? No? Forget kobolds, the EXPH thri-kren has a freaking 5 natural attacks, good stats, HP and several tricks all around!
In order to make it a lv1 class, you don't get any ability score or natural armor bonus. You get all 5 natural attacks. Weak saves and skills make room for the PLAs and the poison which got nerfed.The number of uses increases slowly with level.
The jump bonus starts weaker, but eventually becomes much stronger than the original monster.
Like the original, rogues and any class with fixed bonus to damage will be specially useful for the thri-kreen