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<blockquote data-quote="ziegander" data-source="post: 4361592" data-attributes="member: 72250"><p>Heh, glad you like the fluff at least <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-P" title="Stick out tongue :-P" data-smilie="7"data-shortname=":-P" /></p><p></p><p>Um, okay, here's my stab at the PC version. Any that are more odd than this are going to have to be hgher level monster stats.</p><p></p><p><strong>Adventuring Pantherfolk</strong></p><p>These Pantherfolk have developed methods of survival out in the harsh radiance that their less outgoing brethren admire and envy.</p><p></p><p>Average Height - 5'7" - 6'0"</p><p>Average Weight - 130 - 180 lbs.</p><p></p><p>Ability Scores: +2 Dexterity, +2 Wisdom</p><p>Size: Medium</p><p>Speed: 6 Squares</p><p>Vision: Low-light</p><p></p><p>Languages: Common</p><p>Skill Bonuses: +2 Intimdate, +2 Stealth</p><p></p><p>Solar Dependancy: You must spend at least 2 hours each day within low-light or bright illumination produced naturally. Each day you go without these 2 hours you take a -1 penalty to attacks, defenses and saving throws.</p><p></p><p>Sunscarred: In areas of bright natural sunlight you take a -1 penalty to attack rolls and gain Vulnerability to Radiant 5.</p><p></p><p>Darkvision: You can see normally within natural darkness out to 5 squares.</p><p></p><p>Made in the Shade: While bloodied as long as you are in an area of low-light you gain regeneration 1 (2 at 11th level, 3 at 21st). This ability can only heal you a number of hitpoints equal to your total hitpoints + your level each day.</p><p></p><p>Light Manipulation: You gain a +1 bonus to all attacks made with powers with the Radiant and/or Illusion keywords and can use the Darklight encounter power.</p><p></p><p><strong>Darklight Pantherfolk Racial Power</strong></p><p><strong></strong>Encounter</p><p>Move Action Personal</p><p>Effect: You radiate dim light in a radius of 3 squares until the end of your next turn. This illuminates areas of natural or magical darkness, but also dims areas of bright illumination. You and any allies within the radius gain concealment during any turns in which they do not move.</p><p>Sustain Minor: You can sustain this power's effects for a number of rounds equal to your Constitution modifier.</p></blockquote><p></p>
[QUOTE="ziegander, post: 4361592, member: 72250"] Heh, glad you like the fluff at least :-P Um, okay, here's my stab at the PC version. Any that are more odd than this are going to have to be hgher level monster stats. [B]Adventuring Pantherfolk[/B] These Pantherfolk have developed methods of survival out in the harsh radiance that their less outgoing brethren admire and envy. Average Height - 5'7" - 6'0" Average Weight - 130 - 180 lbs. Ability Scores: +2 Dexterity, +2 Wisdom Size: Medium Speed: 6 Squares Vision: Low-light Languages: Common Skill Bonuses: +2 Intimdate, +2 Stealth Solar Dependancy: You must spend at least 2 hours each day within low-light or bright illumination produced naturally. Each day you go without these 2 hours you take a -1 penalty to attacks, defenses and saving throws. Sunscarred: In areas of bright natural sunlight you take a -1 penalty to attack rolls and gain Vulnerability to Radiant 5. Darkvision: You can see normally within natural darkness out to 5 squares. Made in the Shade: While bloodied as long as you are in an area of low-light you gain regeneration 1 (2 at 11th level, 3 at 21st). This ability can only heal you a number of hitpoints equal to your total hitpoints + your level each day. Light Manipulation: You gain a +1 bonus to all attacks made with powers with the Radiant and/or Illusion keywords and can use the Darklight encounter power. [B]Darklight Pantherfolk Racial Power [/B]Encounter Move Action Personal Effect: You radiate dim light in a radius of 3 squares until the end of your next turn. This illuminates areas of natural or magical darkness, but also dims areas of bright illumination. You and any allies within the radius gain concealment during any turns in which they do not move. Sustain Minor: You can sustain this power's effects for a number of rounds equal to your Constitution modifier. [/QUOTE]
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