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Kulu a short lived cat girl race

Suzaku

First Post
Inspired by Mithra from Final Fantasy XI and Keidran from Two Kinds Web Comic

Kulu
Medium Humanoid
Base Land Speed: 30ft
LA: 0
Alignment: Usually chaotic good although many can be lawful or chaotic evil

+2 Dexterity -2 Constitution: Kulus are agile but frail

Dark Vision to 60 feet, Kulu often hunt in the middle of the night even in moonless light

+1 Spot, Listen and Survival Although Kulu have keen senses they can sometimes be easily distracted.

+2 Balance: Kulu tails provide a natural source of balance.

Sensitive Nose: Because of their potent sense of smell they can identify familiar smells and gain +2 spot check against disguise checks. However they also gain –2 fort save against inhaled poisons .

-2 Sense Motive: Because of their lack of dealing with other nations and their naïve attitudes they are much easier to fool

Bow Strength (Su): As a super natural ability Kulu have much greater insight in use of their bows giving them +1 attack rolls and +1 damage.


Special Armor (Su): Because of their tail Kulus require specially made or modified medium and heavy armor because of their tail and some unexplained super natural effect that causes Kulu to feel uncomfortable and unable to move as freely . Hastily modifying armor for Kulu requires use of special blessed oils and material and risk a chance to destroying magical armor. The base price of medium and heavy armor for Kulu is doubled.

Survival is always a class skill

Claws: Although Kulu are born with claws they’re not strong or long enough to be treated as natural weapons instead a Kulu could choose to do unarmed as slashing or bludgeon damage all other unarmed attack rules apply.


Racial feat Scent: As a selectable feat can gain scent ability as described from Monster Manual, and remains in effect even polymorphed or wildshaped.

Society:
Kulu born in their native land of Elishmo live a tribal life style with a chieftain in charge of the tribe over seeing the interest of the tribe are met. These chieftains are often the strongest warrior or highest level druid in the tribe. One unique aspect of their race evolved and developed few random memory and talents of their parents are passed along to their children. Unlike normal memories these are often hidden in the brain such as recognizing a familiar person their parents met and don’t know where they recognize the person from or view dreams of past events their parents experienced. Because of their short lifespan newborns are born with mental and maturity of five years old and reach adulthood at age of 10.

Because of their memory transfer ability nearly always (with very few exceptions) Kulu are born with their parent’s bowmen skill only taking perhaps a week to “relearn” their bowmen skills. Because of this ability to transfer their memory their bowmen skill many tribes often independently set up special units which are identical to Elven Arcane Archers.

Because of their isolation and constant year round warm temperature and thick fur clothing seems alien to them. Only during the Great War when mainland nations discovered the island of Elishmo and recruited Kulu to supplement their forces fast trainable forces did the concept of clothing enter their culture. Growing up in another nation Kulu may be found wearing clothing although they find it uncomfortable and in warmer climates may regularly trim their fast growing fur to avoid getting to hot. Because they recognize importance of armor in combat Kulu have specially made armor to allow for room for their tail, so it may continue to move about freely to provide balance. Despite normally living in warm climates Kulus who find themselves traveling or living in cold climates their fur seems to grow thicker in these region, although they may still suffer from extreme cold and heat like other races.

However one fate all Kulu fear is that one day they may become feral, after a strong event such as the immense event of having their whole tribe slaughter and the Kulu becomes the sole survivor the Kulu may become a Feral Kulu. Feral Kulu mind degrades to that of animal (Int of 2) and behave like an animals often staying with other Feral Kulu, others may join pack of ordinary or dire animals believing they’re member of that race. A cure for a Feral Kulu has yet to be discovered short of a Wish, although sometimes call of a loved one or reviving from the brink of death can revert the infliction. Feral Kulu are feared by most humanoid races because of their massive strength agility and high pain threshold and can regenerate wounds right before people eyes.
Also unlike other races Kulu males do not exist, instead most tribal Kulus reproduce by parthenogenesis (which is a form of asexual reproduction). However elsewhere where other humans and elves live, a male human/elf and Kulu couple could have children whom inherit genetic traits from both parents. Unlike half-elfs the children of a kulu and human/elf couples the kulu genes dominant the other parent’s genes resulting in another Kulu and thus always female. Although despite their short age few Kulu are spread out through out the continent of Geos and Arcaniss.


Personality: Kulus are naturally playful and curious race and are often carefree compare to longer live races. Sometimes they rush ahead and do things which seems to be even rash for other races other find Kulu very naive and can be easily lied to mainly to lack of interaction of cultures besides their own.

Religion: All Kulu are born with a reference towards nature and with majority of the Kulu population and with majority of the population living in tribal units as such druids make up much religious structure and believe that becoming a blighter is the worse sin and are actively hunted if one believed to be alive and near by. Although Kulu fear a Feral Kulu they understand it’s not the Kulu’s fault for becoming one and would rather capture them alive to cure them. Although majority of the clergy are druids there are a few clerics majority of which favor nature deities but are free to practice other religions.


Adulthood: 10 Youngest: 1d2 Averages: 1d3 Oldest: 1d4
Base height and weight:

Female: 4'10" +2d10 Base weight 120 x2d4 lb.
 
Last edited:

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GreatLemur

Explorer
FYI: This is the classic "Hi, I'm new to EN World" House Rules post. We get new cat people races more often than you could possibly believe. And they're pretty much always just like this one . . . although your angle about them all being female and usually naked does kind of stand out.
 


WhatGravitas

Explorer
Suzaku said:
+2 Dexterity -2 Constitution: Kulus are agile but frail
That's okay.
Suzaku said:
Dark Vision to 60 feet, Kulu often hunt in the middle of the night even in moonless light
Also okay.
Suzaku said:
+1 Spot, Listen and Survival Although Kulu have keen senses they can sometimes be easily distracted.

+2 Balance: Kulu tails provide a natural source of balance.

Sensitive Nose: Because of their potent sense of smell they can identify familiar smells and gain +2 spot check against disguise checks. However they also gain –2 fort save against inhaled poisons.

-2 Sense Motive: Because of their lack of dealing with other nations and their naïve attitudes they are much easier to fool
Skillstuff. Is okay-ish at the first glance.
Suzaku said:
Bow Strength (Su): As a super natural ability Kulu have much greater insight in use of their bows giving them +1 attack rolls and +2 damage.
Argh! Equals Weapon Focus (all bows) + Weapon Specialization (all bows)... that's two feats, one of them restricted.

Together with the half-feat and the pseudo-monk ability:
Suzaku said:
Claws: Although Kulu are born with claws they’re not strong or long enough to be treated as natural weapons instead a Kulu could choose to do unarmed as slashing or bludgeon damage all other unarmed attack rules apply.
Kulu Fall: Kulus are treated falling 10 feet short before jump and tumble checks. (Often referred as feline fall) This stacks with monk’s slow fall
That's a great deal more powerful than a standard PHB race... but:
Suzaku said:
Racial feat Scent: As a selectable feat can gain scent ability as described from Monster Manual, and remains in effect even polymorphed or wildshaped.
Now they also get universal, non-polymorphal scent?

Compare to humans:
Skill bonuses + feat.

Compare to dwarves:
Bunch of bonuses, but none really on-par with a feat.

Your race grants for bows the equivalent of two feats, then adds nifty extras (they and skill bonuses could be okay) and then slaps Scent on it?

Too much. I'd say LA +1.

@GreatLemur: Hmmm... I don't think "new poster" is a reason not to look on his rules balance. Fluff? That's his campaign...
 

Suzaku

First Post
I think you're over estimating some of the values races get...

I did the calculations for my race using Yabathewat Feature Point system on Wizard's main board, which the standard measurements of a race's power. Here the chart and he stated that qualifying for scent feat was just 0.5 FP.


Using the feature points this is what I got

Racial Ablity
2 dex -2 con (0 fp)

Range Attack Bonus: 3 FP

Skills (3 FP total)

+2 Balance 1 FP
+1 Spot Listen and Survival 1.5 FP
+2 Spot checks against disguise .5 FP


Feats (7 FP Total?)

2 Martial Range Proficiencies 2FP
+2 Range Damage 5FP???

Special 4 FP total

Darkvision 60ft 3FP
Racial qualification for scent special ability is 0.5FP
Claw: Although not strong and long enough to be considered to be natural attacks their unarmed attack is considered slashing or bludgeon damage. This choice must be made before the attack roll is complete. All other normal unarmed rules apply 0.5FP???

Although I'm not sure the +2 damage to range but it resembled weaponed specializations which is a 4th level fighter feat and required a one feat to qualify. However there are some stuff below I'm not exactly sure the FP cost. As for the claws, they're not really natural weapons because you still do unarmed damage and still considered unarmed for rules. Meanwhile Natural weapons you're always armed and worth 1FP + the damage so it has to be worth less then having natural claws.

Anyway this leaves the total FP points around 17 FP and thus is still considered LA of 0 (19 is the minimum for LA+1)
-2 Fort Saves against inhaled poisons or stench attacks (such as troglodyte’s stench) -???FP

Kulu fall: 10ft slow fall no wall is needed to be within reach and, stacks with monk’s slow fall. ???FP

Special Armor: Because of their tail Kulus require specially made or modified medium and heavy armor because of their tail. Hastily modifying armor for the Kulu risk a chance to destroying magical armor and the base price of medium and heavy armor for Kulu is doubled. -???FP (I’m thinking -0.5fp or 1fp)

Survival always a class skill: ???FP

-2 Sense motive ?? FP

The negative fort saves to inhaled poisons is at least -1fp and -2 Sense motive could be -0.5FP to -1 FP. Now the only question is pseudo monk fall and survival as a class skill are both worth more then 3FP together. I can probably drop the fall ability all together.
 


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