Hulking insect-men standing as tall as 7 feet at the shoulder, tohr-kreen & thri-kreen are the least "human" of the player character races. Their survivability in the wilderness, combined with their cunning and intellect, have made the mantis warriors (as they are known to some races) the undisputed masters across large tracts of the Athasian wastes. The To'ksa of the North are aggressive and tend to be more primitive than other kreen; most are nomads, ranging sandy wastes, scrub plains, and stony barrens. Some northern To'ksa clutches live in settlements, particularly among the tolerant Jeral, though some small clutches are found in the nation of J'ez; To'ksa are are very rare in J'hol. Northern To'ksa are barbaric hunters, and are often found in the arenas. To'ksa tend to be chaotic, and are often fighters and gladiators, seldom priests and chakak, and almost never druids. To'ksa are considered the scum of the northern kreen; they are often subjects for the experiments of the Zik'chil. To'ksa Ability Adjustments: +2 Str, +4 Dex, +2 Wis, -4 Cha, -2 Int. Favored Class (Barbarian): A multi-class To'ksa barbarian class does not count when determining whether they suffer an XP penalty for multiclassing. Special Abilities: - To'ksa base land speed is 40 feet. - Monstrous Humanoid: To'ksa are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. - Medium: As Medium creatures, To'ksa have no special bonuses or penalties due to their size. - Darkvision: To'ksa can see in total darkness. - Leap (Ex): To'ksa are natural jumpers, gaining a +30 racial bonus to all Jump checks. - Natural Armor: To'ksa have a +2 natural armor bonus to AC due to their naturally tough and resistant chitin. - Natural Weapons: To'ksa have two claws attacks for 1d4 damage & a bite attack for 1d4 damage. - Sleep Immunity: To'ksa do not sleep, and are mmune to sleep spells and similar effects. Natural fatigue does not effect To'ksa. To'ksa spellcasters and manifesters still require 8 hours of rest before preparing spells. - Water Efficient: To'ksa only require half the water consumption of other races. - Deflect Arrows: To'ksa gain the benefit of the Deflect Arrows feat - Racial Weapon Familiarity: To To'ksa, the chatkcha and gythka are treated as martial rather than exotic weapons. (This is implemented as free weapon proficencies.) - To'ksa have a +4 racial bonus on Hide checks in sandy or arid areas. - Racial Hit Dice: A To'ksa begins with 2 levels of monstrous humanoid. Automatic Languages: Kreen. Bonus Languages: Common, Dwarven, Elven, Jozhal, Scrab, Tari, Tohr-kreen. Level Adjustment: +2