As two of my PC's chose to play Felin characters, I thought I'd start with them...
Felin
The felin are nomadic creatures that roam every climate found in nature. They shy away from magic with intense fervor. They believe that such matters are natural and the manipulation of such natural weaves can only lead to disaster. Given the choice between mundane and magical weapons, the goodly felin will choose the mundane weapon, hand-over-fist. Priestly magic, however, is viewed well in the tribes of the felin. Such magics show that the tribe is in the favor of their god/goddess and the tribe is protected against dangerous spell-castings by the power of the deity. They love battle, but only those that are for a goodly cause. Slaying evil monsters, stopping macabre undead, and battling lowly cutthroats are all examples of what the felin would consider a good cause.
Personality: The felin (FEE`lin) are usually benevolent creatures. Still, the felin pride themselves in their ability to do battle. Yet despite the occasional battle-lust, the felin live in relative peace with everyone around them, unless the creatures are trespassers in a location that they deem as sacred grounds. Felin welcome visitors, should they happen to come across their camp and are the friendly sort. Felin also welcome the tools, weaponry, and armory of merchants that come. Though they understand that magical weapons are sometimes necessary to slay magical beings—they will not use such weaponry on non-magical creatures. Felin tend to shy away from magic use, but there are a few scrappers who pursue the magic-using field.
The tribe is not under the rule of any one individual, but a shaman of their nature-based deity guides them along the right paths. The male felin take most responsibility in teaching a child in the ways of survival, the mother takes care of most of the rest in joint effort with the father. Each family is free to do as they please, but one act or talent must be given to the tribe in order to make it stronger. Females construct portable shelters, called poms, from the skins of the natural animals they kill and eat. No part of a slain animal goes to waste, though, for they find use for everything the animal gives them. Bones make excellent pestles to grind herbs together for healing.
Upon the change of the season, the felin pack their things and move to warmer climate and let the animals in the area repopulate. Guests that visit the felin during these times are genuinely greeted with warm welcome. It is the tradition of these cat-like creatures to present the visitor(s) with gifts to show the hospitality of the followers of the deity of the forest, not to mention the deity itself. Should the guest insult the felin in some way, the gifts are not taken back, but they are sent with the guest, away from the tribe. If the guests do not leave, then they will feel the holy wrath of their nature deity by way of force.
Respect. This sums up the felin society in essence. “You do not respect yourself until you respect others” is one of the common creeds of the felin. A felin’s word is a solemn vow, a full backing of the intention to honorably execute the vow they have made. Felin are eager to aide those in need, particularly their brethren. A felin would gladly give his life to ensure that another would live on. Any tribe will not stay in the same place for more than four months. Felin tend to not enjoy cities, but will go if necessary. They speak their own language.
Physical Description: The felin are bipedal, cat-like creatures. They have a thin, but concentrated fur, like that of a lioness. They have the head of a large hunting cat and hair like that of a human, usually found at least down to their shoulder blades. The fur differs with the type of hunting cat they are descendant from: cheetah, jaguar, panther, lion, or tiger (also to note, a felin’s Ability Bonus differs from each type of hunting cat). The hair ranges anywhere from tawny to black and their eyes are either yellow or green with slitted pupils.
Relations: The felin to not hate any peaceful creature, but the halflings do not typically enjoy their company because the short-folk see them as “nature’s poor attempt of combining grace and rugged beauty”. Beside this slight animosity, the felin are generally viewed as tolerable company. They earn the respect of elves because of the fact that they are nomads, the dwarves love them because of their dedication to battle, and humans find their herbal potions and such quite helpful to any individual cause.
Alignment: Though any random felin will be good, they tend to lean more towards neutrality. A few bad eggs do surface every now and again, who become evil felin, but this is a rarity.
Lands: All of nature is prime felin territory. They are wanderers, nomads who go from climate to climate, forest to desert, in search of a perfect union with the environment around them. They travel in a tribe of no more than 30-50 members. They hunt as a tribe, love as a tribe, and follow their deity as a tribe.
Religion: As wanderers, the felin love nature in all aspects. The typical felin will follow any deity having to do with any aspect of nature, be it forests, the sun, water, or even the life and death process. One tribe follows one deity wholeheartedly and faithfully, though they may be in good favor with several deities at once. A shaman, called Va Pamnad (or, The Pure), leads the tribe as a whole. All questions regarding nature or their deity are spoken to him/her then relayed to their deity. This person is elected based on such factors as age, wisdom, leadership, and goodness.
Languages: Felin speak their own language with the capability of reading and writing. They may learn any language found in their particular clime. For example, if elves are their neighbors, then they have a chance at learning Elven, but they would most likely never learn to speak the language of underground creatures, such as the duergar.
Names: Usually, names are given to felin individuals by an emotion they provoke, an action that they perform, or a deed they accomplish. Through a young felin’s life, he/she will be called “taul” or “taul`ud”, meaning “young” or “young one”. As an example, a taul`ud who is not easily over-balanced in combat might be called “Adjun”, meaning “Mountain”. See the creator of this race for the recorded felin language.
Adventurers: Felin may have a desire to become an adventurer for many reasons. One may have the desire to attempt to sate his/her unquenchable desire to roam the world, to spread the good of their deity, to slay evil creatures, or, for the less jovial felin, for love of money and power. Felin who go out to spread the glory of their deity find the respect of their tribe upon their shoulders, and for those that go because of money, the tribe does not mourn their lack of presence.
Felin Racial Traits
- Ability Adjustments (See Table 1-10 below)
- Medium-size: As medium-size creatures, Felin have no special bonuses or penalties due to their size.
Felin base speed is 40 feet. Cheetah Felin have a base speed of 60.
- +2 racial bonus to Move Silently and Hide checks for their agility.
- +2 racial bonus to Spot and Listen skills
- Dark Vision 60’.
- Natural Weapons: 2 Claws 1d4, or Bite 1d8.
- +2 racial bonus to Reflex saves due to agility
- Leap (Ex): Felins are prodigious natural jumpers. Their jumping distance is not limited by their height.
- Languages: Common, Felin. Bonus Languages: Any (other than secret languages, such as Druidic. See Table 4-6 in the PHB for a comprehensive list.)
- Favored Class: Ranger. A multi-classed Felin’s ranger class does not count when determining whether he suffers an XP penalty for multiclassing (see Experience for Multiclass Characters, page 56 of the PHB).
Table 1-7: Age
Adulthood: 16 yrs
Barbarian, Rogue, Sorcerer: +3d4 years
Bard, Fighter, Paladin, Ranger: +2d6 years
Cleric, Druid, Monk, Wizard: +4d4 years
Table 1-8: Aging Effects
Middle Age: 100 years
Old: 150 years
Venerable: 200 years
Maximum Age: +2d% years
Table 1-9: Random Height and Weight
Male 60” +1d12 115 lbs. x(2d8) lbs.
Female 60” +1d10 100 lbs. x(2d4) lbs.
Table 1-10: Sub-Race Ability Adjustments
Cheetah: -2 STR, +2 DEX
Jaguar: -2 CON, +2 INT, +2 WIS, -2 CHA
Lion: +2 STR, -4 WIS, +2 CHA
Panther: +4 DEX, -2 INT, -2 CHA
Tiger: +2 STR, -2 DEX, +2 CON, -2 INT, -2 WIS