MiniHB Catfolk

Darklone

Registered User
What would you change to make the Catfolk ECL 0? I thought about small size... but would that be enough? Perhaps remove the natural armour bonus?
 

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I don't own the Mini HB, so I'm going to work from the back of the Catfolk mini card itself.

It looks like they get:
+1 Natural Armor
+2 Str, +4 Dex, +2 Con, -2 Wis
Speed: 40 ft.
Low-Light Vision

The natural armor is fine. The unbalancing thing is their +4 Dex (and other ability bonuses, unless I got them wrong). Also, it should be noted that small size is usually a bonus, not a penalty.

Their speed is quite high. They shouldn't be that fast at 1st level.

Here's my work-up of an LA +0 Catfolk race that's based only on my misperception of their features from the back of the mini card :)


CATFOLK Medium Humanoid (Feline)
Str -2, Dex +2
Medium: As a Medium creature, catfolk gain no special bonuses or penalties.
Catfolk base land speed is 30 feet.
Low-Light Vision: A catfolk can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Fur: A catfolk's skin is thicker than a human's, and covered in fur. This grants them a +1 natural armor bonus to AC, and they also gain a +4 circumstance bonus to Fortitude saves to avoid subdual damage from a cold environment.
Heightend Senses: +2 racial bonus on Listen, Search, and Spot checks. A catfolk who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Automatic Language: Common. Bonus Languages: Draconic, Elven, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Favored Class: Ranger. A multiclass catfolk's ranger class does not count when determining whether she takes an experience point penalty for multiclassing.

Special: Catfolk can take a special four-level Racial Prestige Class, called Catfolk Paragon. (As a PrC, levels from this racial class cannot cause XP loss due to multiclassing.)


PARAGON CATFOLK PRESTIGE CLASS
HD: d6

Requirements:
Race: Catfolk

Class Skills: Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points: 4 + Int bonus

Code:
[u]Lev	BAB	Ft/Rf/Wi    Special Abilities[/u]
1	+1 	+0/+2/+2    Jaguar Scent, Fur +2
2	+2	+0/+3/+3    Panther Bite, Nine Lives
3	+3	+1/+3/+3    Cheetah Stride, Fur +3
4	+4	+1/+4/+4    Tiger Pounce, Dexterity +2

Class Abilities:
  • Weapon and Armor Proficiency: Paragon catfolk are proficient with all simple weapons and with light armor.
  • Fur (Ex): The indicated bonus replaces the catfolk's racial natural armor bonus.
  • Jaguar Scent (Ex): The catfolk's senses grow sensitive enough to grant her scent. A catfolk can detect opponents by scent within 30 feet. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a catfolk detects a scent, the exact location of the source is not revealed -- only its presence somewhere within range. The catfolk can take a move action to note the direction of the scent. Whenever the catfolk comes within 5 feet of the source, it pinpoints the source's location (though the source still has full concealment). Scent may also grant the catfolk a +4 circumstance bonus to tracking checks.
  • Panther Bite[ (Ex): The catfolk gains a Bite attack as a secondary natural attack (-5, 1d6+Str bonus damage).
  • Nine Lives (Ex): The catfolk gains a +4 bonus to all Fortitude saves against [Death] effects.
  • Cheetah Stride (Ex): The catfolk's light, quick stride grants her +10 ft. movement and a +4 racial bonus to Move Silently checks.
  • Tiger Pounce (Ex): When weilding only Light weapons, a catfolk can make a full attack at the end of a charge.
  • Dexterity: The catfolk gains these bonus points as if through level advancement.

This is just a quick first attempt. EDIT: with better formatting.

-- N
 
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DL -

Don't know if this helps...but here are the stats from the "catfolk" in Faded Glory...

Saar

Saar Racial Traits

+ 2 Dexterity, +2 Charisma, -2 Constitution, -2 Intelligence: Saar are quite nimble, but not as hardy as other races. In addition, they are not quite as intelligent as some, but often have very strong personalities.

Medium-size: As Medium-sized creatures, Saar have no special bonuses or penalties due to their size.

Saar base sped is 30 feet.

Lowlight Vision: Saar can see twice as far as a human in starlight, moonlight, torchlight and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

+ 2 racial bonus to Listen checks: Saar have keen hearing and often pick up sounds that others miss.

+2 racial bonus to Balance, Tumbling and Escape Artist Checks: Saar are sure-footed and flexible.

May take Scent as a feat at 1st level: Many Saar have keen senses of smell, so Scent (see DMG) is available as a feat, but it must be taken at 1st level.

Illiterate: Saar cannot read or write at 1st level. Saar have a strong oral tradition, but no written language. Saar may spend 2 skill points anytime after 1st level to become literate in Tradespeak or another written language.

Favored Class: Bard or Sorcerer. A Multiclass Saar’s bard or sorcerer class does not count when determining whether it suffers an XP penalty for multiclassing (see PHB page 56).

~ Old One
 

Yay, I had the Saar stats stolen years ago :D

But somehow I always imagined catpeople as smaller... IIRC, catfolk stats are -2 str, +4 dex... I'll check later.
 

minihb cat folk abilities are

+2 dex, +2 cha the card is altered like the other 0hd warriors in the MM

+1 nat armor

base speed 40 ft

lowlight vision

+2 to two skills survival and hide or move silent ( I forget which)
 


I’m working on a catfolk race (Fellene) and these are their racial traits as they stand. I wanted to create a race without the usual ability modifiers. I scanned the felines in the Monster Manual and pulled the Sprint and Pounce extraordinary abilities. The Miniatures book Catfolk were the starting point, but they have anthropomorphed quite a bit.

* Medium: As Medium creatures, Fellene have no special bonuses or penalties due to their size.
* Fellene base land speed is 30 feet, climb 20 ft.
* +2 racial saving throw bonus against illusion spells or effects.
* Weapon Proficiency: Fellene receive the Martial Weapon Proficiency feats for the longsword and shortbow (including composite shortbow) as bonus feats.
* Alertness: Fellene receive Alertness as a bonus feat.
* +2 racial bonus on Listen, Search, and Spot checks. A Fellene who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
* Sprint (Ex): Once per day, a Fellene can move ten times its normal speed (300 ft.) when it makes a charge.
* Pounce (Ex): If a Fellene charges a foe, it can make a full attack.
* Automatic Languages: Common and Bestial.
* Bonus Languages:
* Favored Class: Wizard. A multiclass Fellene ’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.

Tormenet
 

Woah, my players (not PCs) would kill for these abilities ;)

ECL 0?

MiniHB: Guess adding small size and -2 strength should do it to drag it down to ECL 0.
 

Tormenet said:
* Alertness: Fellene receive Alertness as a bonus feat.
* +2 racial bonus on Listen, Search, and Spot checks. A Fellene who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
* Sprint (Ex): Once per day, a Fellene can move ten times its normal speed (300 ft.) when it makes a charge.
* Pounce (Ex): If a Fellene charges a foe, it can make a full attack.

Woah! Both Alertness and a generic bonus, so they get +4 Spot and +4 Listen. I'd give one or the other.

Sprint seems okay, but limit it to "when unarmored and carrying a light load". Hmm, perhaps give them the Run feat instead of Alertness.

Pounce is way too strong. Limit it to "when wielding only Light weapons or natural attacks", and even then it's really strong.

-- N
 

Darklone and Nifft,

Not finished yet, in part that is why I posted it. I find that EN Worlder commentary on my drafts is like gold. Why be creative when I can let other people do the thinking?

The goal is ECL 0, but I think the Extraordinary Abilities do better to reflect a cat's (leopard or cheetah) nature better than simple ability adjustments, it just needs tweaking.

Good points Nifft, they'll be reflected in the next draft.

Tormenet
 
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