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Definitive LA+0 Reptilian and Feline Races
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<blockquote data-quote="Thia Halmades" data-source="post: 2618232" data-attributes="member: 35863"><p><strong>Not that I'm one for writing for free, but...</strong></p><p></p><p>I went to school. Once.</p><p></p><p>You! Stop laughing.</p><p></p><p>I know what this is like. I'll lend you a model I'm using for a separate sub-race in my own campaign. Here's some basics:</p><p></p><p>Race: Sheebans (Catfolk)</p><p>Ht: Small. They receive all small creature adjustments.</p><p>Base Land Speed: 30' (Sheebanites are faster than average small creatures)</p><p>Favored Class: Ranger</p><p>Adjustments: +4 Dex, -2 Con, -2 Int. Sheebans are fantastically agile, and while strong, their bone structure isn't as sound as most other races, making them somewhat more fragile (-2 Con). Their combination of curiousity and aloofness (-2 Int) don't go over well with others, but their curiousity serves them well in their ability to combine ideas quickly and puzzle solve well. Sheebanites, by nature, are natural hunters.</p><p></p><p>Additional Notes</p><p></p><p>* Low Light Vision (120'). Sheebanites have exceptional low light vision.</p><p>* Feat Option: Scent. Sheebanites are much closer to their heritage than other people tend to be, and as such, they may opt to take the Scent feat.</p><p>* +2 Racial bonus on all Reflex Based saving throws. They're fast. Darn fast.</p><p>* +2 Racial bonus on all Climb, Jump, Balance & Move Silently checks.</p><p>* +2 Racial bonus on all Survival Checks.</p><p>* Natural Weapons; Sheebanites deal d4 natural damage</p><p>* Awkward Shape [DMO Flavor Rule]; Sheebanite armor & equipment is more expensive, as it has to be built around their unique physique (150% normal cost).</p><p></p><p>As an evolved hunting species, Sheebanites can be found all over. They blend well in most settings and environments, their ability to track makes them invaluable in both urban and forest settings. Excellent survivalists, most Sheebanites keep a long catalogue of what to hunt where, and can often be met while traveling looking for a new trophy for their walls. Sheebanites are far more connected to their feral natures than most other people. They prefer the ways of the Forest -- Barbarian, Druid & Ranger -- to the ways of the arcanist, but Wizards are not unheard of, and Sorcerers are becoming increasingly common among them.</p><p></p><p>Sheebanites are loners, and while many people find them exotic, their own desire to strike out, roam free and "be themselves" keeps most people at bay. Sheebanites are slow to trust; it would be more fair to say they don't trust anyone at all. Self reliant from a few short years after birth, they've learned to make it on their own without much aid.</p><p></p><p>Because of their natural ties, they tend towards Chaotic alignments. Sheebanites value freedom as their highest ideal, and will find themselves unwittingly (so they claim) involved in struggles where the defense of the innocent or the removal of oppression are involved. Organizing a group of Sheebanites is nigh impossible.</p><p></p><p>That would be like herding cats.</p><p></p><p>LCpt. Thia Halmades</p></blockquote><p></p>
[QUOTE="Thia Halmades, post: 2618232, member: 35863"] [b]Not that I'm one for writing for free, but...[/b] I went to school. Once. You! Stop laughing. I know what this is like. I'll lend you a model I'm using for a separate sub-race in my own campaign. Here's some basics: Race: Sheebans (Catfolk) Ht: Small. They receive all small creature adjustments. Base Land Speed: 30' (Sheebanites are faster than average small creatures) Favored Class: Ranger Adjustments: +4 Dex, -2 Con, -2 Int. Sheebans are fantastically agile, and while strong, their bone structure isn't as sound as most other races, making them somewhat more fragile (-2 Con). Their combination of curiousity and aloofness (-2 Int) don't go over well with others, but their curiousity serves them well in their ability to combine ideas quickly and puzzle solve well. Sheebanites, by nature, are natural hunters. Additional Notes * Low Light Vision (120'). Sheebanites have exceptional low light vision. * Feat Option: Scent. Sheebanites are much closer to their heritage than other people tend to be, and as such, they may opt to take the Scent feat. * +2 Racial bonus on all Reflex Based saving throws. They're fast. Darn fast. * +2 Racial bonus on all Climb, Jump, Balance & Move Silently checks. * +2 Racial bonus on all Survival Checks. * Natural Weapons; Sheebanites deal d4 natural damage * Awkward Shape [DMO Flavor Rule]; Sheebanite armor & equipment is more expensive, as it has to be built around their unique physique (150% normal cost). As an evolved hunting species, Sheebanites can be found all over. They blend well in most settings and environments, their ability to track makes them invaluable in both urban and forest settings. Excellent survivalists, most Sheebanites keep a long catalogue of what to hunt where, and can often be met while traveling looking for a new trophy for their walls. Sheebanites are far more connected to their feral natures than most other people. They prefer the ways of the Forest -- Barbarian, Druid & Ranger -- to the ways of the arcanist, but Wizards are not unheard of, and Sorcerers are becoming increasingly common among them. Sheebanites are loners, and while many people find them exotic, their own desire to strike out, roam free and "be themselves" keeps most people at bay. Sheebanites are slow to trust; it would be more fair to say they don't trust anyone at all. Self reliant from a few short years after birth, they've learned to make it on their own without much aid. Because of their natural ties, they tend towards Chaotic alignments. Sheebanites value freedom as their highest ideal, and will find themselves unwittingly (so they claim) involved in struggles where the defense of the innocent or the removal of oppression are involved. Organizing a group of Sheebanites is nigh impossible. That would be like herding cats. LCpt. Thia Halmades [/QUOTE]
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