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<blockquote data-quote="Voadam" data-source="post: 3947522" data-attributes="member: 2209"><p>hellrazor,</p><p></p><p>The bloodline does not give you shapeshifting or even tiger appearance, just "a feral stare and an overabundance of body hair." which is not what I think you are going for.</p><p></p><p>Here are the two you asked about</p><p></p><p>Tal'artathi tiger men from Mythic Races[sblock]Artathi from Mythic Races</p><p></p><p>• +2 Dexterity, –2 Constitution.</p><p>• Medium-size: As Medium-size creatures,</p><p>artathi have no special bonuses or penalties</p><p>due to their size.</p><p>• Artathi base speed is 30 feet.</p><p>• Low-light Vision: Artathi can see twice as far</p><p>as a human in starlight, moonlight, torchlight,</p><p>and similar conditions of poor illumination.</p><p>They retain the ability to distinguish color</p><p>and detail under these conditions.</p><p>• +2 racial bonus on Hide and Move Silently</p><p>checks. In areas of tall grass or heavy undergrowth,</p><p>the Hide bonus increases to +6.</p><p>• +6 racial bonus on Balance checks.</p><p>• +2 dodge bonus. This bonus represents the</p><p>artathi’s uncanny natural instincts for danger.</p><p>Any time a character loses his positive</p><p>Dexterity bonus to Armor Class, such as</p><p>when he’s caught flat-footed, he loses his</p><p>dodge bonus, too.</p><p>• If an artathi attacks unarmed with his claws</p><p>extended, his unarmed strikes cause 1d6</p><p>points of damage. Unlike normal unarmed</p><p>strike damage, this damage is not subdual</p><p>damage. An artathi’s Strength modifier is</p><p>applied to this damage as usual. If an artathi</p><p>attacks unarmed without his claws extended</p><p>he causes 1d3 points of subdual damage.</p><p></p><p>The artathi are a proud race of felinids who live</p><p>upon and rule the savannas and jungles of the</p><p>south. They believe they are the sons and</p><p>daughters of Ba en Aset and thus divine among</p><p>the “lesser races” of the world. On a personal</p><p>level, they are constantly seeking ways to</p><p>prove their own worth; as a race they look for</p><p>ways to expand their domains.</p><p></p><p>The artathi race is composed of seven different</p><p>castes: three upper castes—Il’artathi (resembling</p><p>lions), Tal’artathi (tigers), and Ahl’artathi</p><p>(pumas); and four lower castes—Htak’artathi</p><p>(lynx), Sal’artathi (cheetah), Dal’artathi (leopard),</p><p>and Vyk’artathi (jaguar). Although members</p><p>of one caste are capable of mating with</p><p>those from another, the offspring from such a</p><p>union are mongrels. Those unlucky enough to</p><p>be tainted as such from birth are considered to</p><p>be letathen, casteless ones, and are considered</p><p>the lowest members of artathi society.</p><p></p><p>Members of the Tal’artathi fill the highest</p><p>ranks of the Church of Ba en Aset. Of the three</p><p>upper castes, they are the most conservative in</p><p>their outlook, preferring to prepare for longterm</p><p>gain rather than short-term benefits—an</p><p>attitude they typically carry into their personal</p><p>lives, as well.[/sblock]</p><p></p><p>Wild Frey from Wildwood (I was wrong they are not in Complete Minions or the Oathbound CS)[sblock]Wild Frey</p><p>More akin to their predatory ancestors, wild frey reach</p><p>a height of 5 ft., tip the scales at approximately 120</p><p>pounds and look very similar to a gray and black furred humanoid leopard.</p><p>Wild Frey Racial Traits:</p><p>• Wild frey gain a +2 bonus to Dexterity and suffer a</p><p>-2 penalty to Intelligence.</p><p>• Wild frey are Medium creatures; therefore size does</p><p>not affect their ACor attack rolls. While moving in an</p><p>upright fashion, they have a base speed of 30 ft; but</p><p>if their hands are free, they can move as a quadruped</p><p>increasing their base speed to 40 ft.</p><p>• Wild frey are humanoids (feline).</p><p>• Darkvision 60 ft.</p><p>• Wild frey have a Climb speed of 20 ft. They gain a +8</p><p>racial bonus to all Climb checks as well as the</p><p>benefits described under the Skills chapter in the</p><p>Player’s Handbook.</p><p>• +2 racial bonus to Listen and Jump checks</p><p>• +4 racial bonus to Move Silently checks</p><p>• The wild frey’s two claws deal 1d6 points of damage</p><p>and possess a threat range of 19-20. Its bite delivers</p><p>1d6 points of damage with a critical multiplier of x3.</p><p>These attacks are considered natural weapons. The wild</p><p>frey’s claws are its primary attacks while its bite is</p><p>its secondary attack.</p><p>• Land on Feet (Ex): Whenever the wild frey is subject</p><p>to damage from falling, it can make a Reflex save (DC</p><p>12) to ignore damage from the fall’s first 20 feet.</p><p>• Scent</p><p>• Wild frey reach middle age at 20, old age at 30 and</p><p>venerable at 40.</p><p>• Automatic Languages: Feline and Green; Bonus</p><p>Languages: select from Canine, Common, Elven, Gnoll,</p><p>Halfling, Orc and Sylvan.</p><p></p><p>I have to double check the LA.[/sblock]</p><p></p><p></p><p>There are also a few more</p><p></p><p>Chiao[sblock]</p><p>Chiao are intelligent, bipedal creatures with</p><p>the body structure of a human and the face of a</p><p>tiger. Their bodies are often striped like tigers,</p><p>and those few born without stripes are teased and</p><p>ridiculed among the chiao. Chiao are territorial</p><p>tribal people that live in the jungles. They value</p><p>strength, hunting, and martial pursuits, following</p><p>the Tiger General in his conquests.</p><p></p><p>Combat </p><p>The chiao are masters of jungle warfare.</p><p>They excel at hit and run tactics, emerging from</p><p>the jungle without warning and then melting away</p><p>after bloodying their opponents. Since jungle</p><p>conditions are so claustrophobic, chiao favor</p><p>short-ranged missile weapons like javelins. They</p><p>let loose a rain of these and then close with their</p><p>tiger claws.</p><p></p><p>+4 str, +4 Dex, +2 Con, -2 int, 2HD humanoid, +1 LA,</p><p>poison use, low light vision, weapon familiarity tiger</p><p>claws</p><p></p><p>Weapon Familiarity: Chiao treat tiger claws</p><p>as martial weapons, rather than exotic weapons.</p><p>Skills: Chiao have a +2 racial bonus on Hide</p><p>and Move Silently checks. *In areas of tall grass or</p><p>heavy undergrowth, the Hide bonus improves to +4.</p><p></p><p>Tiger Claws: Also known as bagh nakh,</p><p>the chiao favor these nasty paired weapons. Users</p><p>grasp a metal crossbar, from which several curved</p><p>blades protrude. A tiger claw is a light exotic</p><p>weapon that deals 1d4 (Medium) of piercing</p><p>damage on a hit with a critical range of x3. Cost: 4</p><p>gp (one pair of claws). Weight: 1 lb.[/sblock]</p><p></p><p>Vah Shir[sblock]Vah Shi r Racial Traits</p><p>Abilities: +2 Strength, -2 Intelligence. Though strong</p><p>like great cats, the Vah Shir do not place emphasis on logic</p><p>so much as instinctive wisdom.</p><p>Medium-size: As Medium-size creatures, </p><p>Vah Shir begin speak Combine.</p><p>Vah Shir get +4 on tumble, hide, and move silently</p><p>Appearance: As bipedal humanoid cats, Vah Shir are similar in size and structural anatomy to humans, but also share many features of their catlike ancestry. From feline ears atop their heads, cat-iris eyes, whiskers, and carnivorous teeth to the thick fur that covers their bodies and feline tails, Vah Shir appear much like great cats. Subtypes of Vah Shir range in appearance similarly to many big cats, including lions, tigers, lynxes, cougars, leopards, black panthers and others.[/sblock]</p></blockquote><p></p>
[QUOTE="Voadam, post: 3947522, member: 2209"] hellrazor, The bloodline does not give you shapeshifting or even tiger appearance, just "a feral stare and an overabundance of body hair." which is not what I think you are going for. Here are the two you asked about Tal'artathi tiger men from Mythic Races[sblock]Artathi from Mythic Races • +2 Dexterity, –2 Constitution. • Medium-size: As Medium-size creatures, artathi have no special bonuses or penalties due to their size. • Artathi base speed is 30 feet. • Low-light Vision: Artathi 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 on Hide and Move Silently checks. In areas of tall grass or heavy undergrowth, the Hide bonus increases to +6. • +6 racial bonus on Balance checks. • +2 dodge bonus. This bonus represents the artathi’s uncanny natural instincts for danger. Any time a character loses his positive Dexterity bonus to Armor Class, such as when he’s caught flat-footed, he loses his dodge bonus, too. • If an artathi attacks unarmed with his claws extended, his unarmed strikes cause 1d6 points of damage. Unlike normal unarmed strike damage, this damage is not subdual damage. An artathi’s Strength modifier is applied to this damage as usual. If an artathi attacks unarmed without his claws extended he causes 1d3 points of subdual damage. The artathi are a proud race of felinids who live upon and rule the savannas and jungles of the south. They believe they are the sons and daughters of Ba en Aset and thus divine among the “lesser races” of the world. On a personal level, they are constantly seeking ways to prove their own worth; as a race they look for ways to expand their domains. The artathi race is composed of seven different castes: three upper castes—Il’artathi (resembling lions), Tal’artathi (tigers), and Ahl’artathi (pumas); and four lower castes—Htak’artathi (lynx), Sal’artathi (cheetah), Dal’artathi (leopard), and Vyk’artathi (jaguar). Although members of one caste are capable of mating with those from another, the offspring from such a union are mongrels. Those unlucky enough to be tainted as such from birth are considered to be letathen, casteless ones, and are considered the lowest members of artathi society. Members of the Tal’artathi fill the highest ranks of the Church of Ba en Aset. Of the three upper castes, they are the most conservative in their outlook, preferring to prepare for longterm gain rather than short-term benefits—an attitude they typically carry into their personal lives, as well.[/sblock] Wild Frey from Wildwood (I was wrong they are not in Complete Minions or the Oathbound CS)[sblock]Wild Frey More akin to their predatory ancestors, wild frey reach a height of 5 ft., tip the scales at approximately 120 pounds and look very similar to a gray and black furred humanoid leopard. Wild Frey Racial Traits: • Wild frey gain a +2 bonus to Dexterity and suffer a -2 penalty to Intelligence. • Wild frey are Medium creatures; therefore size does not affect their ACor attack rolls. While moving in an upright fashion, they have a base speed of 30 ft; but if their hands are free, they can move as a quadruped increasing their base speed to 40 ft. • Wild frey are humanoids (feline). • Darkvision 60 ft. • Wild frey have a Climb speed of 20 ft. They gain a +8 racial bonus to all Climb checks as well as the benefits described under the Skills chapter in the Player’s Handbook. • +2 racial bonus to Listen and Jump checks • +4 racial bonus to Move Silently checks • The wild frey’s two claws deal 1d6 points of damage and possess a threat range of 19-20. Its bite delivers 1d6 points of damage with a critical multiplier of x3. These attacks are considered natural weapons. The wild frey’s claws are its primary attacks while its bite is its secondary attack. • Land on Feet (Ex): Whenever the wild frey is subject to damage from falling, it can make a Reflex save (DC 12) to ignore damage from the fall’s first 20 feet. • Scent • Wild frey reach middle age at 20, old age at 30 and venerable at 40. • Automatic Languages: Feline and Green; Bonus Languages: select from Canine, Common, Elven, Gnoll, Halfling, Orc and Sylvan. I have to double check the LA.[/sblock] There are also a few more Chiao[sblock] Chiao are intelligent, bipedal creatures with the body structure of a human and the face of a tiger. Their bodies are often striped like tigers, and those few born without stripes are teased and ridiculed among the chiao. Chiao are territorial tribal people that live in the jungles. They value strength, hunting, and martial pursuits, following the Tiger General in his conquests. Combat The chiao are masters of jungle warfare. They excel at hit and run tactics, emerging from the jungle without warning and then melting away after bloodying their opponents. Since jungle conditions are so claustrophobic, chiao favor short-ranged missile weapons like javelins. They let loose a rain of these and then close with their tiger claws. +4 str, +4 Dex, +2 Con, -2 int, 2HD humanoid, +1 LA, poison use, low light vision, weapon familiarity tiger claws Weapon Familiarity: Chiao treat tiger claws as martial weapons, rather than exotic weapons. Skills: Chiao have a +2 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +4. Tiger Claws: Also known as bagh nakh, the chiao favor these nasty paired weapons. Users grasp a metal crossbar, from which several curved blades protrude. A tiger claw is a light exotic weapon that deals 1d4 (Medium) of piercing damage on a hit with a critical range of x3. Cost: 4 gp (one pair of claws). Weight: 1 lb.[/sblock] Vah Shir[sblock]Vah Shi r Racial Traits Abilities: +2 Strength, -2 Intelligence. Though strong like great cats, the Vah Shir do not place emphasis on logic so much as instinctive wisdom. Medium-size: As Medium-size creatures, Vah Shir begin speak Combine. Vah Shir get +4 on tumble, hide, and move silently Appearance: As bipedal humanoid cats, Vah Shir are similar in size and structural anatomy to humans, but also share many features of their catlike ancestry. From feline ears atop their heads, cat-iris eyes, whiskers, and carnivorous teeth to the thick fur that covers their bodies and feline tails, Vah Shir appear much like great cats. Subtypes of Vah Shir range in appearance similarly to many big cats, including lions, tigers, lynxes, cougars, leopards, black panthers and others.[/sblock] [/QUOTE]
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