Author Topic: Itty Bitty Kitty Races  (Read 8977 times)

Offline bhu

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Itty Bitty Kitty Races
« on: November 12, 2011, 04:30:44 PM »
Races
Cantobele (Page 1)
Cat-Elves (Page 1)
Cath Shee (Page 1)
Elven Cats (Page 1)
Jana-Nimr (Page 1)
Jana-Qitat (Page 1)
Lybbarde (Page 1)
Mows (Page 1)
Pardal (Page 1)
Rakasta (Page 1)
Tabaxi (Page 1)
Tabaxi Lord (Page 1)
Wemic (Page 1)

Racial Substitution Levels and Racial Feats
Cantobele (Page 1)
Cat-Elves (Page 1)
Catfolk (Page 1)
Cat Hengeyokai (Page 1)
Cath Shee (Page 1)
Elven Cats (Page 1)
Jana-Nimr (Page 1)
Jana-Qitat (Page 1)
Lybbarde (Page 1)
Mows/Awakened Cats (Page 1)
Paca (Page 1)
Pardal (Page 1)
Rakasta (Page 1)
Shifters (Page 1)
Tabaxi (Page 1)
Tabaxi Lord (Page 1)
Tibbits (Page 1)
Wemic (Page 1)

Note: Feats mentioning "Any Feline Race" apply to any Race listed in this thread.
« Last Edit: July 21, 2017, 08:43:06 PM by bhu »

Offline bhu

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Re: Itty Bitty Kitty Races
« Reply #1 on: November 12, 2011, 04:31:03 PM »
MOWS


   
"Meow!"

 The Mows are a race of magically awakened housecats who have somehow begun to breed true and have Awakened children.  They enjoy their reputation for being no end of trouble.

MOWS RACIAL TRAITS
·   -8 Str (Minimum 3), +4  Dex, +2 Wis
· Size Class: Tiny. +2 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -8 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are three quarters those of a Medium character. Space is 2 1/2', Reach is 0'.
· Magical Beast, giving you Dark Vision 60 ft., and Low-Light Vision
· Base speed 30 feet
·   Scent (Ex): Identical to the ability listed in the Monster Manual.
· Mows have a Primary Claw attack doing 1d2 plus their strength bonus and a Secondary Bite attack doing 1d3 plus half their Strength Bonus.  They get 2 Claws and 1 Bite with Full Attack.
. Non Humanoid Form: The Mows aren't humanoid and have no hands. They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. Being vicious (and teensy) predators they also can't make Handle Animal checks as animals are terrified of (or ignore) them. Most equipment will be one tenth the weight for them. They cannot wield weapons unless they are specifically made for them, usually as an extension of armor they are wearing. If someone is willing to help them in and out of it they can wear armor.
. Mows are purely carnivorous, and can only consume meat. While this heavily limits their diet they can go twice as long as normal before having to make checks for starvation as they have had to live through some lean times because of it.
·   Racial skill bonuses: Mows receive a +4 Racial Bonus on Climb, Hide, Listen, and Move Silently Checks.  They also get a +8 Racial Bonus of Balance and Jump checks. They may use their Dexterity Modifier instead of their Strength Modifier for Climb and Jump Checks.  In areas of tall grass or undergrowth their Hide Bonus increases to +8.
· Automatic and Bonus languages: Mows automatically speak Common and Purr. Bonus Languages depend on where they live and are usually that of their neighbor, but many speak Sylvan
·   Level Adjustment: +0
·   Favored Class: Cat Burglar, Rogue, or Scout

STARTING AGE
 Adulthood: 14 years
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT
 Base Height: Male: 7"  Female: 6"
 Height Modifier: +1d4"
 Base Weight: Male: 8 lbs.   Female: 7 lbs.
 Weight Modifier: x1 lb.

MOWS CHARACTERS
 If you want to play a small stealthy PC who can go about unnoticed due to the fact everyone assumes you're a common animal, the Mows are perfect.  Plus you get to be an adorable lil' kitteh.  What more could you want than that?
 Adventuring Race: Mows often go on adventures for money, fame, and power.  The usual reasons.  But being fey and whimsical like all cats some do it just for the hell of it.
 Character Development: Make sure to take Feats or class abilities that will allow you to overcome your Reach limitations.  Your size does have a few disadvantages.
 Character Names: Mows tend to use whatever names are common to the other races living in their area.

ROLEPLAYING A MOWS
 You can pretend to be a normal cat and sponge off the other races while secretly living among them.  All the Mows do it at some point.  It allows you to learn lots of nifty blackmail material.  Not that you're the sort of kitty to use blackmail to get fed a better class of salmon than table scraps.  No sir not you.
 Personality: The Mows are still cats for the most part, with all the typical behaviors attributed to kitties.
 Behaviors: You've all seen the various cat videos on Youtube.  Give them some human level intelligence and imagine the trouble they can start now...
 Language: The Mows speak Purr, which has no written form (and is effectively the same language used by the Cat Burglars Guilds).

MOWS SOCIETY
 Cats are highly social and prize competitions of stealth and athletic ability.  They are also fans of singing and acting.  The women do all the child rearing, and the men do much of the hunting and fooling of humans.  In other words the women are mothers and teachers and the men are thieves.
 Alignment : Mows have a strong tendency towards Chaos as  they dislike rules, and most also have a strong tendency towards Neutrality.  They like their privacy.
 Lands : The Mows are pretty omnipresent.  Wherever you can find cats, you can find them.
 Settlements : Mows prefer urban areas since it allows them to pretend to be pets and blend in better.
 Beliefs : The Mows worship the Kitteh Gawds exclusively.
 Relations: Mows get along fine with Humans and other humanoids who have cats as pets because they can take advantage of them.  The rest of the world they don't like so much.

MOWS ADVENTURES
·   There has been a rash of murders in the town, and the humans are clueless.  Every cat in the city knows there is an Undead monster living down by the old mill that's responsible.  You just have to figure out how to get the humans there without revealing who you really are.  Or failing that end it yourself.
·   A local powerful Wizard has had his beloved Familiar slain and is inconsolable until he sees the perfect replica of him: you.  Adopted by a psychopathic madman with incredible power you must find a way to convince him not to kill the locals out of paranoia, find a way to get him to let go of his friend, and all without driving him any crazier.
·   The local humans have figured out cats are intelligent and have declared war.  You must broker peace with them, or failing that find a way to sabotage their extermination efforts.



MOWS/AWAKENED CAT RACIAL SUBSTITUTION LEVELS


ROGUE
 Levels 10, 13, 16, 19: The Mows Rogue has new options for his Rogues Special Abilities.
  Special Ability (Ex)

Trap Radar (Su): When making a Search roll to look for traps, you may Search a 10' area as a Standard Action.

Nimble You do not gain the -5 Penalty to Climb or Balance Checks for moving at full speed.


SCOUT
 Levels 4, 8, 12, 16, and 20: The Mows loses access to some Bonus feats, but gains access to others.
  Bonus Feats (Ex): Instead of having access to Point Blank Shot, Precise Shot, Rapid Reload, and Shot on the Run the Mows Scout can choose from Defensive Strike, Lunging Strike, Mouser, and Prone Attack.


CAT BURGLAR
 Level 1: Replace Purr with Polyglot
   Polyglot (Ex): Speak Language is always a Class Skill for you.
 Level 1: Cat Powah with Man Powah
   Man Powah (Su): At 1st level the Cat Burglar gets his first taste of Humanoid Magic in the form of an untyped Bonus equal to his Charisma Modifier.  Once per day for an entire encounter he can apply this Bonus to one of the following: Checks with a specific Charisma or Dexterity based Skill, one specific Opposed Combat Check (Grapples, Trips, etc.), a bonus to his Armor Class, or as a bonus to either Attack or Damage rolls made with his unarmed strikes or weapons in Humanoid Form.
 Levels 1, 4, 7, 10, 13, 16, and 19: Replace Kitty Form with Humanoid Form
  Humanoid Form (Su): At will as a standard action you may transform into a humanoid (or from a humanoid back to your normal form) for as long as you want.  In addition, you may transform between humanoid forms without returning to your normal form first.  You retain your normal Hit Dice, hit points, base attack bonus, base saving throw bonuses, and skill ranks regardless of the specifics of your new form.  You also retains your normal ability scores, although you may gain bonuses from the humanoid form or other class features.  You keep all extraordinary, supernatural, and spell-like special attacks and qualities of your normal form, except for those requiring a body part the humanoid form does not have (in addition, you lose Scent).

When transforming into a humanoid form, you can choose to have any equipment you wear other than armor and held objects shift with you, altering its form to accommodate the new shape.  Objects that do not or cannot resize themselves meld into your new body, but retain their properties.  Any melded items (including weapons and armor; see below) can still be targeted and affected by spells and effects as though they were worn normally.

At your discretion, you can meld a suit of armor, and/or a magic weapon that you are wearing or wielding while transforming into your new form.  You must be proficient with the object in question to meld it and gain its benefits while transformed.  If you meld a suit of armor, you are still considered to be wearing it, as though it was armor appropriate to your new shape and size.  Magic armor with the Glamered special quality can appear as normal clothing.  Shields can be melded, but become completely inert and do not provide any bonuses or magical properties when melded.

If you meld a magical melee weapon, you can apply its magical weapon properties to your humanoid form natural weapons (if any, unarmed strike is considered a natural weapon).  The properties are shared between the weapon and a single natural weapon of your choice (choices depend on the humanoid form chosen); daily uses of weapon special abilities are still counted against the magic weapon.  If you use this option, the affected natural weapon is treated as a manufactured weapon when determining what weapon special abilities it gains and the effects of them (though not for any other purposes, such as iterative attacks), even for the purpose of interacting with other magic items (such as a Necklace of Natural Attacks).  If you are wearing or wielding two weapons when transforming, you can meld them with seperate natural attacks (example: meld primary magic weapon with claws and off-hand magic weapon with bite).

If you are killed or knocked unconscious in Humanoid Form you revert to your natural kitty form next round.

At first level you gain the ability to transform into the Base Humanoid Form.

Base Humanoid Form: You assume the form of a Humanoid child or smaller Humanoids such as halflings.  You also gain the following abilities: An unarmed strike attack like normal humanoids doing 1d3 plus Str Modifier and the ability to manipulate objects with hands.  Your stats are modified as follows: you gain +2 Str and -2 Dex.  Your speed increases to 20' unless it was already faster.  In addition, you also gain the subtype of whatever Humanoid you are mimicking (the choice must be made from the list of Humanoid Subtypes in the Ranger Favored Enemy list) and count as a member of that race for purposes of spells, items, etc. You become Size Class Small, giving you a +1 Size Modifier to AC and Attack rolls, a +4 Size Modifier to Hide Checks, and a -4 Size Penalty to Bull Rush/Grapple/Overrun/Trip Checks.  Your lifting and carrying limits are one half those of a Medium Size PC.

At levels 4, 7, 10, 13, 16, and 19 you gain an additional Humanoid Forms from the following list if you meet the prerequisites (all of these forms count as Humanoid Form for purposes of Feats, effects, etc.).  Forms that list a specific level as a prerequisite cannot be taken until that level, regardless of whether or not all those levels are in the Cat Burglar class:

Medium Humanoid Form (Prerequisite: Level 4+): You may now become a Medium humanoid.  This allows you to pretend to be any species of the more common humanoids, or perhaps a very young Giant.  You also gain the following abilities: An unarmed strike attack like normal humanoids doing 1d3 plus Str Modifier and the ability to manipulate objects with hands.  Your stats are modified as follows: +2 Str.  Your speed increases to 30' unless it was already faster.   In addition, you also gain the subtype of whatever Humanoid you are mimicking (the choice must be made from the list of Humanoid Subtypes in the Ranger Favored Enemy list) and count as a member of that race for purposes of spells, items, etc.  If posing as a Giant you gain the Giantblood Subtype instead.

Tiny Humanoid Form (Prerequisite: Level 4+): You may become a Tiny Humanoid.  This allows you to pretend to be a Humanoid infant or really small Humanoids.   You also gain the following abilities: An unarmed strike attack like normal humanoids doing 1d2 plus Str Modifier and the ability to manipulate objects with hands.  Your stats are modified as follows: +2 Dex.  Your speed increases to 15' unless it was already faster.   In addition, you also gain the subtype of whatever Humanoid you are mimicking (the choice must be made from the list of Humanoid Subtypes in the Ranger Favored Enemy list) and count as a member of that race for purposes of spells, items, etc.  You become Size Class Tiny, giving you a +2 Size Modifier to AC and Attack rolls, a +8 Size Modifier to Hide Checks, and a -8 Size Penalty to Bull Rush/Grapple/Overrun/Trip Checks.  Your lifting and carrying limits are one quarter those of a Medium Size PC, you occupy a 2 1/2' Space, and your effective Reach is 0'.  Unlike normal Reach 0' creatures, you are considered to be Flanking if you are inside the same space as an opponent, and you do not provoke an Attack of Opportunity when entering his square.  You still do not receive Attacks of Opportunity for those moving past you as per normal.

Big Humanoid Form (Prerequisite: Level 10+): You may take the form of a Large Humanoid or Giant.   You also gain the following abilities: A Primary Slam Attack doing 1d4 plus Str Modifier (2 Slams with a Full Attack) and the ability to manipulate objects with hands.  Your stats are modified as follows: +6 Str +4 Con.  You also gain a +3 Natural Armor Bonus.  Your speed increases to 40' unless it was already faster.   In addition, you also gain the subtype of whatever Humanoid you are mimicking (the choice must be made from the list of Humanoid Subtypes in the Ranger Favored Enemy list) and count as a member of that race for purposes of spells, items, etc.  If posing as a Giant you gain the Giantblood Subtype instead.  You become Size Class Large, giving you a -1 Size Modifier to AC and Attack rolls, a -4 Size Modifier to Hide Checks, and a +4 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks.  Your lifting and carrying limits are double those of a Medium Size PC, you occupy a 10' Space, and your effective Reach is 10'.

Giant Form (Prerequisite: Level 16+): You may take the form of a Huge Giant.  You also gain the following abilities: A Primary Slam Attack doing 1d6 plus Str Modifier (2 Slams with a Full Attack) and the ability to manipulate objects with hands.  Your stats are modified as follows: you gain +8 Str and +6 Con.  You also gain a +6 Natural Armor Bonus.  Your speed increases to 40' unless it was already faster.  You gain the Giantblood Subtype.  You become Size Class Large, giving you a -2 Size Modifier to AC and Attack rolls, a -8 Size Modifier to Hide Checks, and a +8 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks.  Your lifting and carrying limits are quadruple those of a Medium Size PC, you occupy a 15' Space, and your effective Reach is 15'.  You may remain in Giant Form for (3 plus Charisma Modifier) rounds.  Once the time limit runs out you must wait one hour before using this form again.

Titan Form (Prerequisite: Level 19+): You may now take the form of a Gargantuan Giant.  You also gain the following abilities: A Primary Slam Attack doing 2d4 plus Str Modifier (2 Slams with a Full Attack) and the ability to manipulate objects with hands.  Your stats are modified as follows: you gain +10 Str and +8 Con.  You also gain a +9 Natural Armor Bonus.  Your speed increases to 50' unless it was already faster.  You gain the Giantblood Subtype.  You become Size Class Gargantuan, giving you a -4 Size Modifier to AC and Attack rolls, a -12 Size Modifier to Hide Checks, and a +12 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks.  Your lifting and carrying limits are eight times those of a Medium Size PC, you occupy a 20' Space, and your effective Reach is 20'.  You may remain in Titan Form for (3 plus Charisma Modifier) rounds.  Once the time limit runs out you must wait one hour before using this form again.

Sprite Form (Prerequisite: Fey Heritage): You may now take the form of a Tiny Fey.  You also gain the following abilities: An unarmed strike attack like normal humanoids doing 1d2 plus Str Modifier and the ability to manipulate objects with hands.  Your stats are modified as follows: you gain +2 Cha.  Your speed increases to 15' unless it was already faster.  Your Type changes to Fey so long as you are in this form, and you gain DR 3/Cold Iron.  You become Size Class Tiny, giving you a +2 Size Modifier to AC and Attack rolls, a +8 Size Modifier to Hide Checks, and a -8 Size Penalty to Bull Rush/Grapple/Overrun/Trip Checks.  Your lifting and carrying limits are one quarter those of a Medium Size PC, you occupy a 2 1/2' Space, and your effective Reach is 0'.  Unlike normal Reach 0' creatures, you are considered to be Flanking if you are inside the same space as an opponent, and you do not provoke an Attack of Opportunity when entering his square.  You still do not receive Attacks of Opportunity for those moving past you as per normal.

Pixie Form (Prerequisite: Fey Heritage, Sprite Form, Level 4+): You may now take the form of a Small Fey.  You also gain the following abilities: An unarmed strike attack like normal humanoids doing 1d3 plus Str Modifier and the ability to manipulate objects with hands.  Your stats are modified as follows: you gain +2 Dex and +4 Cha.  Your speed increases to 20' unless it was already faster.  Your Type changes to Fey so long as you are in this form, and you gain DR 5/Cold Iron. You become Size Class Small, giving you a +1 Size Modifier to AC and Attack rolls, a +4 Size Modifier to Hide Checks, and a -4 Size Penalty to Bull Rush/Grapple/Overrun/Trip Checks.  Your lifting and carrying limits are one half those of a Medium Size PC.

Nymph Form (Prerequisite: Fey Heritage, Pixie Form, Level 7+): You may now take the form of a Medium Fey. You also gain the following abilities: An unarmed strike attack like normal humanoids doing 1d3 plus Str Modifier and the ability to manipulate objects with hands.  Your stats are modified as follows: you gain +4 Dex and +6 Cha.  You also gain +1 Natural Armor Bonus.  Your speed increases to 20' unless it was already faster.  Your Type changes to Fey so long as you are in this form, and you gain DR 5/Cold Iron.

Beast Form (Prerequisite: Level 10+): You may now take the form of a Large Magical Beast.  You also gain the following abilities: Darkvision 60', Scent, a Primary Natural Attack (1d6 plus Str Modifier), and a Secondary Natural Attack (1d6 plus 1/2 Str Modifier).  You get your choice of 1 Primary and 2 Secondary or 2 Primary and 1 Secondary with a Full Attack Action.  Your stats are modified as follows: you gain +6 Str and +4 Con.  You also gain a +3 Natural Armor Bonus.  You become Size Class Large, giving you a -1 Size Modifier to AC and Attack rolls, a -4 Size Modifier to Hide Checks, and a +4 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks.  Your lifting and carrying limits are triple those of a Medium Size PC, you occupy a 10' Space, and your effective Reach is 5'.

Teensy Uggo Form (Prerequisite: Level 4+): You may now take the form of a Small Monstrous Humanoid.  You also gain the following abilities: A Primary Natural Attack doing 1d3 plus Str Modifier and a Secondary Natural Attack doing 1d3 plus half Str Modifier (you get your choice of 1 Primary and 2 Secondary or 2 Primary and 1 Secondary with a Full Attack) and the ability to manipulate objects with hands.  Your stats are modified as follows: you gain +2 Str.  Your speed increases to 20' unless it was already faster.  Your Type changes to Monstrous Humanoid so long as you are in this form, and you gain Darkvision 60'. You become Size Class Small, giving you a +1 Size Modifier to AC and Attack rolls, a +4 Size Modifier to Hide Checks, and a -4 Size Penalty to Bull Rush/Grapple/Overrun/Trip Checks.  Your lifting and carrying limits are one half those of a Medium Size PC.

Uggo Form (Prerequisite: Level 7+): You may now take the form of a Medium Monstrous Humanoid.  You also gain the following abilities: A Primary Natural Attack doing 1d3 plus Str Modifier and a Secondary Natural Attack doing 1d3 plus half Str Modifier (you get your choice of 1 Primary and 2 Secondary or 2 Primary and 1 Secondary with a Full Attack) and the ability to manipulate objects with hands.   Your stats are modified as follows: you gain +4 Str.  You also gain a +1 Natural Armor Bonus.  Your speed increases to 30' unless it was already faster.   Your Type changes to Monstrous Humanoid so long as you are in this form, and you gain Darkvision 60'.

Dire Uggo Form (Prerequisite: Level 10+): You may now take the form of a Large Monstrous Humanoid.  You also gain the following abilities: A Primary Natural Attack doing 1d3 plus Str Modifier and a Secondary Natural Attack doing 1d3 plus half Str Modifier (you get your choice of 1 Primary and 2 Secondary or 2 Primary and 1 Secondary with a Full Attack) and the ability to manipulate objects with hands.  Your stats are modified as follows: you gain +6 Str and +4 Con.  You also gain a +3 Natural Armor Bonus.  Your speed increases to 40' unless it was already faster.  Your Type changes to Monstrous Humanoid so long as you are in this form, and you gain Darkvision 60'.  You become Size Class Large, giving you a -1 Size Modifier to AC and Attack rolls, a -4 Size Modifier to Hide Checks, and a +4 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks.  Your lifting and carrying limits are double those of a Medium Size PC, you occupy a 10' Space, and your effective Reach is 10'.

 Levels 2, 5, 8, 11, 14, and 17: Replace Kitty Magic with Humanoid Magic
  Humanoid Magic(Su): Humanoid Magic represents the Cat Burglars innate mystical powers, usually ones based on the cats abilities in life, folklore, and rumor.  The Cat Burglar can choose one ability from the following list at levels 2, 5, 8, 11, 14, and 17 if they meet the prerequisites.  These are considered Spell-Like abilities unless it says otherwise:

...And Your Ass Will Follow (Su) (Prerequisites: Free Your Mind...): Your Spell Resistance now extends to Polymorph and similar spells that would involuntarily change your form.

A People Person: You may cast Charm Person 3/day.

A Spring In Your Step: You may cast Jump 3/day.

Belittle (Prerequisite: Level 5): You may cast Power Word Sicken (see Races of the Dragon) 3/day.

Blend In: You may cast Change Self at will.

Brute's Luck (Su): You may substitute your Str Modifier for all rolls in which you would normally use your Dex Modifier. 

Cowardice Is An Art Form: You may cast Expeditious Retreat 3/day.

Decoy (Prerequisite: Level 8): You may cast Create Fetch 3/day (see Complete Scoundrel).

Devilish Charm (Prerequisite: A People Person, Level 8): You may cast Suggestion 3/day.

Did You Think It Would Be That Easy (Su) (Prerequisite: Level 5): You gain a Bonus to Armor Class equal to your Charisma Modifier.  The type of Bonus depends on what Humanoid Form you are using.  It's a Sacred Bonus for Celestial Form, and a Profane Bonus for Fiendish Form and Undead Form.  Hawt, Fey, and Innocent Forms get a Luck Bonus.  Nocturnal, Multi-Headed, Alien, and Half Dragon Forms get an Insight Bonus.  Agile, Swift, Stealthy and Winged Forms get a Dodge Bonus.  All other Kitty Forms get an increase to their Natural Armor Bonus.

Flash Grenade (Su) (Su): 3/day as a Supernatural ability while in Humanoid Form you may release a 10 ft burst of light centered on your square. All non feline entities in this area must make a Fortitude Save (DC is 10 plus half your hit dice plus your Constitution modifier) or be Dazed for 1 round.

Force Shield (Prerequisites: Mage Puncher, Level 11): You may cast Wall of Force 3/day.

Free Your Mind...(Su) (Prerequisite: Innocence): Your Spell Resistance now extends to Charms and Compulsions.

Frightful Tackle (Su) (Prerequisites: A Spring In Your Step, Blend In, and one of the following: Spooky Voice, or Thousand Yard Stare):  When attack an Opponent who is Flat-Footed or Denied his Dexterity Bonus to AC while you are in Humanoid Form your opponent must make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) of be Frightened for 1d4 rounds.

Fuck Tha Police; You may cast Protection from Law 3/day.

Healer's Touch (Prerequisite: Level 5): You may cast Cure Moderate Wounds or Remove Disease 3/day.  Note you get 3 uses of this ability and can mix and match between the 2 effects, you don't get to use both of them 3 times a day.

Improved Flash Bomb (Su)(Prerequisite: Flash Bomb): Your Flash Bomb  may be used in place of doing damage in a grapple check. The opponent you are grappling is permanently Blinded if he fails his Save, instead of Dazed. All others in the area are Dazed as normal.

Inhuman Diplomacy (Prerequisite: Level 8): You may cast Charm Monster 3/day.

Innocence (Su): You gain Spell Resistance equal to 10 plus half your character level plus your Charisma bonus. This spell resistance only applies to spells attempting to detect your alignment or whether you are a shapechanger and Detect Magic or similar spells/abilities. If the spell can’t get through your spell resistance you show up as Neutral and non-magical.

LOOK AT ME, I'M AN ATTENTION WHORE (Su)  As a Standard Action you may make a Perform (Oratory) check to Daze all opponents within 10' for 1 round.  They get a Willpower Save to resist (DC is equal to your Perform check).

Looking for Pigeons (Su): By spending a full round action you may discern which of the creatures in your field of vision has the lowest total Fortitude Save (and is thus most vulnerable to your Flash Bomb attack). You don't know what his Save is, just that he has the lowest.

Mage Puncher (Prerequisites: Would-Be Mage): You may cast Bigby's Disrupting Hand 3/day (See PHB II).

Monk's Step: You may cast Feather Fall at Will.

Mystic Locksmith: You may cast Open/Close and Instant Locksmith 3/day (see Complete Adventurer).  Note you get 3 uses of this ability and can mix and match between the 2 effects, you don't get to use both of them 3 times a day.

Preacher Man (Prerequisite: 11th level): You may cast Heal 3/day.

Spooky Voice (Prerequisite: Level 5): You may cast Scare 3/day.

Sucker Punch (Su): If your opponent is flat footed and you are in Humanoid Form you may reroll a failed attack roll a number of times per day equal to your Charisma modifier. You must accept the results of the second roll.

Summoner I (Prerequisite: Level 5, Cha 15): You may cast Summon Monster III 3/day.

Summoner II (Prerequisite: Level 11): You may cast Summon Monster VI 3/day. 

Summoner III (Prerequisite: Level 17): You may cast Summon Monster IX 1/day.

Surprise, Surprise, Surprise (Su) (Prerequisite: level 5): You do not take Size Penalties to attack rolls and AC while in Humanoid Form.

Survival (Prerequisites: Level 5): You may cast Sustain 3/day (see Oriental Adventures or Book of Exalted Deeds).

They're With Me (Su) (Prerequisite: Undead Form): Allies within 10' of you while you're in Undead Form gain the benefits of a Hide from Undead spell.

Thousand Yard Stare: You may cast Cause Fear 3/day. 

Vicious Sarcasm (Prerequisite: Belittle): When using your Belittle ability, you are no longer restricted by your opponents hit point total, and may cast it on anyone.

Would-Be Mage: You may cast Magic Missile 3/day.


 Levels 3, 6, 9, 12, 15, and 18: Replace Enhanced Kitty Form with Enhanced Humanoid Form
  Enhanced Humanoid Form (Su): At levels 3, 6, 9, 12, 15, and 18 the Cat Burglar gets to choose an Enhancement to his Humanoid Form from the list below (optionally they may take a Bonus Feat if they wish).  These Enhancements can be used in any version of Humanoid Form unless otherwise noted, and their benefits stack with the abilities gained from your various Humanoid Forms (You may use more than one Enhanced Humanoid Form at a time, but see restrictions below.):

Agile Form (Prerequisite: Level 6): You gain +4 Dex in Humanoid Form.

Alien Form (Prerequisite: Aberration Blood): You gain the benefits of the Avoid Planar Effects spell (see Spell Compendium) in Humanoid Form.  You may not use Alien Form with Celestial or Innocent Forms.

Aquatic Form: While in Humanoid Form you may instead become a Mermaid or legged aquatic humanoid.  You gain a Swim speed equal to your Land speed.  You gain a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check.  You may use the Run Action while swimming in a straight line.  You gain the Aquatic Subtype, and are Amphibious as well.

Arctic Form: You are immune to exposure to the elements as if you permanently had the benefit of an Endure Elements spell on you.  This only works on exposure to cold though, not heat.  You may not use Arctic and Desert Forms at the same time.  You also gain Cold Resistance 5.

Armored Form: Your Natural Armor Bonus increases by +4 while in Humanoid Form.

Celestial Form (Prerequisite: Celestial Heritage): You gain a lil' halo in Humanoid Form.  3 times per day any spell you cast in Celestial Form that has the Good Descriptor is considered to have been cast with the Empowered Spell Feat.  This does not increase the spell level or it's casting time.  You may not use Celestial Form along with Fierce Humanoid Form, Fiendish Form, or Alien Form).

Centaur Form (Prerequisite: Dire Uggo Form): While in Dire Uggo Form you gain a +4 Bonus to defend on Opposed Bull Rush, Overrun, and Trip Checks.

Climbing Form: While in Humanoid Form you gain a Climb speed equal to your Land speed.  You gain a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check. 

Desert Form: You are immune to exposure to the elements as if you permanently had the benefit of an Endure Elements spell on you.  This only works on exposure to heat though, not cold.  You may not use Arctic and Desert at the same time.  You also gain Fire Resistance 5.

Exotic Form (Level 6+): You turn into rare and exotic (possibly extinct) Humanoids or Fey.  While in Humanoid Form you permanently have the benefits of a Sanctuary spell unless you attack someone.  They're more intent on capturing you as a rare slave than killing you.  You can still be attacked by non lethal attacks such as Nets that are meant to capture you.

Fey Form (Prerequisite: Fey Heritage): You gain Spell Resistance equal to (15 plus CR) in Sprite, Pixie, or Nymph Forms.

Fiendish Form (Prerequisite: Fiendish Heritage): You gain teensy horns in Humanoid Form.  3 times per day any spell you cast in Fiendish Form that has the Evil Descriptor is considered to have been cast with the Empowered Spell Feat.  This does not increase the spell level or it's casting time.  You may not use Fiendish Form with Celestial Form.

Fierce Humanoid (Prerequisite: Intimidate 6 ranks): All spells you cast with the Fear descriptor are at +1 Caster level.  If you cannot cast spells, you gain a Competence Bonus on Intimidate Checks equal to half your Cat Burglar level (this is a supernatural ability).  You may not combine Fierce Humanoid and Innocent Forms.

Half Dragon Form (Prerequisite: Draconic Heritage): You are immune to Fear and Morale effects while in Kitty Form.

Hardy Form (Prerequisite: Level 6): You gain +4 Con in Humanoid Form, as long as that Humanoid Form is Medium or bigger.

Hawt Form (Prerequisite: Char 15+, and either Diplomacy 6 ranks or Spell Focus: Enchantment): All spells you cast with the Charm or Compulsion descriptor are at +1 caster level.  If you cannot cast spells, you gain a Competence Bonus on Diplomacy Checks equal to half your Cat Burglar level (this is a supernatural ability).  You may not use Innocent Form in combination with Alien, Fiendish, Fierce Humanoid, or Undead Forms).

Innocent Form (Prerequisite: Tiny or Small Humanoid Form): You can always Take 10 on Bluff and Diplomacy Checks.

Multi-Armed Form: This may be taken multiple times.  The first time you gain an additional pair of arms in Humanoid Form, and you gain an additional pair each time this is chosen.  You must still take the necessary Feats to take advantage of the multiple limbs.  If your arms have a Natural Attack you now gain multiple attacks on a Full Attack.

Multi-Headed Form: This may be taken multiple times, and each time you take it you gain one additional head in Humanoid Form.  You gain a +1 Bonus to Listen, Search, and Spot Checks per additional head.  If your head has a Natural Attack you now gain multiple attacks on a Full Attack.

Nocturnal Form: Your Darkvision range increases +30' in Humanoid Form.

Stealthy Form: You gain a +4 Bonus to Hide Checks in Humanoid Form.

Strong Form (Prerequisite: Level 6): You gain +4 Str in Humanoid Form, as long as that Humanoid Form is Medium or bigger.

Swift Form: You gain a +10 ft. increase to Land Speed in Humanoid Form.

Undead Form (Prerequisite: Level 6): While in Humanoid Form you may appear as any corporeal Undead.  You temporarily become immune to poison and disease, and fatigue/exhaustion effects.

Winged Form: While in Humanoid Form you gain wings, and have a Fly Speed equal to your Land Speed with Average maneuverability.


 Level 20: Replace True Kitty with True Humanoid
  True Humanoid(Ex): At 20th level you become one with your inner human, and now qualify as a Humanoid for purposes of any spell/power/effect that would be beneficial to them temporarily without being vulnerable to spells that target them specifically(this includes spells specific to Humanoids such as Charm Person).  If knocked unconscious you no longer revert to your original form if you are in Humanoid Form.  You also gain the Shapechanger Subtype.




Epic Substitution Levels



Epic Humanoid Forms

Colossus Form : You may now take the form of a Colossal Giant.  You also gain the following abilities: A Primary Slam Attack doing 2d6 plus Str Modifier (2 Slams with a Full Attack), the ability to manipulate objects with hands, and your stats are modified as follows: If your Size is less than Colossal you gain +2 Str and -2 Dex per Size Class below Colossal (minimum Str or Dex is 3).  You also get +18 Con, and you gain a +18 Natural Armor Bonus.  If your Size is smaller than Colossal your base land speed increases to 50' unless it's already faster.  You gain the Giantblood Subtype.  You become Size Class Colossal, giving you a -8 Size Modifier to AC and Attack rolls, a -16 Size Modifier to Hide Checks, and a +16 Size Modifier to Bull Rush/Grapple/Overrun/Trip Checks.  Your lifting and carrying limits are sixteen times those of a Medium Size PC, you occupy a 30' Space, and your effective Reach is 30'.  You may remain in Colossus Form for (3 plus Charisma Modifier) rounds.  Once the time limit runs out you must wait one hour before using this form again.

Epic Enhanced Humanoid Forms

Abomination Form : (Prerequisites: Alien Form) While in Alien Form you gain Regeneration 5 (doesn't work vs Fire or Acid damage).  You cannot use Abomination Form with Awww...Wook at da Widdle Babeh, Celestial Form, Heavenly Form, or Innocent Form.

Asherati Form: (Prerequisite: Desert Form) You gain the Fire Subtype.  In addition you take no penalties while in Sandstorms (See DMG or Sandstorm) and are immune to non lethal damage cause by them.  You may not use Asherati Form with Arctic Form or Frost Form.

Awww...Wook at da Widdle Babeh: (Prerequisites: Innocent Form)  While in Tiny Humanoid Form you may Fascinate all Opponents within 30 ft. as a Move Equivalent Action at will unless they make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier).  If they fail the Save they are Fascinated so long as you continue to make a Move Equivalent Action each round to maintain the effect.  Basically as long as the bitty kitty plays with the dingle ball they will watch.  You may not use Awww...Wook at da Widdle Babeh Form in combination with Abomination Form, Alien Form, Fiendish Form, Fierce Humanoid Form, Hawt Form, Undead Form, Demonic Form, Terrifying Form or Vampire Forms.

Dragonborn: (Prerequisites: Half Dragon Form) You gain DR 20/Epic while in Humanoid Form.

Epic Humanoid Form: (Prerequisite: True Humanoid) You gain +6 Charisma while in Humanoid Form.

Floaty Form: (Prerequisites: Winged Form) While in Humanoid Form you have a Flight Speed equal to one and a half times your Land Speed with Perfect Maneuverability.

Frost Form: (Prerequisite: Arctic Form) You gain the Cold Subtype.  In addition you take no penalties while in falling snow or blizzards (See DMG or Frostburn) and are immune to non lethal damage cause by them.  You may not use Persian with Desert Form or Asherati Form.

Heavenly Form: (Prerequisite: Angel Kitty Form)  While in Humanoid Form you gain a +4 Sacred Bonus to all Saving Throws.  You may not use Heavenly Form along with Abomination Form, Undead Form, Fiendish Form, Alien Form, Demonic Form, or Vampire Form.

Demonic Form: (Prerequisite: Fiendish Form) Twice per day a while in Humanoid Form you can automatically summon 2 Manes, Vrocks, or Bar-Lgura, or 1 Palrethee, Glabrezu, or Marilith. This ability is the equivalent of an 8th-level spell. You may not use Demonic Form with Celestial Form or Heavenly Form.

Terrifying Form: (Prerequisite: Fierce Humanoid Form) While in Kitty Form you gain Frightful Presence.  Whenever you make an Attack while in Kitty Form any Opponent within 30' who has less Hit Dice than you must make a Willpower Save (DC is 10 plus 1/2 Hit Dice plus Charisma Modifier) or be Frightened for 2d4 rounds.  You may not combine Terrifying Form with Innocent Form or Awww...Wook at da Widdle Babeh Form.

Vampire Form: (Prerequisite: Undead Form): While in Undead Form you are also immune to sleep effects, paralysis, stunning, and death effects.  Vampire Form cannot be used with Celestial Form, Fey Form, Innocent Form, Awww...Wook at da Widdle Babeh Form or Heavenly Form.


Epic Humanoid Magic

A Prayer to Basement Cat: You may cast Power Word Kill 3/day.

Break the Rules: You may cast Invoke Magic 3/day (see Lords of Madness).

Curiosity: You may cast Hindsight 3/day (see Complete Adventurer).

Demon Lords Gift:  You may cast Abyssal Frenzy 3/day (See Fiendish Codex I).

Free At Last!: You may cast Mass Awaken 3/day (see Spell Compendium).

King of the Zombies: You may cast Plague of Undead 3/day (see Heroes of Horror).

Piss Off: You may cast Antipathy 3/day.

Reinforcements: You may cast Fierce Pride of the Beastlands 3/day (see Spell Compendium).

Revenge: You may cast Sphere of Ultimate Destruction 3/day (See Spell Compendium).

Safe Cracker: You may cast Unbinding 3/day (see Spell Compendium).





MOWS FEATS


Anonymous Humanoid
You spend much time perfecting the forms of the Humanoid.
 Prerequisites: Humanoid Magic, 6th level
 Benefits: You can choose this feat multiple times.  Each time you choose it you gain an additional Humanoid Form or Enhanced Humanoid Form.

Extend Humanoid Form
You have practiced hanging out in Humanoid Form for long periods of time.
Prerequisites: Any Humanoid Form with a limited duration.
Benefits: You double the number of rounds you may spend in these Humanoid Forms.  In addition you now only have to wait 1 Minute before using these forms again as opposed to one hour.

Practiced Humanoid
You spend much time perfecting the arts of the Humanoid.
 Prerequisites: Humanoid Magic, 6th level
 Benefits: You can choose this feat multiple times.  Each time you choose it you gain an additional Burglaring or Humanoid Magic ability.

Anklebiter
You is one sneaky kitty
 Prerequisites: Tiny Size (or smaller) or the ability to gain it somehow
 Benefits: You do not provoke an Attack of Opportunity when entering an opponents square.

Evade Notice
Just a cat passing by, nuthin' to see here...
 Prerequisites: Mows, Cat Hengeyokai or Tibbit, Bluff 4 ranks
 Benefits: If you can make a successful Bluff vs Sense Motive Check against opponents, they don't really notice you if you don't do anything out of order.  This only works if you appear as an animal.  In other words if you, as a cat, walk past them and it's normal for cats to be in the area, they don't even remember you (and you get +4 on the Check).  If you walk into an area where it might be odd (say the King's treasure chamber) they may wonder "How did that cat get in here?", but the worst they'll do is shoo you off.  If you're hanging out somewhere odd (in a herd of Rhinos), you get at least a -4 on the Check.  Obviously you end up screwing yourself if you do something like make an attack or cast a spell.  The benefits of this Feat only apply if you appear to be a normal cat.

Improved Evade Notice
Just a cat, stealing your keys, nuthin' to see here...
 Prerequisites: Bluff 8 ranks, Evade Notice
 Benefits: You no longer take the Check penalty for performing odd actions, but you still can't attack anyone.

Fussiness
You are picky about what you eat.
 Prerequisites: Any Feline Race, Improved Scent
 Benefits: You can detect if food or drink within 10' of you is poisonous or not with a DC 15 Wisdom check (you must be in a Form that allows you to use Scent).

The Paw from Nowhere
You just love to whack people from hiding
 Prerequisites: Any Feline Race, Sneak Attack, Hide 6 ranks
 Benefits: If you successfully Sneak Attack an opponent who is unaware of your presence, he must make a Willpower Save (DC is 10 plus half HD plus Charisma Modifier) or be Shaken for the duration of the encounter.
« Last Edit: December 10, 2016, 01:33:18 AM by bhu »

Offline bhu

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Re: Itty Bitty Kitty Races
« Reply #2 on: November 12, 2011, 04:31:29 PM »
CAT-ELVES


   
"I'm hawt.  I know this cause everyone I know says so."

 Cat Elves appear to be elflike humanoids with kitty ears and a tail.  Many also have catlike eyes and whiskers.  Skin color is usually quite bronzed, and hair and eye color varies depending on what parent they take after most. 

CAT-ELF RACIAL TRAITS
·   +2 Dex, +2 Cha
·   Medium
·   Humanoid
·   Low Light Vision
·   Base Land speed 40 ft.
·   Mixed Blooded: Cat Elves are considered both Catfolk and Elves for purposes of spells, magic items, abilities, etc.  You may also take Feats only available to Elves and Catfolk.  They also inherit the Elves +2 Racial Bonus on Enchantment spells or effects (though this is more likely the legendary stubbornness of cats).
·   Cat Elves gain a +2 Racial Bonus on Listen, Move Silently, Search, and Spot Checks
·   Automatic and Bonus Languages: Cat-Elves automatically speak Common, Elven, and Feline.  Bonus languages: Draconic, Gnoll, Gnome, and Sylvan.
·   Level Adjustment: +1
·   Favored Class: Duskblade

STARTING AGE
 Adulthood: 20
 Barbarian, Rogue, Sorcerer: +1d6
 Bard, Fighter, Paladin, Ranger: +2d6
 Cleric, Druid, Monk, Wizard: +3d6

AGING EFFECTS
 Middle Age: 62
 Old: 93
 Venerable: 123
 Maximum Age: +3d20 years

HEIGHT AND WEIGHT
 Base Height: Male: 4'7"  Female: 4'5"
 Height Modifier: +2d8"
 Base Weight: Male: 100 lbs.   Female: 80 lbs.
 Weight Modifier: x2d4 lbs.

CAT-ELF CHARACTERS
 If you need a swashbuckling dexterity based type the Cat-Elf is perfect for you.  They also make pretty good fighter/casters of a certain type. 
 Adventuring Race: Cat-Elves go on adventures to have fun, see the world, learn new things, and find/steal neat stuff.  That way you can really brag about it when you go back home, and make everyone else jealous.  Plus the whole money thing is appealing.
 Character Development: Cat-Elves are natural born gishes.  Most seem to be multiclassed in some manner as they never commit to any one class for too long, other than classes that allow them some flexibility.  Although some also become obsessed with perfecting a certain skill or ability and follow a class to the end.
 Character Names: Cat-Elves usually use some mix of Catfolk and Elven names.

ROLEPLAYING A CAT-ELF
 If you insist on playing an attractive catgirl/boy, this is perfect for you.  Yeah you'll have to put up with a lot of jokes, but screw those people you have a cute, fwuffy tail.  And you have spookity kitty powers (at least you tell everyone you have spookity kitty powers). 
 Personality: Much like housecats you tend to be playful, curious, and love a good nap.  New things are good and always require your presence as you must investigate.  If there's a fight you must be involved.  If there are attractive people you must hit on them.  Well not 'must', but you are a bit hormonally whacko at certain times.
 Behaviors: People telling you what to do tend to get tuned out if there's something interesting going on.  This is not to say you can't work well with others or in groups, just that you feel the need to maintain a sense of your own independence.  You also tend to be flirty, speak thoughtlessly, and be somewhat mood-swingy according to the usual stereotypes about your kind.
 Language: Cat Elves grow up learning the languages of their two parent races.

CAT-ELF SOCIETY
 Many years in the past the Jester (a God known for kidnapping beings from various points of the multiverse to populate his own demiplane) swiped an entire doomed nation of catfolk.  With nowhere to place them on his plane other than a large grasslands next to the Elven forests, he plunked them down right next to Alfheim (i.e. the Elven homeland). 

The Elves objected.  It had taken them long to found their very own nations where all Elvenkind could be accepted without any snide jokes implying they were homosexual, and now these scruffy barbarian Catfolk had been dumped in their lap.  The Catfolk weren't exactly happy about their new snooty neighbors who seemed to be born with sticks up their behinds either.  So the Jester cursed them with an uncontrollable sexual attraction for each other.  Ideally this was supposed to lead to a reduction of tensions between the races.  What it led to was rampant adultery.  And an entire new race of Cat Elves that seemed to breed true, creating more Cat Elves.  And a new generation of racist elf jokes revolving around bestiality as opposed to their being gay.  Fortunately they now have clawed offspring willing to give attitude adjustments to would be comedians.

 Alignment : Cat Elves tend to be whimsical and self indulgent, much like actual cats (and, some would say, actual Elves).  They have strong tendencies towards Chaotic Neutral.
 Lands : The Cat Elves mostly live in Alfheim.
 Settlements : Cat Elves prefer to settle in open grassy areas.  In a pinch they'll take hills or forest to fuss around in but they really like savanna.
 Beliefs : Cat Elves generally prefer a mix of the Elven and Cat Gawds.
 Relations: Cat Elves get along well with Elves, Catfolk, most feline races, Fey, and Gnomes.  Sometimes they find humans a little overbearing, and Dwarves are too stuffy.  Orcs are good for rough play if they could get over the whole religious zealot/slave monger thingie.

CAT-ELF ADVENTURES
·   A group of Dopplegangers is taking advantage of the local curse to pursue Elves and Catfolk for 'extramarital adventures'.  As the Elders do not wish there to be a bunch of Half Doppleganger children running about, you have been assigned to find and escort them from the area.  Or shoot them.  Whatever works.
·   A thief has been stealing the local finery, jewelry, clothes, etc.  The Cat-Elves are being blamed due to their love of shiny things.  You must find the true culprit (or hide him if it's a Cat Elf, while returning the stuff).
·   The evil spookity Orc persons are out for slaves again, and they're after some Elf meat.  And mom has been missing a day or two.  You could go look for her, but why not jump to conclusions and assault the Orc village instead?




CAT-ELF RACIAL SUBSTITUTION LEVELS

DUSKBLADE
 Level 4: Replace Armored Mage with Poke
  Poke (Ex): If the Duskblade successfully attacks an opponent with any weapon that can be used with the Weapon Finesse Feat that opponents turn ends and it may no longer take any actions if it fails a Reflex Save (Save DC is 10 plus 1/2 HD plus Dexterity Modifier).  This lasts for the round, the victim may act normally next round unless he is successfully poked again.  This stacks with Arcane Channeling.
 Level 7: Replace Armored Mage with Improved Poke
  Improved Poke (Ex):  The Duskblade may now Poke with any weapon.

SWORDSAGE
 Level 7: Replace Sense Magic with Whiskers
  Whiskers (Su): You may reroll any Initiative rolls or Reflex Saving Throws that roll a '1'.

RANGER
 Levels 2, 6, and 11: Cat Elves have new options with Combat Style
  Combat Style (Ex): Cat Elves can choose Poker or Sniper Style.
  Sniper Style gets the following Feats: 2nd: Far Shot, 6th: Precise Shot, and 11th: Improved Precise Shot.  Poker Style gets the following Feats: 2nd: Combat Reflexes, 6th: Power Critical, 11th: Improved Critical.



CAT-ELF FEATS

The Hawtness
Elves and Cafolk find you oddly attractive...
 Prerequisites: Cat-Elf, Cha 13+
 Benefits: You may always take 10 on Bluff, Diplomacy, and Gather Information rolls against Elves and Catfolk.

Nyao
Others also, not surprisingly, find you attractive...
 Prerequisites: Cat-Elf, Cha 13+
 Benefits: You gain a +2 on all Bluff, Diplomacy, and Gather Information rolls against anything that would find you attractive.

Atavistic
You're somewhat more catlike than even your parent.
 Prerequisites: Cat-Elf, Cat Hengeyokai or Catfolk, Con 13+, Must be taken at 1st level
 Benefits: You gain a primary Claw attack doing 1d4 plus Strength damage.  You get two Claw attacks with a Full Attack.

Carnivorous
You're definitely more catlike than usual.
 Prerequisites: Cat-Elf, Cat Hengeyokai or Catfolk, Con 15+, Atavistic
 Benefits: You gain a Secondary Bite attack doing 1d4 plus half Strength Modifier.  You get two Claw attacks and a Bite with a Full Attack.

Huntress
You has abandoned the civilized way...
 Prerequisites: Cat-Elf, Cat Hengeyokai or Catfolk, Con 15+, Carnivorous
 Benefits: You gain two Rake Attacks with the same attack and damage rolls as your Claw attacks that can be used in Grapples.

Curious Kitteh
You never seem to leave well enough alone.
 Prerequisites: Cat-Elf, Wis 13+
 Benefits: You gain the Elf racial ability to sense hidden doors from the PHB.

Elf School
You trained with dad at the academy.
 Prerequisites: Cat-Elf, must be taken at 1st Level, Dex 15+
 Benefits: You gain the Elven racial weapon proficiencies listed in the PHB.  You also cast spells of whatever Arcane casting class you take at +1 caster level.

Pounce
You take after mom.
 Prerequisites: Cat-Elf or Catfolk, Dex 15+
 Benefits: You may make a Full Attack at the end of a Charge, including Rakes if you have them.

Shady Poker
"What the hell are you laughin' at?"
 Prerequisites: Cat-Elf, Cha 13+
 Benefits: You use Cha instead of Int for determining the Save DC's of your Duskblade spells and spell-like abilities, as well as bonus spells per day.
« Last Edit: January 21, 2019, 03:14:50 PM by bhu »

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Re: Itty Bitty Kitty Races
« Reply #3 on: November 12, 2011, 04:32:04 PM »
TIBBIT RACIAL SUBSTITUTION LEVELS
 Level 1: Cat Powah works differently.

 Tibbit's Rule! (Su): Instead of Charisma based Skill Checks your Cat Powah Bonus may be used with Opposed Combat Checks (Disarm, Trip, etc).

 
CATFOLK RACIAL SUBSTITUTION LEVELS
 Level 1: You have a differing key stat.

  Cat's Wisdom: Instead of Charisma the Catfolks class abilities key off of Wisdom.


CAT HENGEYOKAI RACIAL SUBSTITUTION LEVELS
 Level 1: There are some changes to Kitty Form.

  Kitty Form (Su): Cat Hengeyoka do not need meet the Jibba Jabba Feat prerequisite to choose Catfolk or Katgrrl forms.


PAKA RACIAL SUBSTITUTION LEVELS (see Denizens of Dread)
 Level 1:You have a differing key stat.

  Cat's Mind: Instead of Charisma the Paka's class abilities key off of Intelligence.  Additionally it's Feline Telepathy extends  to Cat Burglars who are in Kitty Form.


SHIFTER RACIAL SUBSTITUTION LEVELS
 Level 1: You have a differing key stat.

  Wild Side (Su): Instead of Charisma the Shifter's class abilities key off of Constitution.


CATFOLK FEATS

Cat Lineage
The power of cute is on your side.
 Prerequisites: Catfolk, Cha 15+
 Benefits:  You can always Take 10 on Bluff checks.

Cheetah Lineage
Zoom zoom zoom!
 Prerequisites: Catfolk, Dex 15+
 Benefits: You gain a +4 to Initiative Checks.  This stacks with other Feats or effects that increase Initiative rolls.

Leopard Lineage
The trees are your safe space.
 Prerequisites: Catfolk, Dex 15+
 Benefits: You gain a Climb speed equal to your base land speed.

Lion Lineage
You grew up stout.
 Prerequisites: Catfolk, Str 15+
 Benefits: You gain the Powerful Build ability.

Lynx Lineage
You have cat radar.
 Prerequisites: Catfolk, Wis 15+
 Benefits: You effectively have Blindsight 15 ft, so long as you aren't deafened.

Tiger Lineage
Behold the mighty hunter.
 Prerequisites: Catfolk, Dex 15+
 Benefits: You can always Take 10 on Hide checks.


CAT HENGEYOKAI FEATS

Aura of Mystery
You are followed by an eerie, mystic aura that others find fascinating.  It draws people to you, even if they should know better.
 Prerequisites: Cat Hengeyokai, Cha 15+
 Benefits: The Save DC's of any your Class Abilities based off of Charisma increase by +1.

Oil Drinker
By drinking lamp oil (which is mostly made from fish or whale oil) you temporarily gain the minor gift of prophecy.
 Prerequisites: Cat Hengeyokai, Level 12+
 Benefits: You may now cast Divination at will as a Spell-Like ability.  Instead of the usual components, you must chug a pint of lamp oil (i.e. fish or whale oil).

Yokai Magic
You are adept at cursing and confusing people.
 Prerequisites: Cat Hengeyokai, ability to cast spells or spell-like abilities from the Enchantment, Illusion or Necromancy schools.
 Benefits: Spells of Spell-Like abilities you cast from the Enchantment, Illusion or Necromancy schools are cast at +1 Caster Level.


PAKA FEATS

Evade Canine
Canine beings are not as perceptive of your races innate wrongness.
 Prerequisites: Paka, Innocence
 Benefits: You lose the Canine Antipathy unique to your race.

Death to the Humanses!
You are particularly resistant to human efforts to effect you.
 Prerequisites: Paka, Base Will Save +3 or higher
 Benefits: Your antipathy for humanoids is so strong, you have a +2 Racial Bonus in Willpower Saves on all Mind-Affecting Effects cast on you by Humanoids.

Favored Enemy: Human
You love the squishing sounds they make as the knife goes in and out.
 Prerequisites: Paka
 Benefits: You gain the Favored Enemy ability specific to Humans (see the Ranger class in the PHB, Bonus is +2 like usual).  If you have Favored Enemy already due to Ranger Levels, this stacks with that ability.



ANY FELINE RACE FEATS

Freeballin' It
You're supreme at avoiding hits.
 Prerequisites: Greater Dodge
 Benefits: When unarmored your Dexterity Bonus to AC is doubled.

Greater Dodge
You're even better at avoiding hits.
 Prerequisites: Improved Dodge
 Benefits: You no longer lose your Dexterity Bonus to AC for any reason, including the Dodge Bonus from the Dodge Feat.

Improved Dodge
You're good at avoiding hits.
 Prerequisites: Any Feline Race, Dex 15+
 Benefits: Your Dodge Bonus from the Dodge Feat now works against all opponents instead of just 1. 

« Last Edit: December 23, 2016, 11:56:00 PM by bhu »

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Re: Itty Bitty Kitty Races
« Reply #4 on: May 21, 2013, 04:43:33 PM »
RAKASTA (Mystara)


   
"Soldiers generally win battles; generals get credit for them."

 The Rakasta are a race of anthropomorphic felines known for both their proud warrior tradition and their quality craftsmanship.  Eyes are green and furs is generally light tan or brown.

RAKASTA RACIAL TRAITS
·   +4 Dex, +2 Int, -2 Cha
·   Medium
·   Humanoid
·   Low Light Vision
·   Base Land speed 30 ft.
·   +2 Natural AC Bonus
·   Rakes (Ex): In a Grapple the Rakasta gains two additional Claw attacks at it's highest BAB.
·   Pounce (Ex): Rakasta may perform a Full Attack with a Charge, including Rakes.
·   A Rakasta has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Craft, Handle Animal, Jump, Listen, Ride, and Spot. It also gets 1 Feat.
· Rakasta have a Primary Claw attack doing 1d3 plus their strength bonus and a Secondary Bite attack doing 1d4 plus half their Strength Bonus.  They get 2 Claws and 1 Bite with Full Attack.  They are proficient with the Kasas.
·   Rakasta gain a +2 Racial Bonus on Craft Checks.  They also gain a +4 Racial Bonus Check on Jump Checks.
·   Automatic and Bonus Languages: Rakasta automatically speak Common, and Rakasta.  Bonus languages: Sylvan.
·   Level Adjustment: +1
·   Favored Class: Warblade

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 45
 Old: 60
 Venerable: 90
 Maximum Age: +2d8 years

HEIGHT AND WEIGHT
 Base Height: Male: 4'10"  Female: 4'8"
 Height Modifier: +2d8"
 Base Weight: Male: 120 lbs.   Female: 85 lbs.
 Weight Modifier: x (2d4)

RAKASTA CHARACTERS
 Rakasta are generally built for melee combat, though their Int Bonus makes them excellent Artificers or Arcane gishes as well.
 Adventuring Race: Rakasta usually adventure for glory, to prove themselves, to acquire experience, wealth, revenge, etc.  Their reasons vary as much as humans do.
 Character Development: You make excellent chargers or mounted combatants.  If you play a Scout or Ranger you make a decent archer as well.
 Character Names: Male Names: Hirameki, Jiro, Kamaggi, Kaminari, Kenju, Myojo
Female Names: Kitahara, Lyn, Tamokka
Clan Names: Fuurifesu, Katamura, Katayama, Tomokato

ROLEPLAYING A RAKASTA
 The Rakasta are very proud, and some would say quick to offend.  While they take care to not start hostilities, they respond eagerly to anyone they believe has insulted them, and this has led to them having a reputation as being warlike and temperamental. 
 Personality: The Rakasta personality can easily be summed up by Sri'raka, their code of honor:

    No challenge to fight is ever refused.
    Wounded are never left behind; carry them or kill them.
    Better to die in battle than in one’s sleep.
    Give no mercy; never expect it.
    Retreat is permissible only in order to regroup. A new attack must be launched against the other force within two sunrises.
    Never surrender. Those who would exist as prisoners are not rakasta.

Beyond this they're like intelligent cats.
 Behaviors: Along with being warriors, the average Rakasta is expected to be an artisan of some sort in order to produce goods that can be traded for necessities the tribe needs.  So in addition to their endless training almost all Rakasta have some sort of craft skill or hobby that can be used to produce goods for money, and they zealously refine it given their reputation.
 Language: Rakasta speak their own language and Common.

RAKASTA SOCIETY
 The Rakasta are nomadic tribes dwelling in tent cities.  They have a reputation for both violence and excellent craftsmanship, and they use this to their advantage when they encounter other races they can trade with.  Many wish to but the Rakasta's goods, and the racial reputation for being easily offended and death prone makes others less likely to cheat them. 
 Alignment : The majority of Rakasta by far are True Neutral.
 Lands : Most Rakasta live in warm or temperate plains and deserts. 
 Settlements : If somehow chased form their normal territories the Rakasta prefer wide open territories like the grasslands they currently inhabit.
 Beliefs : Immortals worshiped by the Rakasta include Belbion (Vanya), Felidae (Calitha), Kagyar, Pax Bellanica (Tasrastia), and Tawnia (Ordana).
 Relations: The Rakasta like elves and give most other races grudging respect if they are craftsmen or warriors (so long as they aren't cowardly in the eyes of the cat folk).  They despise goblinoids and similar ambush tricksters.  In general they tend to be disdainful of members of other races until they have proven themselves.

RAKASTA ADVENTURES
·   A delegation from an Orc tribe called your ambassador something that rhymes with 'wussie'.  24 hours later you find yourself and a few thousand other Rakasta thundering across the prairie on the backs of Smilodons hellbent for delivering a whoopin'.
·   The crafts your people rely on for trade have somehow gone south.  They break or ruin quickly, and are developing an unexpected reputation for shoddy worksmanship!  Obviously someone is out to get you, and you need to find out who they are quick.
·   A Troll calls one of your village members a wimp, and gets soundly beaten within an inch of his life, escaping only because of his regeneration.  24 hours later and a herd of trolls is thundering across the prairie towards your village.


RAKASTA RACIAL SUBSTITUTION LEVELS

WARBLADE
 Level 1: Add Handle Animal and Ride to the Class skill list.  Also the Rakasta Racial Weapons (Kasas) can be used with the Tiger Claw style, and you are no longer proficient with Shields. 

CAT BURGLAR
 Level 1: Cat Powah works differently.
  Cat Powah: Instead of Charisma based Skill Checks your Cat Powah Bonus may be used with Strength based Skill Checks.

KNIGHT
 Level 6: Replace Shield Ally with Bonus Feat.
  Bonus Feat:  At Level 6 you may choose any one Feat you qualify for as a Bonus Feat.
 Level 12: Replace Improved Shield Ally with Smilodon Companion
  Smilodon Companion: At Level 9 you gain a Smilodon as a trusty companion and mount (see Frostburn)
 Levels 5, 10, and 15: When choosing a Bonus Feat at these Levels you may also choose a Rakasta Racial Feat.



KASAS (Exotic Light Weapon)
Cost: 2 GP
Dmg (S): 1d4
Dmg (M): 1d6
Critical: 19-20/x2
Weight: 2 lbs.
Type: Slashing

HATRA SADDLE
Cost: 75 GP
Weight: 40 lbs.

This is identical to an Exotic Military Saddle with one exception.  You may make a special leap attack from your saddle.  While in the saddle you may make a Jump Check to attack an opponent as if you had the Leap Attack Feat.


RAKASTA SUBRACES (For more details see Dragon Magazine #247)

Alley Rakasta Alley Rakasta resemble humanoid housecats, specifically mixed breeds commonly found in feral kitties.  They are a poorer species of Domestic Rakasta, whom others look down upon.  They resemble basic Rakasta except the following: +2 to any three stats of your choice, -2 Cha.  Favored Class: Rogue.

Caracasta Caracasta resemble humanoid Caracals.  They have joined the Milenian empire to protect themselves from the other Rakasta.  They resemble basic Rakasta except the following: +2 Str, +2 Dex.  Favored Class: Ranger.  Alignment: Usually any Non-Lawful.

Cave Rakasta Cave Rakasta resemble humanoid Cave Lions.  This ancestor of modern Rakasta is now found only in the Hollow Lands.  They resemble basic Rakasta except the following: +4 Str, +2 Con, -2 Int.  Favored Class: Barbarian.  Increase Claw damage to 1d6 and Bite damage to 1d8.  Replace Pounce with Roar (Ex): As a Standard Action the Rakasta may roar, and all living opponents within 30 ft. must make a Willpower Save (DC is 10 plus 1/2 hit dice plus Cha modifier) or be Shaken for 2d4 rounds.  Alignment: Usually any Non-Chaotic.

Cloud Pardasta Coud Pardasta resemble humanoid Cloud Leopards.  They restrict themselves to living in forests.  They resemble basic Rakasta except the following: +2 Str, +2 Dex.  Favored Class: Druid.  Alignment: Usually any Non-Evil.

Domestic Rakasta Domestic Rakasta resemble humanoid housecats.  Domestic refers to them being more civilized than most Rakasta and living in traditional humanoid cities.  They can be found all over Mystara.  They resemble basic Rakasta except the following: +2 Dex, +4 Int, -2 Cha.  Favored Class: Wizard.

Fast Runner Fast Runners resemble humanoid Cheetahs.  They live in dry grasslands, or as indentured servants of nearby races.  They resemble basic Rakasta except the following:  Favored Class: Scout.  Increase Claw damage to 1d4 and Bite damage to 1d6.  Alignment: Usually any Non-Evil.

Jakar Jakar resemble humanoid Jaguars.  They are restricted to swamps and rainforests.  They resemble basic Rakasta except the following: +2 Str, +2 Dex. Favored Class: Crusader.  Increase Claw damage to 1d4 and Bite damage to 1d6.  Replace Pounce with Roar (Ex): As a Standard Action the Rakasta may roar, and all living opponents within 30 ft. must make a Willpower Save (DC is 10 plus 1/2 hit dice plus Cha modifier) or be Shaken for 2d4 rounds.  Alignment: Any.

Jakarundi Jakarundi resemble humanoid Jaguarundi.  They are only found in rainforests.  They resemble basic Rakasta except the following:+2 dex, +2 Int, +2 Wis, -2 Cha.  Favored Class: Wizard.  Alignment: Usually any Non-Lawful.

Lynxman Lynxmen resemble humanoid Lynxes.  They live in Davania's polar regions on the rims that allow travel to the Hollow World.  They resemble basic Rakasta except the following: +2 Dex, +2 Con.  Favored Class: Cleric.  Alignment: Any.

Mountain Rakasta Mountain Rakasta resemble humanoid Pumas.  They can be found anywhere, but generally only in sparsely or un-populated areas.  They resemble basic Rakasta except the following:  +2 Str, +2 Dex.  Favored Class: Swordsage.  Increase Claw damage to 1d4 and Bite damage to 1d6.  Alignment: Any.

Ocelasta Ocelasta resemble humanoid Ocelots.  Ocelasta are restricted to sparse family groups in northwestern Davania.  They resemble basic Rakasta except the following:  +2 Dex, +2 Wis.  Favored Class: Cleric.  Alignment: Usually any Non-Chaotic.

Pardasta Pardasta resemble humanoid Leopards.  They can be found anywhere on Mystara that is far from civilization.  They resemble basic Rakasta except the following: +2 Str, +2 Con.  Increase Claw damage to 1d4 and Bite damage to 1d6.  Replace Pounce with Roar (Ex): As a Standard Action the Rakasta may roar, and all living opponents within 30 ft. must make a Willpower Save (DC is 10 plus 1/2 hit dice plus Cha modifier) or be Shaken for 2d4 rounds.  Alignment: Usually any Non-Lawful.

Rakastadon Fatalis Rakastadon resemble humanoid Smilodon.  Primitive rivals of the Cave Rakasta, this long extinct species now only resides in the Hollow World.  They resemble basic Rakasta except the following: +4 Str, +2 Con, -2 Int.  Favored Class: Barbarian.  Increase Claw damage to 1d6 and Bite damage to 1d8.  Replace Pounce with Roar (Ex): As a Standard Action the Rakasta may roar, and all living opponents within 30 ft. must make a Willpower Save (DC is 10 plus 1/2 hit dice plus Cha modifier) or be Shaken for 2d4 rounds.  Alignment: Usually any Non-Lawful.

Servasta Servasta resemble humanoid Servals.  They are restricted to eastern Davanian Rakasta.  They resemble basic Rakasta except the following: Favored Class: Ranger.  Alignment: Usually any Non-Lawful.

Sherkasta Sherkasta resemble humanoid Tigers.  Dwelling mostly in Skothar, they war relentlessly with the Rakshasa who resemble them.  They resemble basic Rakasta except the following: +4 Str.  Increase Claw damage to 1d4 and Bite damage to 1d6.  Replace Pounce with Roar (Ex): As a Standard Action the Rakasta may roar, and all living opponents within 30 ft. must make a Willpower Save (DC is 10 plus 1/2 hit dice plus Cha modifier) or be Shaken for 2d4 rounds.  Alignment: Usually any Non-Evil.

Simbasta Simbasta resemble humanoid Lions.  Retreating from the encroaching humanoids, they now live mostly on the continent of Davania.  They resemble basic Rakasta except the following: +4 Str.  Increase Claw damage to 1d4 and Bite damage to 1d6.  Replace Pounce with Roar (Ex): As a Standard Action the Rakasta may roar, and all living opponents within 30 ft. must make a Willpower Save (DC is 10 plus 1/2 hit dice plus Cha modifier) or be Shaken for 2d4 rounds.  Alignment: Usually any Lawful.

Snow Pardasta Snow Pardasta resemble humanoid Leopards.  Their tribes are scattered among the northern mountains of Skothar.  They resemble basic Rakasta except the following: +2 Str, +2 Con.  Favored Class: Ranger.  Increase Claw damage to 1d4 and Bite damage to 1d6.  Alignment: Usually any Neutral.

RAKASTA FEATS

Burst of Strength
People always underestimate your strength.
 Prerequisites: Rakasta, Con 13+
 Benefits: Once per day the Rakasta can increase it's Str score by +4 for a number of rounds equal to it's Constitution Modifier. 

Improved Burst of Strength
You have an uneven temperament.
 Prerequisites: Rakasta, Con 13+
 Benefits: You may use your Burst of Strength an additional time per day.  This Feat can be taken twice.

Caracasta Archer
You love the longbow, yessir.
 Prerequisites: Caracasta, Burst of Strength
 Benefits: During your Burst of Strength ranged attacks you make using the Manyshot or Rapid Shot Feats have their attack penalties lowered by -2, and the range increment increases as if you had the Far Shot Feat.  If you already had the Far Shot Feat the range increment is double instead of one and a half.

Greater Roar
You speak loudly, and carry no stick at all.
 Prerequisites: Cave Rakasta, Burst of Strength
 Benefits: The Save DC of your Roar ability is increased by +2 during your Burst of Strength, and opponents who fail their Save are instead Frightened.

Mistwalk
Fog is your friend.
 Prerequisites: Cloud Pardasta, must be able to cast spells or have a Spell-Like or Supernatural ability
 Benefits: You may cast Dimension Door once per day as a Spell-Like Ability, but only when obscured by fog, mists or clouds.

Burst of Speed
You are damn fast.
 Prerequisites: Fast Runner, Burst of Strength
 Benefits: During your Burst of Strength, your base land speed triples.

Magic Claws
Scratchy, scratchy Mr. Devil.
 Prerequisites: Jakar, must be able to cast spells or have a Spell-Like or Supernatural ability
 Benefits: Your natural weapons are considered magical for purposes of overcoming Damage Reduction.

Wokani
You are a talented spellcaster.
 Prerequisites: Jakarundi, spellcaster
 Benefits: Once per day you may recast a spell you have already cast.

Snowcat
You have become used to teh fiercest of winters.
 Prerequisites: Lynxman, Burst of Strength
 Benefits: During your Burst of Strength you are immune to cold damage.

Mountain Leaper
You are used to jumping from rock to rock among the precipices.
 Prerequisites: Mountain Rakasta, Burst of Strength
 Benefits: You always take 20 on Jump Checks during your Burst of Strength.

Natural Healer
You are difficult to put down.
 Prerequisites: Ocelasta, Burst of Strength
 Benefits: During your Burst of Strength you gain Fast Healing 3.

Mental Fortitude
The Stubborness of cats is legendary.
 Prerequisites: Pardasta, Burst of Strength
 Benefits: You are immune to Mind-Affecting effects during your Burst of Strength.  This does not negate spells or effects cast on you before the Burst of Strength is used.

Death Bite
Your saber fangs make quick work of opponents.
 Prerequisites: Rakastadon Fatalis, Burst of Strength
 Benefits: During your Burst of Strength, all of your attacks vs Prone opponents automatically threaten a critical, and the critical multiplier for your bite attack increases to +3.

Burst Nibble
You latch on to opponents.
 Prerequisites: Servasta, Burst of Strength
 Benefits: If you succeed with your bite attack during a Burst of Strength you automatically gain a Grapple attempt as a Free Action without provoking an Attack of Opportunity.  If successful you automatically do your bite damage each round you maintain the grapple.

Magic Resistance
You shrug off spells when angry.
 Prerequisites: Shervasta, Burst of Strength, Base Willpower Save +4 or higher
 Benefits: When you activate your Bust of Strength you immediately get a Saving Throw to end any spells cast upon you whose Save you have already failed.  During your Burst of Strength you also gain Spell Resistance equal to 10 plus your CR.

Savage Attack
You're a lot more pwerful during your anger.
 Prerequisites: Simbasta, Burst of Strength
 Benefits: During your Burst of Strength you gain a +2 Bonus on damage and Intimidation rolls.

Mountain Hideaway
You are adept at hiding in you natural home.
 Prerequisites: Snow Pardasta, spellcasting or the use of a Spell-Like or Supernatural ability
 Benefits: You may cast Meld into Stone 1/day as a Spell-Like ability.

9 Lives
You are one lucky kitty.
 Prerequisites: Alley or Domestic Rakasta, Burst of Strength
 Benefits: If an attack, power, spell or effect would kill you, you may expend your Burst of Strength as a Swift Action.  Instead of the normal effects, you are left alive with a number of hit points equal to your Hit Dice.
« Last Edit: November 25, 2016, 08:26:25 PM by bhu »

Offline bhu

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Re: Itty Bitty Kitty Races
« Reply #5 on: May 21, 2013, 04:49:55 PM »
TABAXI (Forgotten Realms/Maztica)


   
"So you kill people for their fur..."

 Tabaxi are primitive jungle dwellers resembling anthropomorphic Jaguars or Leopards, with fur ranging from light yellow to brownish red.  Eyes tend to be yellow or green.

TABAXI RACIAL TRAITS
·   +2 Str, +4 Dex
·   Medium
·   Monstrous Humanoid, giving it Darkvision 60 ft.
·   Low Light Vision
·   Base Land speed 40 ft.
·   +2 Natural AC Bonus
·   Scent
·   Rakes (Ex): In a Grapple the Tabaxi gains two additional Claw attacks at it's highest BAB.
·   Pounce (Ex): Tabaxi may perform a Full Attack with a Charge, including Rakes.
·   A Tabaxi has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Climb, Hide, Jump, Listen, Move Silently, Spot, and Swim. It also gets 1 Feat.  Tabaxi are proficient with the Atlatl, Bolas, Javelin, Macuahuitl and Sling.
· Tabaxi have a Primary Claw attack doing 1d3 plus their strength bonus and a Secondary Bite attack doing 1d3 plus half their Strength Bonus.  They get 2 Claws and 1 Bite with Full Attack.  They are proficient with the Bolas and all Simple Weapons.
·   Tabaxi gain a +4 Racial Bonus Check on Hide, Listen,  Move Silently, and Spot Checks.
·   Automatic and Bonus Languages: Tabaxi automatically speak Common, and Tabaxi.  Bonus languages: Sylvan.
·   Level Adjustment: +1
·   Favored Class: Scout

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 35
 Old: 53
 Venerable: 70
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT
 Base Height: Male: 4'10"  Female: 4'5"
 Height Modifier: +2d8"
 Base Weight: Male: 130 lbs.   Female: 90 lbs.
 Weight Modifier: x (2d4) lbs.

TABAXI CHARACTERS
 Given their stats the Tabaxi make pretty good ranged combatants or dex based melee combatants.  Due to their Racial Hit Dice and LA, casters should probably be avoided.
 Adventuring Race: The Tabaxi don't much like other races, so for them adventures are about opposing the Tabaxi Lords or other Evils, or revenge for their fellows being skinned for their pelts, or to find help for some unforeseen problem they can't deal with themselves.
 Character Development: Given that you have Pounce and Rakes be sure to take advantage of them. 
 Character Names: Males: Citlalli, Cualli, Icnoyotl, Ixtli, Meztli, Ohtli, Toltecatl, Zuma.  Females: Camaxtli, Ichtaca, Mazatl, Nenetl, Tochtli, Xipil, Yaotl, Zanipah.

ROLEPLAYING A TABAXI
 You don't much like the other races, as you don't quite understand them.  Well that and they tend to kill you to make pelts.  As a result your people live lives of quiet isolation in the jungles.
 Personality: The Tabaxi are fairly catlike, living much as a pride of large cats would.  They remind people of cats so strongly they often forget the Tabaxi are sentient as opposed to animals.
 Behaviors: The Tabaxi spend their time in many stereotypically catlike pursuits.  They are often found stalking through the underbrush for play or hunting, sunning themselves, or chatting with one another about the latest happenings.
 Language: Tabaxi speak their own language, which doesn't usually have a written form.

TABAXI SOCIETY
 The Tabaxi are clans of primitive hunter-gatherers.  They disdain trade and diplomacy and if pressed to do so employ agents to speak on their behalf as they have not the patience for it.  Most live in small villages ruled by a tribal elder (usually a Shaman) or a Tabaxi Lord.  Tabaxi Lord villages are places of fear and misery, and their tribes usually degenerate so badly over time they even hunt and eat intelligent beings.
 Alignment : The majority of Tabaxi are Chaotic Neutral, with a small minority of True Neutral (and Chaotic Evil in the case of tribes ruled by Tabaxi Lords).
 Lands : Most Tabaxi live on the Chultan Peninsula.
 Settlements : Tabaxi rarely leave their jungle home, and if they do so they find somewhere they can hide in easily.
 Beliefs : Unless ruled by a Tabaxi Lord the Tabaxi generally worship Ubtao.
 Relations: The Tabaxi are extremely reclusive and rarely deal with other races.  If they must make contact they use an intermediary they know and trust from the past.

TABAXI ADVENTURES
·   Leopard and Jaguar pelts are 'in' this year among the humans, and since the actual animals are running low your people suddenly find yourselves in an awkward position.
·   A strange catlike elf has wondered into your village and said "Oh Hai!' before she begins hugging you.  Your neighbors are not pleased.  Neither is your wife.
·   A clan led by a Tabaxi Lord is trying to move in onto your territory.  You have been asked to find help as the Tabaxi Lord simply appears to be too powerful to take down.



TABAXI RACIAL SUBSTITUTION LEVELS

RANGER
 Levels 2, 6, 11: You gain new options with Combat Mastery.
  Combat Mastery: You may now choose from Thrower and Slasher.  If you chose Thrower you get Bowslinger at 2nd Level, Precise Shot at 6th Level, and Improved Precise Shot at 11th Level.  If you choose Slasher you get Improved Initiative at 2n Level, Multiattack at 6th Level, Improved Multiattack at 11th Level.

SCOUT
 Level 1: Tabaxi Scouts begin the game with slightly different Weapon Proficiencies.  They lose proficiency with the handaxe, throwing axe, short sword, and shortbow.  They gain proficiency with the Bolas, Atlatl, and Maqahuitl.

CAT BURGLAR
 Level 1: Instead of being a Tiny Cat you may choose Cat-Faced Monkey Form as your beginning Kitty Form.


MACUAHUITL (Exotic One-Handed Melee Weapon)
Cost: 25 GP
Dmg (S): 1d6
Dmg (M): 1d8
Critical: 19-20/x3
Weight: 5 lbs.
Type: Slashing or Bludgeoning

ATLATL (Exotic One-Handed Melee Weapon)
Cost: 5 GP
Dmg: Damage increases to the next higher die.  In other words a d8 becomes a d10, etc.
Critical: Critical threat range of the thrown weapon increases by +1 (i.e. if you normally threaten a Critical on a 10, you now threaten on a 19-20).
Weight: 2 lbs.

An Atlatl may be used to throw a Dart, Javelin or Shortspear.  Loading the ammo is a Move Action.  The Range Increment of the weapon used increases by +10 ft.



TABAXI FEATS

All Terain Kitteh
You are quite versatile.
 Prerequisites: Tabaxi, Dex 15+
 Benefits:  This Feat may be taken multiple times, allowing you to choose one of the following abilities:

Swim speed equal to your base land speed

Climb speed equal to your base land speed

You do not lose your Dexterity Bonus to Armor Class while using the Balance skill

The DC of your Jump Checks do not increase without a running start

The penalty for moving faster than half your normal speed while using the Move Silently skill is lowered by 5 (i.e. if it were -5 it is now 0).

The penalty for moving faster than half your normal speed while using the Hide skill is lowered by 5 (i.e. if it were -5 it is now 0).
« Last Edit: December 23, 2016, 12:39:13 AM by bhu »

Offline bhu

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Re: Itty Bitty Kitty Races
« Reply #6 on: May 21, 2013, 04:50:12 PM »
TABAXI LORD


   
"You will learn to obey."

 Tabaxi Lords are huge Jaguars or Leopards up to 12' long.  While they are often found ruling over small groups of Tabaxi, and can interbreed with them, the link between the two is unknown.  Given the Tabaxi Lords powers many assume they are a mutation of the Tabaxi created by evil deities, or more specifically Zaltec.

TABAXI LORD RACIAL TRAITS
·   +10 Str, +6 Dex, +6 Con, +4 Int, +4 Wis, +4 Cha
·   Size Class: Large (Long). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks.  +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks.  Lifting and Carrying Limits are Double those of a Medium character.  Space is 10', Reach is 5'.
·   Magical Beast, giving you 60' Dark Vision
·   Low Light Vision
·   Base Land speed 40 ft.
·   +2 Natural AC Bonus
·   Natural Caster: Tabaxi Lords may cast spells as either an 8th Level Wizard or Cleric.  Preferred spells are from the Illusion, Enchantment, or Necromancy schools (they are barred from Evocation and Transmutation schools).
·   Spell-Like Abilities: At will: Binding, Detect Evil, Detect Good, Hypnotism.  3/day: Dimension Door.
·   Scent
·   Rakes (Ex): In a Grapple the Tabaxi gains two additional Claw attacks at it's highest BAB.
·   Pounce (Ex): Tabaxi may perform a Full Attack with a Charge, including Rakes.
·   A Tabaxi Lord has 8 Racial Hit Dice, giving it the following: 8d10 Hit Points, +8 base Attack Bonus, +6 Fort Save, +6 Ref Save, +2 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Climb, Concentration, Hide, Jump, Knowledge (any 2), Listen, Move Silently, Spellcraft, Spot, and Swim. It also gets 3 Feat.
· Tabaxi Lords have a Primary Claw attack doing 1d4 plus their strength bonus and a Secondary Bite attack doing 1d10 plus half their Strength Bonus.  They get 2 Claws and 1 Bite with Full Attack. 
.            Non Humanoid Form: The Tabaxi Lord aren't humanoid and have no hands.  They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons.  If someone is willing to help them in and out of it they can wear armor. Armor is quadruple the cost and double the weight for them.  Being quadrupedal they have three times the normal carrying limits, get a +4 Racial Bonus to Bull Rush and Overrun Checks, as well as a +4 Racial Bonus to resist Trip attempts.
·   Tabaxi Lords gain a +4 Racial Bonus Check on Hide, Listen,  Move Silently, and Spot Checks.
·   Automatic and Bonus Languages: Tabaxi Lords automatically speak Common, and Tabaxi.  Bonus languages: Sylvan.
·   Level Adjustment: +5
·   Favored Class: Wizard or Cleric

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 35
 Old: 53
 Venerable: 70
 Maximum Age: +2d20 years

HEIGHT AND WEIGHT
 Base Height: 10'
 Height Modifier: +2d12"
 Base Weight: 500 lbs.
 Weight Modifier: x (2d4) lbs.

TABAXI LORD CHARACTERS
 Tabaxi Lords have no really bad stats, so the only thing standing in your way is Racial LA.  Even if you don't decide to pursue their casting abilities further they'd make an okay gish with their stats.
 Adventuring Race: Tabaxi generally adventure for revenge or for something they want to acquire.   Most of the time they're having too much fun lording it over their peons.
 Character Development: Their LA is off putting, but the Tabaxi Lord having spellcasting equal to it's Racial Hit Dice makes it kind of a shame to not become a caster.  Some decide to go the Mystic Theurge route, so perhaps having two spell lists will help take some of the sting out of being a caster.
 Character Names: Tabaxi Lords use the same names as any other Tabaxi.

ROLEPLAYING A TABAXI LORD
 You are naturally superior to the entire damn universe.  It's uncertain to you why others deny their natural place beneath you but a few killings will usually make them see the error of their ways.
 Personality: You personify Chaotic Evil in it's laziest form ever.  Tabaxi Lords crave power, but they aren't driven enough to maintain it well.  They're fine with lording it over random jungle tribes for example.  Rarely do they aspire to higher things.
 Behaviors: Tabaxi Lords are your typical evil megalomaniacs.  They spend their days lounging about occasionally executing a servant or telling one "Boy...pit me an olive."  In short they're serious buttheads.
 Language: Tabaxi Lords speak Tabaxi and the language of any nearby races in addition to Common.

TABAXI LORD SOCIETY
 Tabaxi Lords don't have much of a society.  They are solitary beings unless they decide to usurp leadership of a tribe, and then they spend most of their time destroying that tribes society and driving them to Evil.
 Alignment : Tabaxi Lords are almost universally Chaotic Evil.
 Lands : Like the Tabaxi, the Tabaxi Lords usually dwell inside the Chultan Peninsula. 
 Settlements : Tabaxi Lords are not liked, and restrict themselves to the jungles where they can hide from enemies.
 Beliefs : The Tabaxi Lords generally venerate Zaltec, who is presumed to be their creator by many.  Some few are said to worship other Evil Gods of the Forgotten Realms.
 Relations: Tabaxi Lords hate and despise Couatls, and don't think much more highly of the rest of the races.  Most Lords are solitary, though occasionally they will take over a tribe of Tabaxi or halflings that they can push around.

TABAXI LORD ADVENTURES
·   The local Couatls keep doing fly-bys and pooping on you.  After washing your fur in the river for the second time, you have had enough.
·   The Halflings you lord about have suddenly got uppity and are demanding something called 'elections'.  Obviously this is an outside influence, and you need to stomp the hell out of it.
·   The Tabaxi women know you want to sire a legacy and have subsequently gone on a sex strike intended to bring about certain reforms you find distasteful.  Worse, your spells seem powerless to compel them.  What the heck is going on?



TABAXI LORD RACIAL SUBSTITUTION LEVELS

WIZARD
 Level 1: Replace Familiar and Scribe Scroll with Slave
  Slave:  Instead of a Familiar you has a pet human!  He obeys your every whim, and even if he gets killed you just get another one.  A Slave is initially a Level one Commoner of any LA+0 Humanoid race.  But it does have some similarities to the Familiar:

Hit Dice For the purpose of effects related to number of Hit Dice, use the master’s character level or the slave’s normal HD total, whichever is higher.

Hit Points The slave has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Attacks Use the master’s base attack bonus, as calculated from all his classes. Use the slave’s Dexterity or Strength modifier, whichever is greater, to get the familiar’s melee attack bonus with natural weapons (or unarmed strikes if it has none). Damage equals that of a normal creature of the slave’s kind (or by weapon).

Saving Throws For each saving throw, use either the slaves’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The slave uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.

Skills For each skill in which either the master or the slave has ranks, use either the normal skill ranks or the master’s skill ranks, whichever are better. In either case, the slave uses its own ability modifiers.

Abilities Slaves use the Non-elite array.  They get a permanent +1 to any ability when their master reaches Level 4, and another +1 every 4 levels thereafter. 

Specials Slaves don't get the Natural Armor Bonus Familiars do, but they get the rest of their special abilities such as Alertness, Empathic Link, etc. (except Speak with Master, Speak with Animals).

Bonus Both master and slave receive a specific Bonus that is chosen when the Slave is gained: +3 hit points, +2 Bonus to any one Saving Throw, or a +3 Bonus to any one skill.

CLERIC
 Level 1:  Remove Craft, Heal, Knowledge (The Planes), and Profession from the Class Skill list.  Replace them with  Climb, Jump, Knowledge (Nature) and Swim.

CAT BURGLAR
Tabaxi Lords have the same Racial substitution Levels as the Mows.
« Last Edit: August 05, 2014, 08:34:06 PM by bhu »

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Re: Itty Bitty Kitty Races
« Reply #7 on: November 26, 2013, 11:48:38 PM »
WEMIC


   
"Hunting is not a sport. In a sport, both sides should know they're in the game."

 The Wemic are tribes of leonine centaurs with catlike faces.  Males grow a large mane in their third year.  Their fur is a tawny gold with a white underbelly and a dark mane.  Their eyes are gold with vertically slit pupils.

WEMIC RACIAL TRAITS
·   +8 Str, +4 Dex, +4 Con, +2 Wis, -2 Int
·   Size Class: Large (Long). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks.  +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks.  Lifting and Carrying Limits are Double those of a Medium character.  Space is 10', Reach is 5'.
·   Monstrous Humanoid, giving you 60' Dark Vision
·   Base Land speed 40 ft.
·   +4 Natural AC Bonus
·   Jumper (Ex): Your Jump DC does not double if you do not have a running start.  You gain a +8 Racial Bonus on Jump Checks, and may always Take 10 on a Jump Check.
·   Natural Hunter (Ex): Wemic have a +2 Racial Bonus to Initiative Checks.
·   Scent
·   A Wemic has 5 Racial Hit Dice, giving it the following: 5d8 Hit Points, +5 base Attack Bonus, +1 Fort Save, +4 Ref Save, +4 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Climb, Hide, Jump, Listen, Move Silently, Spot, and Survival. It also gets 2 Feats.  They are proficient with all Simple and Martial Weapons and Light Shields.
· Wemic have a Primary Claw attack doing 1d4 plus their Strength Bonus.  They get 2 Claws with Full Attack.
.            Non Humanoid Form: The Wemic aren't humanoid.  Armor is quadruple the cost and double the weight for them.  Being quadrupedal they have three times the normal carrying limits, get a +4 Racial Bonus to Bull Rush and Overrun Checks, as well as a +4 Racial Bonus to resist Trip attempts.
·   Wemic gain a +4 Racial Bonus Check on Hide, Listen,  Move Silently, and Spot Checks.
·   Automatic and Bonus Languages: Wemic automatically speak Common, and Wemic.  Bonus languages: Any nearby race.
·   Level Adjustment: +3
·   Favored Class: Barbarian or Scout.

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT
 Base Height: Male: 5'4"  Female: 5'1"
 Height Modifier: +2d10"
 Base Weight: Male: 500lbs.   Female: 400 lbs.
 Weight Modifier: x (2d4) lbs.

WEMIC CHARACTERS
 With their Hit Dice and LA most Wemic won't be becoming casters.  Your best option is to probably go for a charger build utilizing Leap Attack or Pounce.
 Adventuring Race: Wemic are a fairly easy-going people, and as such don't see many needs for adventuring.  After all they don't want money, and their concept of power is limited to being a tribal leader.  Generally they adventure due to life altering circumstances, such as revenge for their tribe being wiped out (or to prevent it from happening).
 Character Development: Given your Jump check bonuses it would be a shame not to become an Initiator class and take Tiger Claw.
 Character Names: Wemics use their Clan name as a surname.  Male Abioye, Amadi, Ekwueme, Emeka, Ikenna, Izem, Jelani, Mwenye, Nkosana, Sefu, Simba, Tau. Female Adaeze, Amara, Ebele, Ekundayo, Ife, Ime, Kahina, Mbali, Nontle, Sana, Subira, Thema.

ROLEPLAYING A WEMIC
 The simple life is the best life.  A good day's hunting, some free time with good companions, and a night's rest is the perfect day for you.  You don't see why the humanoids put such emphasis on money and possessions they don't need.
 Personality: Wemic are fairly leonine in most respects.  They don't trust outsiders or snooty civilized people, preferring close knit family and local groups instead.  Playful and friendly among their own, they fall silent when strangers approach. 
 Behaviors: Most Wemic spend their time perfecting a set of skills.  For most of them this means hunting, trapping, and ambushing prey.  Others spend their time memorizing the tribes history or indulging in one of the civilizations many artistic crafts such as pottery.
 Language: Wemics speak their own language and a highly accented version of Common.

WEMIC SOCIETY
 Wemic society is an odd conglomerations of a Lion's pride and human aboriginal civilizations.  They are nomadic hunter-gatherers who are perceived as illiterate, ignorant barbarians by other species.  In truth they simply want to live among nature, and abhor many of the trappings of so-called civilization.  As they have no written language their is an oral history, and tribal members who are professional griots are well respected.
 Alignment : The vast majority of Wemic by far are True Neutral.
 Lands : Most Wemics live in the grassy plains of the Shaar.
 Settlements : Some Wemic have left for other grasslands, such as Anauroch and the Shining Plains.  A related species also dwells in some neighboring mountains as well.
 Beliefs : The Wemic are a superstitious, animistic culture believing in a variety of spirits.  These spirits take precedence over what most societies would view as deities.
 Relations: The Wemic have little to no patience for the 'civilized' races who look down upon them for living among nature as opposed to staying in cities.  This doesn't mean they hate them or make war with them, but they definitely don't trust them or mingle with them more than they have to.

WEMIC ADVENTURES
·   A Humanoid outsider claiming to represent a nearby civilization offers you some shiny shell necklaces in trade for your hunting lands.  You promptly kill him.  3 days later 40 mercenaries come looking for him.  Must've been those darn Half-Orcs got 'im.   Yup.
·   A strangely dressed human approaches you mumbles to himself and does a little dance while screaming "obey".  You promptly kill him.  3 days later a small group of Diabolists drop in to ask if you've seen their senile grandfather.  Damn them Half-Orcs.
·   You find a solitary Half-Orc pooping in the middle of a field, and promptly kill him.  3 days later some sort of Orcish deific avatar wanders by and inquires about a 'Chosen One".  Unable to blame the Half-Orc's this time you point him towards the local snooty human population in the hope he trims off some of their excess.



WEMIC RACIAL SUBSTITUTION LEVELS

BARBARIAN
 Level 1: Replace Handle Animal and Ride with Knowledge (Geography, Nature) in the Class Skill List.

SCOUT
 Level 1: Hit Dice increase to d10, and skill points drop to 6+Int.  Replace Ride with Intimidate in the Class Skill list.

CAT BURGLAR
 Level 6: Replace Scamper Bonus with Pounce
   Pounce (Ex): You may perform a Full Attack when performing a Charge Attack.

WEMIC FEATS

Leaping Pounce
You sail through the air with the greatest of ease.
 Prerequisites: Wemic, Jump 4 ranks
 Benefits: On the first round of each encounter, you may use the results of a Jump Check in place of a melee attack roll.

Wemic Anger
Mess not with the Lion...
 Prerequisites: Wemic, Rage
 Benefits: Your Racial Hit Dice and Barbarian Levels stack for purposes of determining how many times per day you can Rage, and when you get Greater Rage/Tireless Rage/Mighty Rage.

Wemic Hardiness
Mess not with the Lion...
 Prerequisites: Wemic Anger (or Wemic, Con 15+)
 Benefits: Your Natural Armor Bonus increases by an amount equal to your Constitution Modifier
« Last Edit: December 21, 2016, 12:46:21 AM by bhu »

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Re: Itty Bitty Kitty Races
« Reply #8 on: November 26, 2013, 11:49:35 PM »
JANA-NIMR


   
"You think I'm stupid because I'm 4 legged don't you?"

 The Jana-Nimr are big cats with birds wings.   They don't necessarily resemble a real-world species (Mountain Lion probably comes closest), and fur varies greatly.  While most are tawny, grey or black there are some individuals with stripes.  Lightly colored Jana-Nimr tend to have white underbellies.

JANA-NIMR RACIAL TRAITS
·   +8 Str, +6 Dex, +10 Con, +4 Wis, -2 Int
·   Size Class: Large (Long). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks.  +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks.  Lifting and Carrying Limits are Double those of a Medium character.  Space is 10', Reach is 5'.
·   Magical Beast, giving you 60' Dark Vision
·   Base Land speed 30 ft.
·   Base Flight speed 60 ft. (Good)
·   +3 Natural AC Bonus
·   Scent
·   Rakes (Ex): In a Grapple the Jana-Nimr gains two additional Claw attacks at it's highest BAB.
·   Pounce (Ex): Jana-Nimri may perform a Full Attack with a Charge, including Rakes.
·   Improved Grab (Ex): To use this ability, a Jana-Nimr must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
·   A Jana-Nimr has 5 Racial Hit Dice, giving it the following: 5d10 Hit Points, +5 base Attack Bonus, +4 Fort Save, +4 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Balance, Climb, Hide, Listen, Move Silently, and Spot. It also gets 2 Feats.
· Jana-Nimr have a Primary Claw attack doing 1d4 plus their strength bonus and a Secondary Bite attack doing 1d8 plus half their Strength Bonus.  They get 2 Claws and 1 Bite with Full Attack.
.            Non Humanoid Form: The Jana-Nimr aren't humanoid and have no hands.  They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons.  If someone is willing to help them in and out of it they can wear armor. Armor is quadruple the cost and double the weight for them.  Being quadrupedal they have three times the normal carrying limits, get a +4 Racial Bonus to Bull Rush and Overrun Checks, as well as a +4 Racial Bonus to resist Trip attempts.
·   Jana-Nimr have a +4 racial bonus on Balance, Hide, and Move Silently checks
·   Automatic and Bonus Languages: Jana-Nimr automatically speak Common, and Jana-Nimr.  Bonus languages: Sphinx.
·   Level Adjustment: +4
·   Favored Class: Scout

STARTING AGE
 Adulthood: 2 years
 Barbarian, Rogue, Sorcerer: +1
 Bard, Fighter, Paladin, Ranger: +1d2
 Cleric, Druid, Monk, Wizard: +1d3

AGING EFFECTS
 Middle Age: 20 years
 Old: 30 years
 Venerable: 40 years
 Maximum Age: +2d6 years

HEIGHT AND WEIGHT
 Base Length: Male: 6' Female: 5'6"
 Length Modifier: +2d6"
 Base Weight: Male: 80 lbs.   Female: 63 lbs.
 Weight Modifier: x (2d4) lbs.

JANA-NIMR CHARACTERS
 Between Racial HD and LA you are not meant to be an optimal caster.  But you can fly naturally so you're already well ahead of the rest of the parties beatsticks.
 Adventuring Race: It's difficlut to roust you out of bed to go adventuring because you aren't the type.   Except for revenge.  There's always time for revenge.
 Character Development: You make an excellent flying grappler, so a few levels of Fighter to soak up as many Feats as you can get might come in handy.
 Character Names: Jana-Nimr names are in the speech of cats, and as such are not available to most Humanoids.  They usually choose a name to go bye among 'civilized' company.

ROLEPLAYING A JANA-NIMR
 The Humanoid races are a huge pain in the ass, but you've learned to tolerate some of them.  After all their hands make it easy for them to prepare tastier dishes than you can find in the wild, and some of the more gullible ones can be convinced to share.
 Personality: Jana-Nimr tend to be incredibly laid back (to the point some may accuse them of seeming to be lazy).  They seem to be difficult to upset, but thwn they do become frustrated their personality quickly switches to all-encompassing aggression.  It's best to let the sleeping kitties lie.
 Behaviors: The Jana-Nimr divide their time equally between play, rest, and hunting, much like any other big cat.  They do have more intelligence than the average animal though, so there is considerable more mischief that they can indulge in.
 Language: Jana-Nimr have their own language, and some small few also speak the language of SPhinxes or other catlike species.

JANA-NIMR SOCIETY
 The Jana-Nimr are intelligent animals.  As such they only have the merest basics of a culture as they do not live in units larger than extended families.
 Alignment : Jana-Nimr are Neutral in the manner of most Animals or Magical Beasts that resemble them.  Unlike Animals, however, much of their population also tends towards Chaos as well.
 Lands : They nest in the hills and grasslands of Al-Qadim, preferably far from Humanoids.
 Settlements : The Jana-Nimr do not stray unless cast out.
 Beliefs : The Jana-Nimr are not currently known to worship Gods.
 Relations: Humanoid races tend to see the Jana-Nimr as pets or zoo animals, there fore they prefer the company of other felines or near-felines (such as Sphinxes).

JANA-NIMR Adventures
·   It's mating season, and the local hottie has promised whoever brings her the best foodstuffs wins snuggling rights.  Consequently you've been stealing the lunch of a local noble for 6 days straight despite his best attempts to stop you.  Good thing he loves partridge and quail.  Bad that he employs flying monkeys...
·   A local Sphinx has mistaken you for her missing son.   You have reason to believe she may be crazy.  Her vows of destruction upon the humans who she blames for your odd new appearance are not exactly helping her make her case for not being crazy...
·  A minor avatar of Death falls from the sky and expires at your feet telling you to carry on it's work and kill a local zookeeper with it's last breath.  You have a feeling this will be fun.





JANA-NIMR RACIAL SUBSTITUTION LEVELS

BARBARIAN
 Level 1: Replace Craft, Handle Animal and Ride with Knowledge (Geography, Nature) and Move Silently in the Class Skill List.

SCOUT
 Level 1: Replace Craft, Disable Device, Ride, and Use Rope with Bluff, and Intimidate on the Class Skill list.  You are only proficient with your Natural Weapons
 Levels 4, 8, 12, 16, and 20 Remove the following Feats from the Bonus Feat list: Brachiation, Far Shot, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, and Shot on the Run.  Replace them with Fly-by Attack, Great Fly-by Attack, Hover, Improved Fly-By Attack, Power Climb, Power Dive, Wingover.

CAT BURGLAR
Jana-Nimr have the same Racial Substitution Levels as the Mows.


JANA FEATS

Greater Winged Kitty Magic
You're more agile than obvious.
 Prerequisites: Improved Winged Kitty Magic, 9 Hit Dice
 Benefits:  You may cast Greater Wings of Air (see Spell Compendium) 3/day as a Spell-Like Ability now, instead of Wings of Air.

Improved Winged Kitty Magic
You're more agile than obvious.
 Prerequisites: Winged Kitty Magic, 6 Hit Dice
 Benefits:  You may now cast Wings of Air (see Spell Compendium) 3/day as a Spell-Like Ability.

Winged Blur
You're more agile than obvious.
 Prerequisites: Jana-Nimr or Jana-Qitat, 3 Hit Dice
 Benefits: Any turn in which you move 10 ft. or more and are flying, all attacks against you have a 20% miss chance.  This Feat can be multiple times, increasing the miss chance by +15% each time (maximum of 50%).  This is a Supernatural ability.

Winged Kitty Magic
You're more agile than obvious.
 Prerequisites: Jana-Nimr or Jana-Qitat, 3 Hit Dice
 Benefits:  You may cast Heart of Air (see Complete Mage) 3/day as a Spell-Like Ability.
« Last Edit: December 23, 2016, 11:53:40 PM by bhu »

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Re: Itty Bitty Kitty Races
« Reply #9 on: November 26, 2013, 11:49:59 PM »
JANA-QITAT


   
"Hand over the pheasant or you will be entering a world of pain..."

 Also called 'Fluttercats' the Jana-Qitat are basically winged housecats, and look and behave much like them.

JANA-QITAT RACIAL TRAITS
·   +4 Dex, +2 Con, +4 Wis, -8 Str (minimum of 3), -2 Int
· Size Class: Tiny. +2 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -8 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are three quarters those of a Medium character. Space is 2 1/2', Reach is 0'.
·   Magical Beast, giving you 60' Dark Vision
·   Base Land speed 20 ft.
·   Base Flight speed 50 ft. (Good)
·   +1 Natural AC Bonus
·   Scent
·   Rakes (Ex): In a Grapple the Jana-Qitat gains two additional Claw attacks at it's highest BAB.
·   Pounce (Ex): Jana-Qitat may perform a Full Attack with a Charge, including Rakes.
·   Improved Grab (Ex): To use this ability, a Jana-Qitat must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
· Jana-Qitat have a Primary Claw attack doing 1d2 plus their strength bonus and a Secondary Bite attack doing 1d3 plus half their Strength Bonus.  They get 2 Claws and 1 Bite with Full Attack.
.            Non Humanoid Form: The Jana-Qitat aren't humanoid and have no hands.  They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons.  If someone is willing to help them in and out of it they can wear armor. Armor is 1/10th the normal weight for them.  Being quadrupedal they have three times the normal carrying limits, get a +4 Racial Bonus to Bull Rush and Overrun Checks, as well as a +4 Racial Bonus to resist Trip attempts.
·   Jana-Qitat have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.
·   Automatic and Bonus Languages: Jana-Qitat automatically speak Common, and Jana-Qitat.  Bonus languages: Sphinx.
·   Level Adjustment: +1
·   Favored Class: Scout


STARTING AGE
 Adulthood: 2 years
 Barbarian, Rogue, Sorcerer: +1
 Bard, Fighter, Paladin, Ranger: +1d2
 Cleric, Druid, Monk, Wizard: +1d3

AGING EFFECTS
 Middle Age: 10 years
 Old: 15 years
 Venerable: 20 years
 Maximum Age: +2d6 years

HEIGHT AND WEIGHT
 Base Height: Male: 7"  Female: 6"
 Height Modifier: +1d4"
 Base Weight: Male: 8 lbs.   Female: 7 lbs.
 Weight Modifier: x1 lb.

JANA-QITAT CHARACTERS
 You have no racial HD, so any Wisdom based caster is open to you if you can buy off your LA.
 Adventuring Race: Jana-Qitat usually adventure out of curiosity or to help loved ones.
 Character Development: Even at low Levels your Hide Bonus is outstanding.  Use it to keep you alive long enough to build some offense.
 Character Names: Jana-Qitat names are in the speech of cats, and as such are not available to most Humanoids.  They usually choose a name to go bye among 'civilized' company.

ROLEPLAYING A JANA-QITAT
 The humanses think of you as pets or mousers or prized possessions.  And you just let the big, dumb goons keep thinking that.  It makes it easy to bum a living off them.
 Personality: Jana-Qitat are pretty much the average housecat, though far more inquisitive due to their intelligence.  They are often no end of trouble, and many conspiracies have come to light due to their explorations. 
 Behaviors: Even more than the Jana-Nimr you play up the idea of being a just slightly smarter than average animal.  If people think your cute, but spacey and with a short attention span they tend not to take care about what they do or say in front of you.
 Language: They speak the same languages as the Jana-Nimr, although with their increased dwelling within cities it's more common to hear one speak Common than exotic feline languages.

JANA-QITAT SOCIETY
 Jana-Qitat have more exposure to civilization than their larger brethren, and have some pretty mixed reviews of it.  On the plus side they sort of adopt the local culture.   On the downside they are most persnickety about being referred to as 'pets'.
 Alignment : Much like the housecats they resemble the Jana-Qitat are almost exclusively True Neutral.
 Lands : The Jana-Qitat can be found virtually anywhere within Al-Qadim.
 Settlements : There is no need to settle when you are omnipresent.
 Beliefs : The average winged cat probably does not concern itself with Gods.
 Relations: The Humanoid races are suckers for kitties, and feed you well, hoping you will cut down on vermin.  Some of you take advantage of this relationship to earn free room and board.  Some of you secretly split a percentage of the stolen grain sales with the vermin.

JANA-QITAT ADVENTURES
·   A local merchant/wizard is attempting to bribe your people to kill the rats infesting his grain storage.  He feels the rats you catch will be sufficient payment.  Foolish mortal...
·   A large winged rat who can speak the language of cats sideswipes you in the air and tells you to prepare for your doom before flying off.  Do you take him seriously?
·   By spectacular coincidence you land in an oasis to drink as an evil Ogre-Mage expires of heart failure.  The locals think you killed him, and now consider you their God.  This has possibilities...




JANA-QITAT RACIAL SUBSTITUTION LEVELS

ROGUE
 Level 1: You are only proficient with your Natural Weapons.  Remove Craft, Disable Device, Disguise, Forgery, Open Lock, Sleight of Hand, and Use Rope from the Class Skill list.  Replace them with Knowledge (Geography, Nature, Nobility)
 Level 10: You gain new options with the Rogue's Special Ability.
  Special Ability Flying Dodge: Your Dexterity Bonus to AC doubles any round in which you are Flying and move at least 10'.

SCOUT
 Level 1: Replace Craft, Disable Device, Ride, and Use Rope with Bluff, and Intimidate on the Class Skill list.  You are only proficient with your Natural Weapons.
 Levels 4, 8, 12, 16, and 20 Remove the following Feats from the Bonus Feat list: Brachiation, Far Shot, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, and Shot on the Run.  Replace them with Fly-by Attack, Great Fly-by Attack, Hover, Improved Fly-By Attack, Power Climb, Power Dive, Wingover.

CAT BURGLAR
Jana-Qitat have the same Racial Substitution Levels as the Mows.


JANA FEATS

Greater Winged Kitty Magic
You're more agile than obvious.
 Prerequisites: Improved Winged Kitty Magic, 9 Hit Dice
 Benefits:  You may cast Greater Wings of Air (see Spell Compendium) 3/day as a Spell-Like Ability now, instead of Wings of Air.

Improved Winged Kitty Magic
You're more agile than obvious.
 Prerequisites: Winged Kitty Magic, 6 Hit Dice
 Benefits:  You may now cast Wings of Air (see Spell Compendium) 3/day as a Spell-Like Ability.

Winged Blur
You're more agile than obvious.
 Prerequisites: Jana-Nimr or Jana-Qitat, 3 Hit Dice
 Benefits: Any turn in which you move 10 ft. or more and are flying, all attacks against you have a 20% miss chance.  This Feat can be multiple times, increasing the miss chance by +15% each time (maximum of 50%). This is a Supernatural ability.

Winged Kitty Magic
You're more agile than obvious.
 Prerequisites: Jana-Nimr or Jana-Qitat, 3 Hit Dice
 Benefits:  You may cast Heart of Air (see Complete Mage) 3/day as a Spell-Like Ability.
« Last Edit: December 23, 2016, 11:54:18 PM by bhu »

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Re: Itty Bitty Kitty Races
« Reply #10 on: November 26, 2013, 11:50:53 PM »
ELVEN CAT


   
"We amuse ourselves by hiding the Elves purrsonal possessions when they aren't looking."

 While they appear as ordinary housecats these critters have evolved into magical beings.  Rumor has it they may have been aided in this via the Fey or the Elves, neither of whom accept responsibility.

ELVEN CAT RACIAL TRAITS
·   +6 Dex, +4 Con, +4 Wis, +6 Cha, -6 Str (minimum of 3), -6 Int
· Size Class: Tiny. +2 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -8 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are three quarters those of a Medium character. Space is 2 1/2', Reach is 0'.
·   Magical Beast, giving you 60' Dark Vision
·   Base Land speed 45 ft.
·   Base Climb speed 20 ft.
·   +1 Natural AC Bonus
·   Scent
·   Rakes (Ex): In a Grapple the Elven Cat gains two additional Claw attacks at it's highest BAB.
·   Pounce (Ex): Elven Cats may perform a Full Attack with a Charge, including Rakes.
·  Spell-Like Abilities (Sp): At will: Detect Thoughts  2/day: Reduce Animal, Reduce Person, Tree Shape
1/day: Animal Growth (self only, despite being a Magical Beast), Telekinesis (can be used to Trip only)  Caster Level is 9th.
·   Spell Resistance (Ex): Elven Cats have Spell Resistance equal to 15+CR.
·   An Elven Cat has 3 Racial Hit Dice, giving it the following: 3d10 Hit Points, +3 base Attack Bonus, +3 Fort Save, +3 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Balance, Climb, Hide, Jump, Listen, Move Silently, Spot, and Swim. It also gets 2 Feats.
· Elven Cats have a Primary Claw attack doing 1d2 plus their strength bonus and a Secondary Bite attack doing 1d3 plus half their Strength Bonus.  They get 2 Claws and 1 Bite with Full Attack.
.            Non Humanoid Form: The Elven Cats aren't humanoid and have no hands.  They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons.  If someone is willing to help them in and out of it they can wear armor. Armor is 1/10th the normal weight for them.  Being quadrupedal they have three times the normal carrying limits, get a +4 Racial Bonus to Bull Rush and Overrun Checks, as well as a +4 Racial Bonus to resist Trip attempts.
·   Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.
·   Automatic and Bonus Languages: Elven Cats automatically speak Elven, Common and Purr.  Bonus languages: Sylvan.
·   Level Adjustment: +2
·   Favored Class: Sorcerer

STARTING AGE
 Adulthood: 110
 Barbarian, Rogue, Sorcerer: +4d6
 Bard, Fighter, Paladin, Ranger: +6d6
 Cleric, Druid, Monk, Wizard: +10d6

AGING EFFECTS
 Middle Age: 175
 Old: 263
 Venerable: 350
 Maximum Age: +4d% years

HEIGHT AND WEIGHT
 Base Height: Male: 7"  Female: 6"
 Height Modifier: +1d4"
 Base Weight: Male: 8 lbs.   Female: 7 lbs.
 Weight Modifier: x1 lb.

ELVEN CAT CHARACTERS
 Your stats are perfect for a Sorcerer, you just need to buy off your LA, and find a way around your Racial Hit Dice.
 Adventuring Race: Much like the Mows you tend to help out friends or seek things out due to impulse.  A lot of your adventures result from the consequences of pranks you pull.
 Character Development: You're pretty stealthy and your SLA's let you avoid combat as well.  Use this to delay combat participation until you can get some spells or Sneak Attack.
 Character Names: Elven Cats typically take cutesy Elvish nicknames in order to reinforce the mistaken belief that they are pets.

ROLEPLAYING AN ELVEN CAT
 Life is pretty easy.  You have the best parts of being both a house and wild cat.  You have free room and board and aren't tied down.   Granted it does get tiresome that the Elves have a fairly non-cat centric diet.
 Personality: The woodlands are your private domain and territory.  Nothing goes down without your knowledge or approval.  At least you keep telling yourself this...
 Behaviors: Elven Cats greatly prefer to be seen as cute, harmless fluff balls who mean well to everyone.  They're so devoted to the facade that even some Elves buy into it.  After all if you can't get your friends to believe your fibs, why would your enemies?
 Language: Elven Cats speak Purr, as well as their 'owners' language (usually Elven, Common,or Sylvan).

ELVEN CAT SOCIETY
 Elven Cats are full members of Elven society in some places, and tend to be little more than companions in others.  A lot of it depends on local politics and such.  For their part the Elven Cats consider themselves part of Elvish society, and will be quick to rebuke anyone who suggests otherwise (including the Elves).  They even insist on voting rights in some places.
 Alignment : Like the cats they originally came from, Elven Cats are True Neutral.
 Lands : Elven Cats prefer temperate forests.
 Settlements : Due to the benefits many cats live with Fey or Humanoid races in a sort of partnership.
 Beliefs : It is unknown if Elven Cats pursue religious inclinations.
 Relations: Elven Cats get along famously well with Elves and Fey.  Some will even accept the occasional Humanoid or other woodland being.

ELVEN CAT ADVENTURES
·   Orcs have stolen the Elf Lords daughter!  You could tell him, but that would deprive you of the adventure of rescuing her yourselves...
·   You've been playing chess with a local Brownie for hours when you suddenly realize he's a cheating bastard.  You had no idea this would be the beginning of the Great Brownie-Cat war...
·   You've been pretending to be a visiting humans Familiar for days now, much to the anger of his actual Familiar, who has suddenly decided to throw down...



ELVEN CAT RACIAL SUBSTITUTION LEVELS

SORCERER
 Level 1: You are only proficient with your Natural Weapons.  Replace Craft with Hide on the Class Skills list.  Replace Familiar with Kitty Magic Bonus.
  Kitty Magic Bonus You cast spells from the Kitty Magic Spell List at +1 Caster Level.

SCOUT
 Level 1: Replace Craft, Disable Device, Ride, and Use Rope with Bluff, and Intimidate on the Class Skill list.  You are only proficient with your Natural Weapons.
 Levels 4, 8, 12, 16, and 20 Remove the following Feats from the Bonus Feat list: Brachiation, Far Shot, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, and Shot on the Run.  Replace them with Boost Spell-Like Ability, Heighten Spell-Like Ability, Quicken Spell-Like Ability, Spell-Like Ability Focus, Acrobatic Skirmisher, Hinder, Improved Acrobatic Skirmisher.

CAT BURGLAR
Elven Cats have the same Racial Substitution Levels as the Mows.



ELVEN CAT FEATS

Expanded Power
You're racial SLA's are more versatile.
 Prerequisites: Elven Cat, 9 Hit Dice
 Benefits: You now gain the full version of Telekinesis, not just Trip.  You may also now use Animal Growth on other Animals and Magical Beasts.

Shrinky Dink
You love playing with the humanses.
 Prerequisites: Elven Cat, 9 Hit Dice
 Benefits: Your ability to cast Reduce Person 2/day is upgraded to Mass Reduce Person.

Peeker
Curiosity leads to blackmail.
 Prerequisites: Elven Cat, 12 Hit Dice
 Benefits: Your ability to cast Detect Thoughts 2/day is upgraded to Probe Thoughts.

Tree Fort
You are safe in your tree.
 Prerequisites: Elven Cat, 9 Hit Dice
 Benefits: You may now cast Tree Stride 2/day as a Spell-Like ability.
« Last Edit: December 23, 2016, 12:27:21 AM by bhu »

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Re: Itty Bitty Kitty Races
« Reply #11 on: November 26, 2013, 11:51:54 PM »
CATH SHEE


   
"You will render unto me...a shrubbery.  Of the finest quality.  Or I will bite you when you are sleeping."

 Cath Shee are enormous shaggy fey cats with tufted ears and large, golden eyes.  Their fur is usually greenish-gray, sometimes with darker stripes.  The Elves have many legends about them being either reincarnated Elves, or being made by Corellon as Elven companions.

CATH SHEE RACIAL TRAITS
·   +8 Str, +6 Dex, +6 Con, +4 Wis, -4 Int
·   Size Class: Medium.
·   Magical Beast, giving you 60' Dark Vision
·   Base Land speed 50 ft.
·   +3 Natural AC Bonus
·   Rend (Ex): If the Cath Shee hits with both Claw attacks it Rends for an additional 2d6 plus one and a half times Str Bonus damage.
·   Fury (Ex): A Cath Shee that takes damage in combat or has to defend it's kittens flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily, and will restrict it's attacks to the opponent who initially damaged it.
·   Pounce (Ex): Cath Shee may perform a Full Attack with a Charge, including Rakes.
·   Dimension Door (Su): A Cath Shee can teleport, as dimension door (caster level 8th), once per round as a move action. The ability affects only the Cath Shee, which never appears within a solid object and can act immediately after teleporting.  Unlike usual the range is 300 ft.
·   Spell Resistance equal to 15 +CR.
·   A Cath Shee has 5 Racial Hit Dice, giving it the following: 4d10 Hit Points, +4 base Attack Bonus, +4 Fort Save, +4 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Balance, Climb, Hide, Jump, Listen, Move Silently, and Spot. It also gets 2 Feats.
· Cath Shee have a Primary Bite attack doing 1d8 plus their strength bonus and a Secondary Claw attack doing 1d6 plus half their Strength Bonus.  They get 2 Claws and 1 Bite with Full Attack.
.            Non Humanoid Form: The Cath Shee aren't humanoid and have no hands.  They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons.  If someone is willing to help them in and out of it they can wear armor. Armor is double the cost for them.  Being quadrupedal they have one and a half times the normal carrying limits, get a +4 Racial Bonus to Bull Rush and Overrun Checks, as well as a +4 Racial Bonus to resist Trip attempts.
·   Cath Shee have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.
·   Automatic and Bonus Languages: Cath Shee automatically speak Elven.  Bonus languages: Common and Elven.
·   Level Adjustment: +4
·   Favored Class: Scout

STARTING AGE
 Adulthood: 20
 Barbarian, Rogue, Sorcerer: +1d6
 Bard, Fighter, Paladin, Ranger: +2d6
 Cleric, Druid, Monk, Wizard: +3d6

AGING EFFECTS
 Middle Age: 62
 Old: 95
 Venerable: 123
 Maximum Age: +3d20 years

HEIGHT AND WEIGHT
 Base Length: Male: 6' Female: 5'6"
 Length Modifier: +2d6"
 Base Weight: Male: 300 lbs.   Female: 275 lbs.
 Weight Modifier: x (2d8) lbs.

CATH SHEE CHARACTERS
 You were born to be a fast moving striker.  Focus on that, cause with the RHD/LA you aren't going into caster territory.
 Adventuring Race: Revenge is a common motive.  As is protecting your forest home, or joining up with the Elves.
 Character Development: If you do go the melee route, focus on making your claws accurate so as to max out your potential with Rend.
 Character Names: Cath Shee generally use Elven names.

ROLEPLAYING A CATH SHEE
 The Elves have some weird idea about you being former Elves or made for them as friends by something they call a 'God'.  You try to humor them, because quite frankly the little treehuggers are kind of spooky sometimes.
 Personality: You are 10 pounds of pissed off in a 5 pound bag.  Anger is what seems to fuel you, and even the Elves who take you as a companion remark upon your remarkably volatile nature.
 Behaviors: Cath Shee are alpha predators, and spend their time honing their skills at tracking and bringing down prey.
 Language: Cath Shee speak Elven and Sylvan.

CATH SHEE SOCIETY
 Unless they take an Elven companion (and thus venture into Elven society), Cath Shee are pretty much intelligent animals, and live as such.
 Alignment : Most of the Cath Shee are Chaotic Neutral, though their is a sizable minority of Chaotic Good among them.
 Lands : These days Cath Shee are only found on the Isle of Evermeet.
 Settlements : Cath Shee do not leave their forest homes.
 Beliefs : The average Cath Shee does not concern itself with religion so far as may be determined.
 Relations: The Cath Shee occasionally become companions to a Green or Silver Elf, but for the most part are strictly solitary outside of mating season (except for raising cubs).

CATH SHEE ADVENTURES
·   You awaken with a massive headache, the last thing you remember being sneaking into a local winery.  You peek round a corner and notice a screaming crowd burning you in effigy.   Maybe you can wait to find out what happened later...
·   Chasing down a rabbit, you are surprised to hear it beg for it's life.  You allow it to leave, and now brightly colored eggs keep showing up on your den floor, delivered by rabbits who bow and say thank you.  You wonder whether they are for eating or decoration when they hatch and you suddenly realize who the eggs belong to...
·   The local Elf Lord is blissfully unaware that his horse has murdered 15 people by crushing them to death with it's hooves.  It's been eying the kits lately, which means horse meats back on the menu.



CATH SHEE RACIAL SUBSTITUTION LEVELS

BARBARIAN
 Level 1: Replace Rage with Agile Fury
  Agile Fury When you enter Fury now you no longer take a -2 Penalty to AC.
 Levels 4, 8, 12, 16, and 20: Replace daily uses of Rage with Improved Spell Resistance.
  Improved Spell Resistance At Levels 4, 8, 12, 16, and 20 your Spell Resistance increases by +1.
 Level 11: Replace Greater Rage with Greater Fury.
  Greater Fury When you enter Fury now your bonuses increase to +6 to Strength, +6 to Constitution.
 Level 17: Replace Tireless Rage with Improved Agile Fury.
  Improved Agile Fury When you enter Fury you now get a +2 Dodge Bonus to AC (this stacks with the Dodge Feat.
 Level 1: Replace Mighty Rage with Mighty Fury.
  Mighty Fury When you enter Fury now your bonuses increase to +8 to Strength, +8 to Constitution.

SCOUT
 Level 1: Replace Craft, Disable Device, Ride, and Use Rope with Bluff, and Intimidate on the Class Skill list.  You are only proficient with your Natural Weapons
 Levels 4, 8, 12, 16, and 20 Remove the following Feats from the Bonus Feat list: Brachiation, Far Shot, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, and Shot on the Run.  Replace them with Daunting Presence, Multiattack, Improved Multiattack, Powerful Charge, Greater Powerful Charge, Reckless Charge, and Pop Up.

CAT BURGLAR
Cath Shee have the same Racial Substitution Levels as the Mows.



CATH SHEE FEATS


Greater Dimension Door
You're much quicker at teleporting
 Prerequisites: Improved Dimension Door, 12+ Hit Dice
 Benefits: You may now use Dimension Door as a Free Action.

Improved Fury
You're quicker at tlosing your temper.
 Prerequisites: Cath Shee
 Benefits: Your Fury begins at any time you wish, even when it's your turn or when you're surprised.  you can activate your Fury in response to another's action after learning the result but before it takes effect.  Thus, you can gain the benefits of Fury in time to prevent or ameliorate an undesirable event.

Improved Dimension Door
You're quicker at teleporting
 Prerequisites: Cath Shee, Cha 13+
 Benefits: You may now use Dimension Door as a Swift Action.
« Last Edit: December 18, 2016, 09:24:12 PM by bhu »

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Re: Itty Bitty Kitty Races
« Reply #12 on: November 26, 2013, 11:54:24 PM »
CANTOBELE


   
"I can assure you I am quite male..."

 Cantobeles are 6 legged, thick bodied, heavily muscled great cats.  They have long tails ending in a tuft of fur, and strange, feminine voices that sound like ringing bells.  Their thick fur and mane varies in color from gray-white to tawny depending on the season, changing color to provide camouflage.  Their surprisingly intelligent eyes are brown or mauve.

CANTOBELE RACIAL TRAITS
·   +12 Str, +4 Dex, +6 Con, +2 Int, +4 Wis, +6 Cha
·   Size Class: Large (Long). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks.  +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks.  Lifting and Carrying Limits are Double those of a Medium character.  Space is 10', Reach is 5'.
·   Magical Beast, giving you 110' Dark Vision
·   Base Land speed 30 ft.
·   +3 Natural AC Bonus
·   Glare-resistant Eyes (Ex): Cantobele cannot be Dazzled or Blinded by bright lights, and are immune to being snowblind.
·   Rakes (Ex): In a Grapple the Cantobele gains two additional Claw attacks at it's highest BAB.
·   Pounce (Ex): Cantobele may perform a Full Attack with a Charge, including Rakes.
·   Trip (Ex): A Cantobele that hits with a claw or bite attack can attempt to trip the opponent (+6 check modifier) as a Free Action without making a touch attack or provoking an Attack of Opportunity. If the attempt fails, the opponent cannot react to trip the Cantobele.
·   Improved Grab (Ex): To use this ability, a Cantobele must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
·   Spell-Like Abilities (Sp): At Will: Detect Thoughts, Tongues   2/day: Ice Storm   1/day: Misdirection
·   Immune to Cold Damage
·   Sure-Footed (Ex): Cantobeles are immune to effects that slow them down by putting them off balance such as difficult terrain, or spells like Grease and Ice Storm.
·   A Cantobele has 4 Racial Hit Dice, giving it the following: 4d10 Hit Points, +4 base Attack Bonus, +4 Fort Save, +4 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Balance, Bluff, Climb, Diplomacy, Hide, Jump, Listen, Move Silently, Spot and Swim. It also gets 2 Feats.
· Cantobele have a Primary Claw attack doing 1d8 plus their strength bonus and a Secondary Bite attack doing 2d8 plus half their Strength Bonus, and a Secondary Tail Lash doing 1d10 plus half their Str Modifier.  They get 4 Claws and 1 Bite and a Tail Lash with Full Attack.
.            Non Humanoid Form: The Cantobele aren't humanoid and have no hands.  They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons.  If someone is willing to help them in and out of it they can wear armor. Armor is quadruple the cost and double the weight for them.  Being quadrupedal they have three times the normal carrying limits, get a +4 Racial Bonus to Bull Rush and Overrun Checks, as well as a +4 Racial Bonus to resist Trip attempts.
·   Cantobeles have a +4 racial bonus on Balance, Bluff, Diplomacy, Hide, and Move Silently checks. They have a +8 Racial Bonus on Climb Checks, and may always take 10 on a Climb Check. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.
·   Automatic and Bonus Languages: Cantobele automatically speak Common, and Sylvan.  Bonus languages: Any nearby race.
·   Level Adjustment: +4
·   Favored Class: Scout

STARTING AGE
 Adulthood: 2 years
 Barbarian, Rogue, Sorcerer: +1
 Bard, Fighter, Paladin, Ranger: +1d2
 Cleric, Druid, Monk, Wizard: +1d3

AGING EFFECTS
 Middle Age: 10 years
 Old: 15 years
 Venerable: 20 years
 Maximum Age: +2d6 years

HEIGHT AND WEIGHT
 Base Height: 7'
 Height Modifier: +2d12"
 Base Weight: 250 lbs.
 Weight Modifier: x (2d12) lbs

CANTOBELE CHARACTERS
 With your stats just about any build is workable, as long as it doesn't involve casting.  Losing 8 Levels is just too much.
 Adventuring Race: Cantobeles most likely want to gain revenge for a relative or for the bounties placed on them.  Some also crave power.
 Character Development: You're probably eually well suited to charger or grappler or even trip builds.  Pick one and focus on it.
 Character Names: Cantobeles generally use the name of whichever race lives nearby.

ROLEPLAYING A CANTOBELE
 The humans have been a pain lately.  They keep obsessing over the idea that you spend your every waking moment hunting them.  Really, you only hunt the ones dumb enough to stumble out into the woods.
 Personality: You've heard about concepts such as mercy, compassion and empathy,  Quite honestly you think they're all a bunch of hooey the other races put out to distract you from killing them.
 Behaviors: You spend much time committing what humans would refer to as 'practice murder'.  Not that you need the prey, but you love watching it die.  Plus it keeps you sharp. 
 Language: Cantobeles speak the language of nearby prey species in order to lure them in.

CANTOBELE SOCIETY
 Cantobeles are intelligent predators, and have no interest in being anything else.  They are fairly solitary but for mating, and as such have little use for formal rules or civilization.
 Alignment : Cantobeles are almost exclusively Neutal Evil.
 Lands : Most Cantobeles live near Impresk, Shalane Lake or the Rebban River.
 Settlements : They are only very rarely seen away from their territory.
 Beliefs : It is doubtful that the Cantobele worship Gods.
 Relations: Cantobeles consider all other beings prey for the most part.

CANTOBELE ADVENTURES
·   You've gotten damn tired of the local humans putting bounties on you.  So you've pooled the treasure you've collected from former prey and hired some vampire minions...
·   A curse has rendered your voice high pitched and squeaky, making everything you say a humiliating mockery.  Someone will pay for this.
·   A local group of Housecats approaches you, promising tribute if you'll just kindly murder a few people for them.  And why not, it's not like you're busy...


CANTOBELE RACIAL SUBSTITUTION LEVELS


DRUID
 Level 1: Replace Animal Companion and Wild Empathy with Hunter.  Remove Craft, Handle Animal, Heal, and Ride from the Class Skill list.  Replace them with Bluff, Climb, Hide, and Move Silently.  You are only proficient with your Natural Weapons.
  Hunter You gain a +4 Competence Bonus on Hide, Move Silently and Survival Checks.


SCOUT
 Level 1: Replace Craft, Disable Device, Ride, and Use Rope with Bluff, and Intimidate on the Class Skill list.  You are only proficient with your Natural Weapons
 Levels 4, 8, 12, 16, and 20 Remove the following Feats from the Bonus Feat list: Brachiation, Far Shot, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, and Shot on the Run.  You may choose any other Feat from the list, or any Kitty Feat you qualify for.


CAT BURGLAR
Cantobeles have the same Racial Substitution Levels as the Mows.


CANTOBELE FEATS


Cantobele Raker
You specialize in being up close and personal.
 Prerequisites: Cantobele, 12 Hit Dice
 Benefits: You gain 2 additional Rake attacks, for a total of 4.

Cantobele Telepathy
You're pretty curious about your prey.
 Prerequisites: Cantobele, 6 Hit Dice
 Benefits: You may now cast Probe Thoughts 1/day as a Spell-Like Ability.
« Last Edit: December 21, 2016, 01:03:30 AM by bhu »

Offline bhu

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Re: Itty Bitty Kitty Races
« Reply #13 on: July 01, 2016, 08:39:19 PM »
PARDAL


   
"I am not the cat you're looking for."

 Pardal are roughly the same size and build as a jaguar, but with less muscle tone and more fat.  They are pure black with a speckling of orange or tan spots.

PARDAL RACIAL TRAITS
·   +2 Dex, +2 Con, +4 Cha, -2 Wis, -4 Int
·   Size Class: Medium.
·   Magical Beast, giving you 60' Dark Vision
·   Base Land speed 30 ft.
·   Base Climb speed 30 ft.
·   +4 Natural AC Bonus
·   Hypnofur (Su):  Any living creature able to see the Pardal must make a Willpower Save (DC is 10 plus half hit dice plus Charisma modifier), or be hypnotized by the movement of the spots in the Pardals fur.  The effect is identical to the Hypnotic Pattern spell, but can affect creatures of any Hit Dice, and lasts a number of rounds equal to half the Pardals hit dice (round up), or until the Pardal kills something in their sight.  As a Swift Action the Pardal may partially suppress this effect and choose to only affect a number of targets of it's choice equal to it's Cha modifier (minimum of 1).  Once it does this it can choose 1 target per round as a Swift Action.
·   Wide Staring Eyes (Su): Gaze Attack, 30 ft., Willpower Save (DC is 10 plus half hit dice plus Charisma modifier), Hold Monster.
·   Immunity to Mind-Affecting Effects and purely visual Illusion spells or effects
·   +4 Racial Bonus on Saving Throws against spells from the Illusion school
·   A Pardal has 4 Racial Hit Dice, giving it the following: 4d10 Hit Points, +4 base Attack Bonus, +4 Fort Save, +4 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Balance, Climb, Hide, Jump, Listen, Move Silently, and Spot. It also gets 2 Feats.
· Pardal have a Primary Bite attack doing 1d6 plus their strength bonus and a Secondary Claw attack doing 1d4 plus half their Strength Bonus.  They get 2 Claws and 1 Bite with Full Attack.
.            Non Humanoid Form: The Pardal aren't humanoid and have no hands.  They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons.  If someone is willing to help them in and out of it they can wear armor. Armor is double the cost for them.  Being quadrupedal they have one and a half times the normal carrying limits, get a +4 Racial Bonus to Bull Rush and Overrun Checks, as well as a +4 Racial Bonus to resist Trip attempts.
·  Pardal have a +8 Racial Bonus on Climb Checks, and may always Take 10 on a Climb Check.
·   Automatic and Bonus Languages: Pardals automatically speak Purr.  Bonus languages: Any nearby race
·   Level Adjustment: +2
·   Favored Class: Cat Burglar

STARTING AGE
 Adulthood: 2 years
 Barbarian, Rogue, Sorcerer: +1
 Bard, Fighter, Paladin, Ranger: +1d2
 Cleric, Druid, Monk, Wizard: +1d3

AGING EFFECTS
 Middle Age: 20 years
 Old: 30 years
 Venerable: 40 years
 Maximum Age: +2d6 years

HEIGHT AND WEIGHT
 Base Length: Male: 6' Female: 5'6"
 Length Modifier: +2d6"
 Base Weight: Male: 80 lbs.   Female: 63 lbs.
 Weight Modifier: x (2d4) lbs.

PARDAL CHARACTERS
 Casters are out, but you might make pretty decent Rogues.
 Adventuring Race: Pardal are rare adventurers, but the need for revenge or perhaps curiosity could bring them out of their shell.
 Character Development: Find a way to use your racial abilities to run interference or set up combos for your group.
 Character Names:

ROLEPLAYING A PARDAL
 Solitude doesn't bother you, but noisy humanoids sometimes do.  They'd be okay if they could learn some common sense and calm the heck down.
 Personality: Unlike most cats, Pardals are not particularly predatory, and will share if there is hunting enough for more than them.  They even get along well with other large cats.
 Behaviors: Pretty much the same as Jaguars or any large jungle cat.
 Language: Pardals speak Purr, and have no written language.

RACE SOCIETY
 Pardals have no culture.  They are intelligent jungle cats.  They'd qualify as entering the stone age, if they had hands instead of paws..
 Alignment : Being as most of them are just above the level of animals, most Pardal are Neutral.
 Lands : Pardal are fairly widespread, occupying warm forests, jungles and grasslands.
 Settlements : Pardal are fairly adventurous, so as long as it's warm and has cover they're willing.
 Beliefs : Pardals are not currently known to have a religion..
 Relations: Pardals avoid other races, hiding when they can, or killing the interlopers in the night if they have to.

PARDAL ADVENTURES
·   You've gotten damn tired of the local hunters killing your kind for their magical pelts.  Time to put some fear into the locals.
·   The local wildlife suddenly seems spectacularly resistant to hypnosis.  Time to find out why before you starve.
·   A local group of Housecats approaches you, promising apocalyptic glory if you'll join them in their quest to put down the Humanoids.  You have the feeling life will soon be interesting whether you join or not.

PARDAL RACIAL SUBSTITUTION LEVELS


Rogue
 Level 1: You are only proficient with your Natural Weapons.  Remove Craft, Disable Device, Disguise, Forgery, Open Lock, Sleight of Hand, and Use Rope from the Class Skill list.  Replace them with Knowledge (Geography, Nature, Nobility)
 Level 10 You gain a new option with the Rogues Special Ability.
   Special Ability You may now choose Svengali as an option.  The Save DC of your Hypnofur and Wide Staring Eyes racial abilities increases by +2.

SCOUT
 Level 1: Replace Craft, Disable Device, Ride, and Use Rope with Bluff, and Intimidate on the Class Skill list.  You are only proficient with your Natural Weapons
 Levels 4, 8, 12, 16, and 20 Remove the following Feats from the Bonus Feat list: Brachiation, Far Shot, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, and Shot on the Run.  You may choose any other Feat from the list, or any Kitty Feat you qualify for.

CAT BURGLAR
Pardals have the same Racial Substitution Levels as the Mows.



PARDAL FEATS

Meow
You know how to call prey to you.
 Prerequisites: Pardal, 6 Hit Dice
 Benefits: You may cast Beckoning Call 3/day as a Spell-Like Ability.

The Presence
You know how to distract people.
 Prerequisites: Pardal, 6 Hit Dice
 Benefits: You may cast Distract at will as a Spell-Like Ability.
« Last Edit: December 23, 2016, 12:11:41 AM by bhu »

Offline bhu

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Re: Itty Bitty Kitty Races
« Reply #14 on: January 21, 2017, 03:39:12 AM »
LYBBARDE dragon 139


   
"Rowr!"

 The Lybbarde looks like a cross between a lioness and a leopard, but quite a bit bigger at roughly 7 feet long.  They are black or dark brown on their heads, backs and flanks, with the rest of their fur a mottled tan and brown.  The tail is dark with a light tuft at the end, and their eyes are green.

LYBBARDE RACIAL TRAITS
·   +6 Str, +6 Dex, +6 Con, +2 Wis, -2 Int
·   Size Class: Large (Long). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks.  +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks.  Lifting and Carrying Limits are Double those of a Medium character.  Space is 10', Reach is 5'.
·   Magical Beast, giving you 60' Dark Vision
·   Base Land speed 40 ft.
·   +5 Natural AC Bonus
·   Rakes (Ex): In a Grapple the Lybbarde gains two additional Claw attacks at it's highest BAB.
·   Pounce (Ex): Lybbardes may perform a Full Attack with a Charge, including Rakes.
·   Improved Grab (Ex): To use this ability, a Lybbarde must hit with its claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
·   Slow (Su): Creatures successfully touched by the Lybbarde's tail must make a Willpower Save (DC is 10 plus half hit dice plus Charisma modifier) or be slowed, as per the spell, for 1 round.
·   Immunity to Mind-Affecting Effects, Fatigue and Exhaustion, and Haste/Slow spells or effects
·   Uncanny Dodge (Ex): Identical to the Rogue ability listed in the PHB.
·   Improved Healing (Ex): A Lybbarde heals a number of hit points per day equal to it's Con modifier (minimum of 2), regardless of how much or little rest it has. 
·   Lybbardes have a +8 racial bonus on Jump, and Move Silently checks.
·   A Lybbarde has 5 Racial Hit Dice, giving it the following: 5d10 Hit Points, +5 base Attack Bonus, +4 Fort Save, +4 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Balance, Climb, Hide, Jump, Listen, Move Silently, and Spot. It also gets 2 Feats.
· Lybbardes have a Primary Claw attack doing 1d4 plus their strength bonus and a Secondary Bite attack doing 1d8 plus half their Strength Bonus, and a Secondary Tail melee touch attack doing no damage (but see above).  They get 2 Claws, 1 Bite and 1 Tail with Full Attack.
.            Non Humanoid Form: The Lybbarde aren't humanoid and have no hands.  They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons.  If someone is willing to help them in and out of it they can wear armor. Armor is double the cost for them.  Being quadrupedal they have one and a half times the normal carrying limits, get a +4 Racial Bonus to Bull Rush and Overrun Checks, as well as a +4 Racial Bonus to resist Trip attempts.
·   Automatic and Bonus Languages: Lybbardes automatically speak Purr.  Bonus languages: Any nearby race
·   Level Adjustment: +3
·   Favored Class: Cat Burglar

STARTING AGE
 Adulthood: 2 years
 Barbarian, Rogue, Sorcerer: +1
 Bard, Fighter, Paladin, Ranger: +1d2
 Cleric, Druid, Monk, Wizard: +1d3

AGING EFFECTS
 Middle Age: 20
 Old: 30
 Venerable: 40
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT
 Base Height: Male: 6'  Female: 5'6"
 Height Modifier: +2d6"
 Base Weight: Male: 300   Female: 275
 Weight Modifier: x2d8 lbs.

LYBBARDE CHARACTERS
 Casters probably aren't your optimal choice.  Stick to Scouts, Rogues, Rangers etc.
 Adventuring Race: Lybbarde adventurers would be rare, and their most likely reasons are revenge, or feeling that they owe someone who helped them in the past.
 Character Development: Boost your Racial Ability to Slow opponents to set up the rest of your groups attacks.
 Character Names:

ROLEPLAYING A LYBBARDE
 This land is your land, and may the Gawds help anyone who trespasses.  Cause you don't put up with outside interference in your hunting grounds.  Also, you tend to be a little stressed, and whoopin' intruders is good for you.
 Personality: You have the stereotypical personality traits of most big cats.
 Behaviors: Lybbardes are just like any other large feral cat, just a bit smarter. 
 Language: Lybbardes speak Purr, rarely learning a humanoid language.

LYBBARDE SOCIETY
 Lybbardes are solitary apex predators, rarely interacting with one another, let alone other cultures.
 Alignment : Lybbardes are primarily Neutral, as their outlook on life is more animal than humanoid.
 Lands : Lybbardes are found in various wastelands across Faerun.
 Settlements : Lybbardes rarely move out of their traditional hunting grounds.
 Beliefs : It is unknown if the Lybbarde have any religion.
 Relations: Lybbarde react like most feral animals do to humanoids: suspicion and anger.  They can be territorial.

LYBBARDE ADVENTURES
·   Something has killed your cubs quietly in the night and left you alive next to them.  That was a mistake. 
·   The locals seem to think if they kidnap your children they can be raised to be obedient village guardians.  It is time to disabuse them of this notion.
·   A Lybbarde stranger has moved into your territory.  He seems to be hunting, but not for food.  Do you chase him away or tail him to find out what he's up to.


LYBBARDE RACIAL SUBSTITUTION LEVELS


Rogue
 Level 1: You are only proficient with your Natural Weapons.  Remove Craft, Disable Device, Disguise, Forgery, Open Lock, Sleight of Hand, and Use Rope from the Class Skill list.  Replace them with Knowledge (Geography, Nature, Nobility)
 Level 10 You gain a new option with the Rogues Special Ability.
   Special Ability You may now choose

SCOUT
 Level 1: Replace Craft, Disable Device, Ride, and Use Rope with Bluff, and Intimidate on the Class Skill list.  You are only proficient with your Natural Weapons
 Levels 4, 8, 12, 16, and 20 Remove the following Feats from the Bonus Feat list: Brachiation, Far Shot, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, and Shot on the Run.  You may choose any other Feat from the list, or any Kitty Feat you qualify for.

CAT BURGLAR
Lybbardes have the same Racial Substitution Levels as the Mows.



LYBBARDE FEATS

Improved Slow
The Slow effect produced by your tail attack lasts longer.
 Prerequisites: Lybbarde, Cha 15+
 Benefits: When you successfully Slow an opponent, he is now Slowed an additional number of rounds equal to your Cha Modifier (minimum of 1).

Taking Advantage
Slowed opponents are more vulnerable to you.
 Prerequisites: Lybbarde, Improved Slow
 Benefits: When attacking a Slowed opponent, your first successful attack each round automatically threatens a critical.
« Last Edit: May 10, 2017, 09:51:12 PM by bhu »