Thriae

A civilization of insect-folk that bears a resemblance to some strange combination of wasps, ants, and mantises. They build great cities around the rivers and oasis found in the Sandsea capable of supporting thousands upon thousands. Depending on their phenotype they stand anywhere from 4-5 feet tall among the Workers to 6 or 7 feet tall among Warriors and Nomarchs. They have six limbs, two pairs of arms with their level of dexterity and function dependent on their phenotype, but always a pair of human-like legs. They have wings, as well as chitinous structures covering vital sections of their body, and a complex collective unconscious that links all their minds subtly, allowing the collective to exert a modicum of intent upon the individuals of their species.

Their society is split into a caste system like the dwarves, but caste membership is based on phenotype. Young colony members are reared communally by specialized members of the Worker and Nomarch castes, never directly knowing their birth parents as the eggs are hatched in large groups. Each generation is educated and allowed to mature into the worker caste, or based on their aptitude given access to alchemical concoctions made from Manalith that cause their body to develop into either a Warrior or Nomarch caste.

Life inside a Thriae hivemind is considered relatively idyllic by its inhabitants. They maintain lives as full individuals in their leisure hours but when it comes time to work, they are able to fully subsume themselves inside of the Hivemind. This allows them to complete menial work for as long as their body is able to continue without any of the mental fatigue that other humanoids experience when set to a long period of repetition. In fact, non-Thriae members are not uncommon in hives, scattered amongst all three castes based on their skillset when brought into the fold. These adoptees to the culture consume a narcotic produced by the Queens called an Eberin Potion that allows non-Thriae to experience the shared consciousness of the hive mind.

Thriae who leave a Hive City for an extended period, as well as humanoids who integrate, are looked upon with no small degree of pity. Thriae who leave the range of a localized hivemind for too long can be said to "solidify" in their individuality. They become like any other humanoid, and while unlike adoptees they don't need an Eberin Potion to reconnect they become unable to subsume themselves into the hivemind, and are forced to experience every last moment of the drudgery of labor that is required to keep the Hive prosperous. Warrior and Nomarch Thriae are those most commonly cut off while performing their duties and its considered a sacrifice on the level of a human solider who lost a limb in combat.

## Racial Traits

### Standard Racial Traits

* **Type**: Monstrous Humanoid
* **Size**: Thriae are Medium sized creatures and thus receive no bonuses or penalties due to their size.
* **Base Speed**: Thriae have a base speed of 30 feet.
* **Languages**: Thriae begin play speaking Gob and Thriae.

### Other Racial Traits

* **Darkvision**: Thriae can see perfectly in the dark out to 60 feet.
* **Naturally Psionics**: Thriae gain the Wild Talent feat as a bonus feat at 1st level. If a forgeborn takes levels in a psionic class, he instead gains the Psionic Talent feat.
* **Psionic Aptitude**: When a Thriae takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
* **Eusocial**: You can communicate with all other within 30 feet of you, or with all Thriae inside the range of a localized Hivemind. While inside of a Localized Hivemind you cannot oppose Sense Motive checks made against you by other creatures with the Eusocial or Advanced Eusocial features.
* **Subrace**: Choose one of the following Subraces

### Drone Caste

* **Ability Score Modifiers**: Drones Caste Thriae gain a +2 racial bonus to Strength and Intelligence, and a -2 racial penalty to Charisma.
* **Natural Armor**: Drones Caste Thriae gain a +1 natural armor bonus.
* **Multipurpose Limbs**: Drones have an additional pair of limbs that can function as both legs and arms. As a free action that can be taken even outside of your turn, you can choose to treat yourself as a quadrupedal creature of your size or a bipedal creature of your size with four arms capable of wielding weapons, shields, and other forms of fine manipulation.
* **Strong Body**: You double your natural carry weight. This bonus stacks with increases to carry weight from other sources, including bonuses from being quadrupedal.
* **Natural Craftsman**: You gain a +2 racial bonus to your choice of any two Craft or Profession skills.
* **Drone Psionics**: Drones gain the following psi-like abilities. At will - *far hand.* 3/day - *foxhole* or *matter agitation* with a Manifester level equal to ½ HD Manifester Level, 10 + Power Level + Intelligence modifier.

#### Warrior Caste

* **Ability Score Modifiers**: Warriors gain a +2 racial bonus to Constitution, and a +2 racial bonus their choice of Wisdom or Charisma. They also take a -2 racial penalty to Intelligence.
* **Independent Wings**: Warriors have a set of four dragonfly like wings that give them a 40 foot Fly Speed with Perfect Maneuverability, that grants them a total of +16 racial bonus to fly checks.
* **Natural Armor**: Warrior Caste Thriae gain a +1 natural armor bonus.
* **Mantis Blades**: Warriors have an additional pair of limbs with no hands, at the end of which are a set of scything claws. This grants them two natural claw attacks that deal 1d6 slashing damage. These claws are primary attacks, or secondary attacks if the Warrior is wielding manufactured weapons.
* **Stinger**: Warrior Caste have long, scorpion-like tails with a deadly stinger. This grants them a natural stinger attack that deals 1d4 piercing damage. The stinger is a primary attack, or a secondary attack when the Warrior is wielding manufactured weapons. When this attack hits, the target must succeed on a Fortitude save vs. poison with a DC of 10 + 1/2 HD + Constitution Modifier. The poison deals 1d2 Dexterity damage, once per round for six rounds, ending after one successful save.
* **Grasping Limbs**: Your primary limbs that lack the maneuverability to wield shields or any manufactured weapons except for a psionic Mind Blade. They can be used to grasp and manipulate objects, or provide somatic components, but they cannot make unarmed strikes nor can natural Attacks be applied to these limbs.
* **Warrior Psionics**: Warriors gain the following psi-like abilities. 3/day - *precognition, offensive* or *precognition, defensive* with a Manifester level equal to ½ HD Manifester Level, 10 + Power Level + Wisdom or Charisma modifier whichever is highest.

#### Nomarch Caste

* **Ability Score Modifiers**: Nomarchs gain a +2 racial bonus to their choice of Intelligence or Wisdom, and a +2 bonus to Charisma. Nomarchs also take a -2 penalty to Constitution.
* **Vestigial Limbs**: You have an additional pair of hands that cannot be used to wield weapons or a shield. They can be used for any other task a limb of that type could accomplish, including grasping and manipulating objects, or providing somatic components.
* **Royal Wings**: Nomarch's have a 30 foot fly speed with average maneuverability, granting them a +8 racial bonus on fly checks. These wings resemble the regalia and clothes common amongst nobility, granting a +2 racial bonus to Diplomacy and Intimidate checks.
* **Advanced Eusocial**: You can communicate with all other within 30 feet of you, or with all Thriae inside the range of a Localized Hivemind. Unlike other Thriae castes you can oppose Sense Motive checks made against you as normal while inside of a Localized Hivemind. This trait replaces Eusocial.
* **Mental Pressure**: Increase the DC of Enchantment Spells, Mind Sphere effects, and Telepathy Discipline powers you use by 1. In addition, when you use Diplomacy to shift a creature’s attitude, you can shift up to three steps up rather than just two.
* **Nomarch Psionics**: Nomarchs gain the following psi-like abilities. 3/day - *mindlink*, *empathic connection*, *or suppress compulsion* with a Manifester level equal to ½ HD Manifester Level, 10 + Power Level + Intelligence, Wisdom, or Charisma modifier whichever is highest.

### Alternate Racial Traits

* **Drone Alates**: Your size becomes small, and you gain a fly speed of 15 feet with Clumsy maneuverability, granting no bonus to fly checks. This trait replaces Strong Body.
* **Drone Xylocopa**: Your size becomes small, and you gain a 30 foot burrow speed, This trait can only be chosen by the Drone caste, and replaces Natural Armor.
* **Drone Psychokinetics**: You gain the Basic Magic Training feat as a bonus feat, choosing the telekinesis sphere, as well as the Extra Magic Talent feat with which you must choose Fine Control. If you gain gain a Casting Tradition from any class, you must choose the Alien Source: Psionics boon. This ability replaces Drone Psionics and Wild Talent.
* **Warrior Enhancer**: You gain the Basic Magic Training feat as a bonus feat, choosing the Enhancement sphere, as well as the Extra Magic Talent feat which must also be chosen from the Enhancement Sphere. If you gain gain a Casting Tradition from any class, you must choose the Alien Source: Psionics boon. This ability replaces Warrior Psionics and Wild Talent.
* **Warrior Alterant**: You gain the Basic Magic Training feat as a bonus feat, choosing the Alteration sphere, as well as the Extra Magic Talent feat which must also be chosen from the Alteration Sphere. If you gain gain a Casting Tradition from any class, you must choose the Alien Source: Psionics boon. This ability replaces Warrior Psionics and Wild Talent.
* **Nomarch Dominant**: You gain the Basic Magic Training feat as a bonus feat, choosing the Mind sphere, as well as the Extra Magic Talent feat which must also be chosen from the Mind Sphere. If you gain gain a Casting Tradition from any class, you must choose the Alien Source: Psionics boon. This ability replaces Nomarch Psionics and Wild Talent.

## Racial Feats

### Localized Hivemind

**Prerequisites**: *Thriae,* *Collective Wraith*

* Creatures with the Eusocial and Advanced Eusocial traits treat the range of your Collective class's Hive Mind feature as a Localized Hivemind.

### Strengthened Forelimbs

**Prerequisites**: *Thriae,* Grasping Limbs, Level 5

* Your Mantis Blades now add 1.5x your strength modifier to attack and damage rolls.

### Adapted Secondary Limbs

**Prerequisites**: *Thriae,* Strengthened Forelimbs, Level 7

* Your Grasping Limbs have increased in strength to the point where you are now capable of wielding manufactured weapons and shields, as well as being able to make unarmed strikes and apply natural attacks to them with spells or abilities.