Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Icemist and Beyond: Characters from Small Beginnings
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="fett527" data-source="post: 378014" data-attributes="member: 5458"><p><strong>Feloine Racial Abilities and Traits</strong></p><p></p><p>This was posted to the Story Hour originally:</p><p></p><p>Here they are! </p><p>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!</p><p></p><p></p><p>PANTHER FELOINE RACIAL TRAITS</p><p>•+2 Dexterity, -2 Constitution: Panther feloines are very graceful. This makes them more adept at stealth and ranged combat.</p><p>•Medium-size: As medium-size creatures, panther feloines have no special bonuses or penalties due to size.</p><p>•Feloine base speed is 30 feet</p><p>•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.</p><p>•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.</p><p>•Scent ability: Per the Monstrous Manual . A feloine has a heightened sense of smell that allows him to track foes and detect enemies.</p><p>•+2 racial bonus on saving throws vs. illusions. The feloines increased sensitivity to smells makes him less susceptible to magical illusions.</p><p>•-2 racial negative to saving throws against olfactory based spells. The same sensitivity becomes detrimental against spells such as Stinking Cloud. </p><p>•+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.</p><p>•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.</p><p>•Jumping: When a feloine attempts a Jump check his distance is 1.5 times that of normal humanoids.</p><p>•Automatic Languages: Regional, Feloine.</p><p>•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.</p></blockquote><p></p>
[QUOTE="fett527, post: 378014, member: 5458"] [b]Feloine Racial Abilities and Traits[/b] This was posted to the Story Hour originally: 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Icemist and Beyond: Characters from Small Beginnings
Top