Definitive LA+0 Reptilian and Feline Races

Shades of Green said:
My Cartfolk (inspired by the Katara)
While I generally like where you're going, what you've created here is essentially a weaker, medium-sized halfling.


For my own suggestion above, I can also see how it might work better if there weren't as many stat changes: +2 dex, -2 wis could be used instead of the 4.
 

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Actually, my version was based on a heavily modified Halfling, one of the primary differences being Favored Class: Ranger. I also got tired of cats always being these beefy, medium creatures. I like the tail modifications, as well as the disguise penalties that were posted earlier by Nvarcirus (I think, sorry, I lost track of who posted what). I also wanted to throw in one more thing:

Safe Fall. Sheebanites can recover from a fall equal to 10' x 1/2 their current level by making a Reflex Save for half damage. If there's a more standard rule for Safe Fall, then apply it instead, but this is the first thing that came to my mind.

LCpt. Thia Halmades
 

The general falling rule is that you can make a jump or tumble check to negate 10 foot's worth of damage and turn 10 more feet into non-lethal damage; the monk gets a class ability to reduce falling damage when they fall against a wall or another surface that eventually allows them to fall any distance without damage.
 

GoblinMasquerade said:
Nyaricus, hope to see you around the boards again in the future!
for sure! ill see you around buddy

Knight Otu said:
A nice compilation, and a +4 bonus to an ability may really be too high for LA +0. But you've forgotten the orc. I am unsure just how balanced an orc is, though.
i stand corrected! the only redeeming (sp.?) part of the orc IS the +4 to str though. they are a very weak race when compared to, say, the dwarves (which should be a +1 [at least] race, but both of these subjects are more appropriate for other threads. Thanks for the heads up though, it is appreciated.

Thia Halmades said:
Safe Fall . . .
actually, i was thinking the same thing for Felinefolk-type races. this (along with other abilities i haev in mind) would definitively bring them to be +1 LA, but that wouldnt be a problem, in IMO. evilbob also already stated the monk ability, but cats dont need a wall; soemthing along this line would need to be created from the standard rules though. Any takers?

anyways, i'll see you all around. later.
 

Don't get me started on Orcs. I've already fixed those broken gits for my campaign. They look like this:

+2 STR - Orks are naturally stronger than humans
- 2 CHA - However, they lack certain social graces, and most humans
are put off by their appearance. it's harder for an Ork to adapt to
human customs and society, especially since the rules of human
interaction can change from culture to culture.

Orkish Weapons available as Martial Weapons (if the Ork starts play
with the Martial Weapon Proficiency feat, then he automatically has
access to all Orkish weapons)

+2 to Intimidate - an Ork's physique and natural bearing easily
intimidate those not prepared to face them down. The Ork always uses
his STR score or his CHA score (whichever is higher) to calculate his
intimidate score.

Scent Feat - an ork's sense of smell is highly developed, and they
receive the Scent Feat for free.

Endurance Feat - Orks are physical by nature, and possessed of an
extreme toughness and durability. if an Ork receives Endurance at a
later level (either through a class or permanent magickal means) they
received the Die Hard feat instead.

All other abilities as listed in the PHB (which I think is next to
nothing, but hey).
 

Thia Halmades, how about yuo or i start up a thread here is House Rules Entiltles "Fixing the Orc"?? i dont think we need to get into a orcish debate here, as itis a feline-/lizard-folk thread. perhaps we could come to a conclusion of sorts?

until later,

Nyaricus
 

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