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<blockquote data-quote="tglassy" data-source="post: 7200396" data-attributes="member: 6855204"><p>Tabaxi get the following:</p><p></p><p>Ability Score Increase. Your Dexterity score in-</p><p>creases by 2, and your Charisma score increases by 1.</p><p></p><p>Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.</p><p></p><p>Feline Asility. Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move Ofeet on one of your turns.</p><p></p><p>Cat's Claws. Because of your claws, you have a climb- ing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.</p><p></p><p>Cat's Talent. You have proficiency in the Perception and Stealth skills.</p><p></p><p></p><p></p><p>So, Darkvision, two skills, a climbing speed, a d4 slashing unarmed strike, and double movement on one turn which can't be used until you spend a turn doing nothing. The d4 won't be used, the climbing speed is situational. The extra movement is cool, and auto prof in stealth and perception is good, but not game breaking. Rogues can already Dash as a bonus Action, as can Monks, though it takes a resource for them. Half elves get two skills and can choose whatever two they want, so there's precedent for that. </p><p></p><p>All in all, a unique race with some interesting utility, but not game breaking. </p><p></p><p>The revised Ranger gives it much more utility. No more favored terrain, better bonuses to favored enemies, and favored enemies are more vague. They made Extra Attack an Archetype feature instead of a class feature, and mostly changed the Beastmaster Archetype, making it much more viable than before. I never wanted to play the old Ranger, but the new one is actually attractive. </p><p></p><p>I chose Ranger over rogue because I like that feel of him being a jungle cat, knowing how to track and hunt his prey. The deep stalker Archetype seems perfect for a stealthy Ranger build, fighting with a scimitar and eventually dual wielding with a whip. </p><p></p><p></p><p>Sent from my iPad using EN World</p></blockquote><p></p>
[QUOTE="tglassy, post: 7200396, member: 6855204"] Tabaxi get the following: Ability Score Increase. Your Dexterity score in- creases by 2, and your Charisma score increases by 1. Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Feline Asility. Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move Ofeet on one of your turns. Cat's Claws. Because of your claws, you have a climb- ing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Cat's Talent. You have proficiency in the Perception and Stealth skills. So, Darkvision, two skills, a climbing speed, a d4 slashing unarmed strike, and double movement on one turn which can't be used until you spend a turn doing nothing. The d4 won't be used, the climbing speed is situational. The extra movement is cool, and auto prof in stealth and perception is good, but not game breaking. Rogues can already Dash as a bonus Action, as can Monks, though it takes a resource for them. Half elves get two skills and can choose whatever two they want, so there's precedent for that. All in all, a unique race with some interesting utility, but not game breaking. The revised Ranger gives it much more utility. No more favored terrain, better bonuses to favored enemies, and favored enemies are more vague. They made Extra Attack an Archetype feature instead of a class feature, and mostly changed the Beastmaster Archetype, making it much more viable than before. I never wanted to play the old Ranger, but the new one is actually attractive. I chose Ranger over rogue because I like that feel of him being a jungle cat, knowing how to track and hunt his prey. The deep stalker Archetype seems perfect for a stealthy Ranger build, fighting with a scimitar and eventually dual wielding with a whip. Sent from my iPad using EN World [/QUOTE]
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