ECL 1 feline race

queldonus

First Post
I'm a big time cat person, and i'm trying to design an anthropomorphic feline base race for use in our local group's D&D campaigns. I want ECL 1. I'm thinking a dex bonus, and a str and con penealty. I also want scent as a special ability.
I have had some stats suggested by a friend, they're 3.0 rules for a feilne race that his group used. They are in the general direction toward what i want. So if anyone else has a house rule feline race that's well balaced, or want to make some suggestions on these stats, please post.


Race: Chause
-2 Str, +3 Dex, -2 Con, +1 Cha. Chause are agile and attractive, but weak and frail.
Medium-size.
Chause base speed is 45 feet (max jump distance 1.5 X height)
Chause receive a +2 racial bonus to Jump skill checks.
Chause receive a +2 bonus to reflex saving throws.
Improved Low-light Vision: Chause can see up to four times as far as a human conditions of dim light. They can see 60' in all but the darkest night.
Proficient with scimitar.
+1 racial bonus to Hide, Listen, Move Silently, and Spot skill checks.
+1 bonus to Balance checks unless their tail is constrained. If constrained they receive -1 to balance checks; if her tail is removed they incur a permanent -2 to all balance checks.
Chause receive Ambidexterity and Multiattack as bonus feats.
Chause have access to the scent special ability, which they can take as a feat.
The Chause can use their sharp teeth and claws as natural weapons: bite attack for 1d4 damage and 2 claw attacks for 1d3 damage each.
Automatic Languages: Common and Chause. Bonus Languages: Elven, Malekai, Orc, Sylvan, Undercommon.
Favored Class: Rogue. Chause are naturally adept at the skills of a thief.
 

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This belongs in the House Rules forum.

That being said, you've still got a bit of work to do in order to make this race playable. For starters, don't use odd numbers for ability bonuses and penalties, and don't use numbers ending in 5 for movement rates. Also, I have a feeling the free feats you give are worth at least a +2 LA.
 

From what I can tell, I am assuming this is some type of anthro-housecat, and my wife and I came up with something like that for a character of hers, not too far off of yours, here's the diddy on it(from what I can remember anyways):

race : silvestris(NOT named after sylvester the cat :p )
+2 dex, +2 cha, -2 str, -2 con
SZ small (i figure if a housecat became our sized they wouldn't have the loss of STR)
Base speed 30ft

+4 to balance checks due to a silvertris's natural ability to always seem to land on its feet

+2 to climb and jump checks due to their natural agility, and jump checks are not limited by their height

+1 to move silently, listen, and hide checks

+1 to all saving throws, plus an additional +1 to reflex saves due to their nimbleness and their uncanny knack to get themselves out of trouble

Improved LLV 60'

Multiattack and Scent feat

SA pounce

NA 2 claws 1d2 dmg
1 bite 1d3 dmg

Meat dependancy: Silvestris's must have some sort of meat daily, or they take 1 point of str and 2 points of con damage/day, no save, until the silvestris eats meat.

Auto Languages: common, silvestris, Home region(fr)
Bonus Languages: Elven, Sylvan, Goblin, Orc

Favored Class: Rogue

ECL - 2

I hope this helps you out, if you haveany more questions about it or if I forgot something, feel free to ask

Sea
 

I don't remember the stats, but there is a cat race in the Termana gazeteer for the Scarred Lands. I'll try to find it tonight. I'm pretty sure it's ECL +1

Ahrimon
 

There hasn't been much action in our story hour lately, however my DM and I have been using this race for many years. His orginal ideas and we tailored it to play in 3.0/3.5. We tried our best to make it a non-ecl, but you can do what you want to tweek it. We got some feedback that since we allowed the natural weapons it was ECL+1 but we debated that. Here he is and if you want to read about the character the links for the story hour and Rogue's Gallery are in the sig:

Here they are!
OK, I am posting the racial traits for the panther feloine race which is what Ashrem is. Please note that there are other feloine subraces besides the panthers and where we specifically say panther feloine those traits are only applicable to the panther. All other traits are applicable to all feloines. We toiled for awhile on deciding these traits and keeping them playable and not overpowering. We did testing before we started the campaign and so far things have gone well during actual play as well. Please feel free to comment and ask questions. Thanks for the interest!


PANTHER FELOINE RACIAL TRAITS
•+2 Dexterity, -2 Constitution: Panther feloines are very graceful. This makes them more adept at stealth and ranged combat.
•Medium-size: As medium-size creatures, panther feloines have no special bonuses or penalties due to size.
•Feloine base speed is 30 feet
•Low-light Vision: Feloines can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish detail under these conditions.
•Natural Weapons: Claws-1d3/1d3 Bite-1d4 A feloine is never unarmed because of their natural weapons. They are still restricted by all multiple attack rules that apply.
•Scent ability: Per the Monstrous Manual . A feloine has a heightened sense of smell that allows him to track foes and detect enemies.
•+2 racial bonus on saving throws vs. illusions. The feloines increased sensitivity to smells makes him less susceptible to magical illusions.
•-2 racial negative to saving throws against olfactory based spells. The same sensitivity becomes detrimental against spells such as Stinking Cloud.
•+2 racial bonus to Hide, Balance and Move silently. Panther feloines are a nimble race and therefore are more adept at stealth. Their tail allows them ability to steady themselves more readily.
•Climbing: A feloine's claws allow him to climb more easily on surfaces without handholds. A feloine gains a +5 circumstance bonus to Climb checks on smooth surfaces. He is able climb as if he had handholds.
•Jumping: When a feloine attempts a Jump check his distance is 1.5 times that of normal humanoids.
•Automatic Languages: Regional, Feloine.
•Favored Class: Rogue. A multiclass panther feloine’s rogue class does not count when determining whether he suffers an XP penalty for multiclassing. A panther’s increased abilities in stealth, climbing and balancing make’s him an excellent Rogue.
 





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