I'm really not even sure what to call the race yet, but they are for a Campaign Setting I'm working on at the moment. They are a race of pantherfolk that are universally black furred and black skinned. They need light to survive, but they are badly damaged by direct bright sunlight. I need feedback because they are so very unorthodox compared to the rest of my setting's races or to the standard PHB ones. Here it is.
Pantherfolk (definitely a placeholder name)
Average Height - 5'7" - 6'0"
Average Weight - 130 - 180 lbs.
Ability Scores: +2 Dexterity, +2 Strength, +2 Wisdom, -2 Charisma
Size: Medium
Speed: 6 Squares
Vision: Low-light
Languages: Common
Skill Bonuses: +3 Intimidate, +2 Stealth
Darkvision: You can see normally in natural or magical darkness within 5 squares and treat natural and magical darkness as though they were low-light out to 20 squares.
Light-Vulnerability: You have Vulnerability to Radiant 5 and whenever you are hit by a power with the Radiant keyword you are blinded (save ends).
Light-Sensitivity: In areas of bright illumination you take a -1 penalty to attack rolls and defenses and ongoing radiant damage 0.
Shadewalk: If you move more than 3 squares in a turn you gain concealment and the ongoing damage you take from Light Sensitivity is reduced by 3. If you have the Shadow Walk Warlock feature you ignore the penalties and damage from Light Sensitivity. This ability only applies while you are in bright illumination.
Shadeform: While you are bloodied if you are in low-light you gain regeneration 1 (2 at 11th level, 3 at 21st), if you are in total darkness this increass to 2 (4 at 11th, 6 at 21st).
Daywalker: You can use the Daywalker daily power.
Daywalker Pantherfolk Racial Power
Daily
Standard Action Personal
Effect: If you are in low-light you gain concealment and a +5 power bonus to Stealth checks until the beginning of your next turn. If you are within bright illumination you become invisible and ignore the penalties and damage of Light Sensitivity until the end of your next turn.
Sustain Minor: You can sustain this power's effects until the end of the encounter or for up to 5 minutes.
Pantherfolk (definitely a placeholder name)
Average Height - 5'7" - 6'0"
Average Weight - 130 - 180 lbs.
Ability Scores: +2 Dexterity, +2 Strength, +2 Wisdom, -2 Charisma
Size: Medium
Speed: 6 Squares
Vision: Low-light
Languages: Common
Skill Bonuses: +3 Intimidate, +2 Stealth
Darkvision: You can see normally in natural or magical darkness within 5 squares and treat natural and magical darkness as though they were low-light out to 20 squares.
Light-Vulnerability: You have Vulnerability to Radiant 5 and whenever you are hit by a power with the Radiant keyword you are blinded (save ends).
Light-Sensitivity: In areas of bright illumination you take a -1 penalty to attack rolls and defenses and ongoing radiant damage 0.
Shadewalk: If you move more than 3 squares in a turn you gain concealment and the ongoing damage you take from Light Sensitivity is reduced by 3. If you have the Shadow Walk Warlock feature you ignore the penalties and damage from Light Sensitivity. This ability only applies while you are in bright illumination.
Shadeform: While you are bloodied if you are in low-light you gain regeneration 1 (2 at 11th level, 3 at 21st), if you are in total darkness this increass to 2 (4 at 11th, 6 at 21st).
Daywalker: You can use the Daywalker daily power.
Daywalker Pantherfolk Racial Power
Daily
Standard Action Personal
Effect: If you are in low-light you gain concealment and a +5 power bonus to Stealth checks until the beginning of your next turn. If you are within bright illumination you become invisible and ignore the penalties and damage of Light Sensitivity until the end of your next turn.
Sustain Minor: You can sustain this power's effects until the end of the encounter or for up to 5 minutes.